Collision detection system
This commit is contained in:
87
collision/types.go
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87
collision/types.go
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@@ -0,0 +1,87 @@
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package collision
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type Point struct {
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X float64
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Y float64
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}
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type Polygon struct {
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Points []Point
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}
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type ObjectType int
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const (
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Hero ObjectType = 1 << iota
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Zombie
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)
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type Collidable interface {
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CollisionShape() Polygon
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HandleCollisionEvent(other Collidable)
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CollisionObjectType() ObjectType
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}
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// Helper function to calculate the dot product of two points
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func dot(p1, p2 Point) float64 {
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return p1.X*p2.X + p1.Y*p2.Y
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}
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// Helper function to get the normal of the edge between two points
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func edgeNormal(p1, p2 Point) Point {
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return Point{X: p2.Y - p1.Y, Y: p1.X - p2.X}
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}
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// Project a polygon onto an axis and return the min and max projections
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func projectPolygon(axis Point, polygon Polygon) (float64, float64) {
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min := dot(axis, polygon.Points[0])
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max := min
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for _, p := range polygon.Points[1:] {
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projection := dot(axis, p)
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if projection < min {
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min = projection
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}
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if projection > max {
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max = projection
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}
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}
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return min, max
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}
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// Check if two projections on an axis overlap
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func overlap(minA, maxA, minB, maxB float64) bool {
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if minA > maxB || minB > maxA {
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return false
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}
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return true
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}
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// Overlaps checks if two polygons overlap using the Separating Axis Theorem
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func (p Polygon) Overlaps(p2 Polygon) bool {
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if len(p.Points) == 0 || len(p2.Points) == 0 {
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return false
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}
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for i := 0; i < len(p.Points); i++ {
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next := (i + 1) % len(p.Points)
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axis := edgeNormal(p.Points[i], p.Points[next])
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minA, maxA := projectPolygon(axis, p)
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minB, maxB := projectPolygon(axis, p2)
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if !overlap(minA, maxA, minB, maxB) {
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return false
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}
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}
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for i := 0; i < len(p2.Points); i++ {
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next := (i + 1) % len(p2.Points)
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axis := edgeNormal(p2.Points[i], p2.Points[next])
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minA, maxA := projectPolygon(axis, p)
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minB, maxB := projectPolygon(axis, p2)
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if !overlap(minA, maxA, minB, maxB) {
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return false
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}
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}
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return true
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}
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32
collision/world.go
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32
collision/world.go
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@@ -0,0 +1,32 @@
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package collision
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type World struct {
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Entities []Collidable
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}
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func (w *World) AddEntity(e Collidable) {
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w.Entities = append(w.Entities, e)
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}
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func (w *World) RemoveEntity(e Collidable) {
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for i, entity := range w.Entities {
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if entity == e {
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w.Entities = append(w.Entities[:i], w.Entities[i+1:]...)
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}
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}
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}
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func (w *World) NotifyAboutCollisions() {
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for i, entity := range w.Entities {
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for _, other := range w.Entities[i+1:] {
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if entity.CollisionShape().Overlaps(other.CollisionShape()) {
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entity.HandleCollisionEvent(other)
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other.HandleCollisionEvent(entity)
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}
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}
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}
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}
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func NewWorld() *World {
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return &World{}
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}
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59
hero/hero.go
59
hero/hero.go
@@ -3,6 +3,7 @@ package hero
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import (
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"bytes"
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"github.com/hajimehoshi/ebiten/v2"
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"gitlab.com/kbr4/9heroja/collision"
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"gitlab.com/kbr4/9heroja/configuration"
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"gitlab.com/kbr4/9heroja/resources"
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"image"
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@@ -23,9 +24,11 @@ type Hero struct {
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direction configuration.Direction
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IsWalking bool
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Health int // Health as a percentage (0-100)
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X float64
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Y float64
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}
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type spritePosition struct {
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type spriteFramePosition struct {
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x int
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y int
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}
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@@ -34,8 +37,8 @@ func (h *Hero) DrawHero(screen *ebiten.Image) {
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// set movement positions to be hashmap of sprite positions for each direction
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movementPositions := map[configuration.Direction][]spritePosition{}
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movementPositions[configuration.North] = []spritePosition{
