220 lines
6.1 KiB
Haskell
220 lines
6.1 KiB
Haskell
module Test where
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import Affection as A hiding (get)
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import SDL (get, ($=))
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import qualified SDL
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import qualified Graphics.Rendering.OpenGL as GL hiding (get)
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import Control.Monad (when, unless, void)
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import Control.Monad.IO.Class (liftIO)
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import Data.Map.Strict as Map
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import qualified Data.Set as S
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import qualified Data.Text as T
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import Data.Matrix as M
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import Data.Ecstasy as E
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import Data.Maybe (fromJust)
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import NanoVG hiding (V2(..))
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import Types
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import Floorplan
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import Linear
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import Foreign.C.Types (CFloat(..))
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import Debug.Trace
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-- internal imports
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import Interior
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import Util
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loadMap :: Affection UserData ()
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loadMap = do
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ud <- getAffection
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let fc = FloorConfig
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(20, 20)
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[] -- [(5,5), (35, 35)]
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(50,75)
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(Subsystems _ m) = subsystems ud
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(matrix, gr) <- liftIO $ buildHallFloorIO fc
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inter <- liftIO $ placeInteriorIO matrix (convertTileToImg matrix) gr
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(nws, _) <- yieldSystemT (worldState ud) $ do
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void $ newEntity $ defEntity
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{ pos = Just (V2 20.5 20.5)
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, vel = Just (V2 0 0)
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, player = Just True
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}
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uu <- partSubscribe m movePlayer
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putAffection ud
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{ worldState = nws
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, stateData = MenuData
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{ mapMat = matrix
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, imgMat = inter
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, initCoords = (0, 500)
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}
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, uuid = [uu]
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}
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mouseToPlayer :: V2 Int32 -> Affection UserData ()
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mouseToPlayer mv2 = do
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ud <- getAffection
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rela@(V2 rx ry) <- liftIO $ relativizeMouseCoords mv2
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let dr = (ry / sin (atan (1/2)) / 2) + rx
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dc = rx - (ry / sin (atan (1/2)) / 2)
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(nws, _) <- yieldSystemT (worldState ud) $ do
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emap $ do
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with player
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pos' <- E.get pos
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pure $ defEntity'
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{ vel = Set $ V2 dr dc
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}
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putAffection ud
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{ worldState = nws
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}
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movePlayer :: MouseMessage -> Affection UserData ()
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movePlayer (MsgMouseMotion _ _ _ [SDL.ButtonLeft] m _) = mouseToPlayer m
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movePlayer (MsgMouseButton _ _ SDL.Pressed _ SDL.ButtonLeft _ m) =
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mouseToPlayer m
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movePlayer (MsgMouseButton _ _ SDL.Released _ SDL.ButtonLeft _ m) = do
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ud <- getAffection
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(nws, _) <- yieldSystemT (worldState ud) $ do
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emap $ do
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with player
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pure $ defEntity'
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{ vel = Set $ V2 0 0
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}
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putAffection ud
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{ worldState = nws
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}
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movePlayer _ = return ()
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drawMap :: Affection UserData ()
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drawMap = do
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ud <- getAffection
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dt <- getDelta
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(_, playerPos) <- yieldSystemT (worldState ud) $ do
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efor $ \_ -> do
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with player
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pos' <- E.get pos
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pure pos'
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let V2 pr pc = head playerPos
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matrix = imgMat (stateData ud)
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ctx = nano ud
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cols = fromIntegral (ncols matrix)
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rows = fromIntegral (nrows matrix)
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tileWidth = 64 :: Double
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tileHeight = 32 :: Double
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x = realToFrac $ 640 + ((1 - pc) + (1 - pr)) * (tileWidth / 2)
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y = realToFrac $ 360 + ((1 - pr) - (1 - pc)) * (tileHeight / 2)
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liftIO $ do
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beginPath ctx
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moveTo ctx x y
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lineTo ctx