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movementPositions := map[configuration.Direction][]spriteFramePosition{}
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movementPositions[configuration.North] = []spriteFramePosition{
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{0, 166},
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{33, 166},
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{66, 166},
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@@ -45,7 +48,7 @@ func (h *Hero) DrawHero(screen *ebiten.Image) {
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{66, 166},
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{33, 166},
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}
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movementPositions[configuration.NorthEast] = []spritePosition{
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movementPositions[configuration.NorthEast] = []spriteFramePosition{
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{168, 0},
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{201, 0},
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{0, 33},
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@@ -56,7 +59,7 @@ func (h *Hero) DrawHero(screen *ebiten.Image) {
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{201, 0},
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}
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movementPositions[configuration.East] = []spritePosition{
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movementPositions[configuration.East] = []spriteFramePosition{
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{132, 99},
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{165, 99},
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{198, 99},
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@@ -67,7 +70,7 @@ func (h *Hero) DrawHero(screen *ebiten.Image) {
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{165, 99},
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}
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movementPositions[configuration.SouthEast] = []spritePosition{
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movementPositions[configuration.SouthEast] = []spriteFramePosition{
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{33, 66},
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{66, 66},
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{99, 66},
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@@ -78,7 +81,7 @@ func (h *Hero) DrawHero(screen *ebiten.Image) {
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{66, 66},
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}
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movementPositions[configuration.South] = []spritePosition{
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movementPositions[configuration.South] = []spriteFramePosition{
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{66, 132},
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{0, 99},
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{33, 99},
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@@ -89,7 +92,7 @@ func (h *Hero) DrawHero(screen *ebiten.Image) {
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{0, 99},
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}
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movementPositions[configuration.SouthWest] = []spritePosition{
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movementPositions[configuration.SouthWest] = []spriteFramePosition{
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{99, 33},
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{33, 0},
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{66, 0},
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@@ -100,7 +103,7 @@ func (h *Hero) DrawHero(screen *ebiten.Image) {
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{33, 0},
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}
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movementPositions[configuration.West] = []spritePosition{
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movementPositions[configuration.West] = []spriteFramePosition{
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{198, 66},
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{99, 132},
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{132, 132},
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@@ -111,7 +114,7 @@ func (h *Hero) DrawHero(screen *ebiten.Image) {
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{99, 132},
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}
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movementPositions[configuration.NorthWest] = []spritePosition{
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movementPositions[configuration.NorthWest] = []spriteFramePosition{
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{0, 0},
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{132, 33},
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{165, 33},
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@@ -129,7 +132,9 @@ func (h *Hero) DrawHero(screen *ebiten.Image) {
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// ground
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op.GeoM.Reset()
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op.GeoM.Translate(float64(screenWidth/2-16), float64(screenHeight/2-16))
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h.X = float64(screenWidth/2 - 16)
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h.Y = float64(screenHeight/2 - 16)
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op.GeoM.Translate(h.X, h.Y)
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//op.GeoM.Translate(float64(i*tileSize-floorMod(g.cameraX, tileSize)),
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// float64((ny-1)*tileSize-floorMod(g.cameraY, tileSize)))
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@@ -138,8 +143,8 @@ func (h *Hero) DrawHero(screen *ebiten.Image) {
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// Drawing the dynamic health bar below the hero
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maxHealthBarWidth := resources.HeroTileSize // Maximum width of the health bar (same as the character width)
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healthBarHeight := 5 // Height of the health bar
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healthBarX := float64(screenWidth/2 - 16) // Align with the hero
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healthBarY := float64(screenHeight/2 + 20) // Position below the hero
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healthBarX := float64(h.X) // Align with the hero
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healthBarY := float64(h.Y + 37) // Position below the hero
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// Calculate the current width of the health bar based on the hero's health
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currentHealthBarWidth := int(float64(maxHealthBarWidth) * (float64(h.Health) / 100.0))
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@@ -180,7 +185,7 @@ func NewHero() *Hero {
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hero := &Hero{
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step: 0,
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IsWalking: false,
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Health: 33,
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Health: 100,
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}
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go func() {
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@@ -217,3 +222,29 @@ func (h *Hero) Stop() {
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walkTicker.Stop()
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h.IsWalking = false
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}
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func (h *Hero) CollisionShape() collision.Polygon {
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return collision.Polygon{
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Points: []collision.Point{
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{X: h.X, Y: h.Y},
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{X: h.X + 33, Y: h.Y},
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{X: h.X + 33, Y: h.Y + 33},
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{X: h.X, Y: h.Y + 33},
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},
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}
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}
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func (h *Hero) CollisionObjectType() collision.ObjectType {
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return collision.Hero
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}
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func (h *Hero) HandleCollisionEvent(other collision.Collidable) {
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coll := other.CollisionObjectType()
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switch coll {
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case collision.Zombie:
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h.Health -= 25
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if h.Health <= 0 {
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h.Health = 10
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}
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}
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}
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8
main.go
8
main.go
@@ -3,6 +3,7 @@ package main
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import (
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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"gitlab.com/kbr4/9heroja/collision"
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"gitlab.com/kbr4/9heroja/configuration"
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"gitlab.com/kbr4/9heroja/hero"