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(x + cols * (realToFrac tileWidth / 2))
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(y - realToFrac tileHeight / 2 * cols)
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lineTo ctx
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(x + realToFrac tileWidth / 2 * (cols + rows))
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(y + (rows - cols) * (realToFrac tileHeight / 2))
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lineTo ctx
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(x + realToFrac tileWidth / 2 * rows)
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(y + realToFrac tileHeight / 2 * rows)
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closePath ctx
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fillColor ctx (rgb 255 255 255)
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fill ctx
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mapM_ (\(i, ls) -> mapM_
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(\(j, t) -> drawTile
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(assetImages ud) ctx pr pc i j t)
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(reverse $ zip [1..] ls))
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(zip [1..] (toLists matrix))
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fontSize ctx 20
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fontFace ctx (assetFonts ud Map.! FontBedstead)
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textAlign ctx (S.fromList [AlignCenter,AlignTop])
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fillColor ctx (rgb 255 128 0)
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textBox ctx 0 0 200 ("FPS: " `T.append` (T.pack $ Prelude.take 5 $ show (1/dt)))
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updateMap :: Double -> Affection UserData ()
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updateMap dt = do
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ud <- getAffection
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let matrix = mapMat $ stateData ud
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(nws, _) <- yieldSystemT (worldState ud) $ do
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emap $ do
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with vel
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with pos
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pos'@(V2 or oc) <- E.get pos
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vel' <- E.get vel
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let npos@(V2 nr nc) = pos' + fmap (* (4 * dt)) vel'
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let ent
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| Wall /= matrix M.! (floor nr, floor nc) =
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defEntity'
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{ pos = Set npos
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}
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| Wall /= matrix M.! (floor nr, floor oc) =
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defEntity'
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{ pos = Set (V2 nr oc)
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}
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| Wall /= matrix M.! (floor or, floor nc) =
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defEntity'
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{ pos = Set (V2 or nc)
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}
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| otherwise =
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defEntity'
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return ent
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putAffection ud
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{ worldState = nws
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}
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drawTile
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:: Map ImgId Image
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-> Context
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-> Double
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-> Double
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-> Int
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-> Int
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-> Maybe ImgId
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-> IO ()
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drawTile ai ctx pr pc row col img = do
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let tileWidth = 64 :: Double
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tileHeight = 32 :: Double
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save ctx
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let x = realToFrac $ 640 + ((fromIntegral col - pc) +
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(fromIntegral row - pr)) * (tileWidth / 2)
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y = realToFrac $ 360 - (tileHeight / 2) + ((fromIntegral row - pr) -
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(fromIntegral col - pc)) * (tileHeight / 2)
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unless (img == Nothing) $ do
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let dist = distance (V2 (fromIntegral row) (fromIntegral col))
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(V2 (realToFrac pr - 0.5) (realToFrac pc + 0.5)) / 4
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fact = if (floor pr <= row && floor pc >= col) && isWall (fromJust img)
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then min 1 dist
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else 1
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paint <- imagePattern
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ctx x (y - (74 * fact - realToFrac tileHeight))
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(realToFrac tileWidth) 74
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0
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(ai Map.! fromJust img)
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fact
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beginPath ctx
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if fact < 1
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then do
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moveTo ctx x (y + (realToFrac tileHeight - 74 * fact))
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lineTo ctx (x + realToFrac tileWidth) (y + (realToFrac tileHeight - 74 * fact))
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lineTo ctx (x + realToFrac tileWidth) (y + realToFrac tileHeight / 2)
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lineTo ctx (x + realToFrac tileWidth / 2) (y + realToFrac tileHeight)
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lineTo ctx x (y + realToFrac tileHeight / 2)
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closePath ctx
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else
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rect ctx x (y - (74 - realToFrac tileHeight)) (realToFrac tileWidth) 74
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fillPaint ctx paint
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fill ctx
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when (floor pr == row && floor pc == col) $ do
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beginPath ctx
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circle ctx 640 360 5
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closePath ctx
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fillColor ctx (rgba 0 255 255 255)
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fill ctx
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restore ctx
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