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"gitlab.com/kbr4/9heroja/input"
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@@ -51,6 +52,7 @@ type Game struct {
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hero *hero.Hero
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terrain *terrain.Terrain
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zombies []*zombie.Zombie
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world *collision.World
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}
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func (g *Game) Update() error {
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@@ -63,17 +65,18 @@ func (g *Game) Update() error {
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g.terrain.Move()
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g.hero.Walk()
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}
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g.world.NotifyAboutCollisions()
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return nil
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}
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func (g *Game) Draw(screen *ebiten.Image) {
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g.terrain.DrawTerrain(screen)
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g.hero.DrawHero(screen)
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for _, z := range g.zombies {
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z.OffsetX = g.terrain.PositionX
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z.OffsetY = g.terrain.PositionY
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z.DrawZombie(screen)
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}
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g.hero.DrawHero(screen)
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) {
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@@ -86,10 +89,12 @@ var GameInstance *Game
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func init() {
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GameInstance = &Game{}
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GameInstance.world = collision.NewWorld()
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GameInstance.control = &input.Keyboard{}
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GameInstance.hero = hero.NewHero()
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GameInstance.zombies = []*zombie.Zombie{zombie.NewZombie(), zombie.NewZombie(), zombie.NewZombie(), zombie.NewZombie(), zombie.NewZombie()}
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GameInstance.world.AddEntity(GameInstance.hero)
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// put zombies in random places on the screen but not too close to the hero or each other
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for _, z := range GameInstance.zombies {
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z.X = float64(configuration.Random(50, screenWidth-50))
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@@ -99,6 +104,7 @@ func init() {
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z.Y = float64(configuration.Random(0, screenHeight))
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}
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z.Walk()
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GameInstance.world.AddEntity(z)
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}
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GameInstance.terrain = terrain.NewTerrain()
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@@ -3,6 +3,7 @@ package zombie
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import (
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"bytes"
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"github.com/hajimehoshi/ebiten/v2"
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"gitlab.com/kbr4/9heroja/collision"
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"gitlab.com/kbr4/9heroja/configuration"
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"gitlab.com/kbr4/9heroja/resources"
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"image"
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@@ -25,6 +26,7 @@ type Zombie struct {
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Y float64
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OffsetX float64
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OffsetY float64
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IsDead bool
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}
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type spritePosition struct {
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@@ -57,7 +59,10 @@ func (z *Zombie) DrawZombie(screen *ebiten.Image) {
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op.GeoM.Reset()
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op.GeoM.Translate(z.X+z.OffsetX, z.Y+z.OffsetY)
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op.GeoM.Scale(1, 1)
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// Apply red tint if the zombie is dead
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if z.IsDead {
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op.ColorScale.Scale(1, 0, 0, 1) // Scale the red channel up, green and blue down.
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}
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screen.DrawImage(zombieImage.SubImage(image.Rect(p.x+1, p.y, p.x+resources.ZombieTileSize, p.y+resources.HeroTileSize)).(*ebiten.Image), op)
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}
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@@ -73,23 +78,26 @@ func init() {
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}
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func NewZombie() *Zombie {
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hero := &Zombie{
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zombie := &Zombie{
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step: 0,
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IsWalking: false,
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IsDead: false,
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}
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go func() {
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for {
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select {
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case <-walkTicker.C:
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hero.step++
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if hero.step > 3 {
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hero.step = 0
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if zombie.IsWalking {
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zombie.step++
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if zombie.step > 3 {
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zombie.step = 0
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}
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}
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}
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}
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}()
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return hero
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return zombie
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}
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func (z *Zombie) Walk() {
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@@ -109,6 +117,36 @@ func (z *Zombie) ChangeDirection(d configuration.Direction) {
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func (z *Zombie) Stop() {
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z.step = 2
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walkTicker.Stop()
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z.IsWalking = false
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}
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func (z *Zombie) CollisionShape() collision.Polygon {
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if !z.IsDead {
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return collision.Polygon{
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Points: []collision.Point{
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{X: z.X + z.OffsetX, Y: z.Y + z.OffsetY},
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{X: z.X + z.OffsetX + 32, Y: z.Y + z.OffsetY},
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{X: z.X + z.OffsetX + 32, Y: z.Y + z.OffsetY + 32},
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{X: z.X + z.OffsetX, Y: z.Y + z.OffsetY + 32},
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},
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}
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} else {
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return collision.Polygon{
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Points: []collision.Point{},
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}
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}
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}
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func (z *Zombie) CollisionObjectType() collision.ObjectType {
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return collision.Zombie
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}
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func (z *Zombie) HandleCollisionEvent(other collision.Collidable) {
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coll := other.CollisionObjectType()
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switch coll {
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case collision.Hero:
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z.Stop()
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z.IsDead = true
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}
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}
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Block a user