'slight' collision fixes
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parent
1eab69d8ad
commit
e68f247275
76
src/main.rs
76
src/main.rs
@ -44,7 +44,6 @@ impl Rect {
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}
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}
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pub fn point_collides(&self, pos: (f64, f64), point: (f64, f64)) -> bool {
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pub fn point_collides(&self, pos: (f64, f64), point: (f64, f64)) -> bool {
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println!("point: {point:?}");
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pos.0 + self.width < point.0
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pos.0 + self.width < point.0
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&& pos.0 >= point.0
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&& pos.0 >= point.0
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&& pos.1 + self.height < point.1
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&& pos.1 + self.height < point.1
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@ -74,22 +73,37 @@ struct Collider {
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resolve: bool,
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resolve: bool,
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}
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}
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fn horizontal_line_intersect(p0: (f64, f64), vel: (f64, f64), line_y: f64) -> (f64, f64) {
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fn horizontal_line_intersect(p0: (f64, f64), vel: (f64, f64), line_y: f64) -> Option<(f64, f64)> {
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if vel.1 == 0.0 {
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// exclusively going left or right, ergo there's no collision with a horizontal line
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return None;
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} else if vel.0 == 0.0 {
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// no change in x, ergo the intersect must be at p0_x
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return Some((p0.0, line_y));
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}
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// y = ax + b
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// y = ax + b
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let a = vel.1 / vel.0;
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let a = vel.1 / vel.0;
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let b = p0.1 - p0.0 * a;
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let b = p0.1 - p0.0 * a;
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let x = (line_y - b) / a;
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let x = (line_y - b) / a;
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(x, line_y)
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Some((x, line_y))
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}
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}
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fn vertical_line_intersect(p0: (f64, f64), vel: (f64, f64), line_x: f64) -> (f64, f64) {
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fn vertical_line_intersect(p0: (f64, f64), vel: (f64, f64), line_x: f64) -> Option<(f64, f64)> {
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if vel.0 == 0.0 {
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// exclusively going up or down, ergo there's no collision with a vertical line
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return None;
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} else if vel.1 == 0.0 {
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// no change in y, ergo the intersect must be at p0_y
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return Some((line_x, p0.1));
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}
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//
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// y = ax + b
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// y = ax + b
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let a = vel.1 / vel.0;
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let a = vel.1 / vel.0;
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let b = p0.1 - p0.0 * a;
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let b = p0.1 - p0.0 * a;
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let y = a * line_x + b;
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let y = a * line_x + b;
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(line_x, y)
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Some((line_x, y))
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}
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}
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#[derive(Debug)]
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#[derive(Debug)]
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@ -110,12 +124,20 @@ fn closest_surface_for_point_and_rectangle_and_your_mom(
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rect_pos: (f64, f64),
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rect_pos: (f64, f64),
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rect: &Rect,
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rect: &Rect,
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) -> Option<(f64, Surface)> {
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) -> Option<(f64, Surface)> {
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[
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let closest_horizontal_intersect = [
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(horizontal_line_intersect(p0, vel, rect_pos.1), Surface::Top),
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(horizontal_line_intersect(p0, vel, rect_pos.1), Surface::Top),
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(
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(
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horizontal_line_intersect(p0, vel, rect_pos.1 + rect.height),
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horizontal_line_intersect(p0, vel, rect_pos.1 + rect.height),
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Surface::Bottom,
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Surface::Bottom,
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),
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),
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]
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.into_iter()
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.filter_map(|(intersect, surface)| intersect.map(|intersect| (intersect, surface)))
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.filter(|&((x, _), _)| x >= rect_pos.0 && x < rect_pos.0 + rect.width)
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.map(|(point, surface)| (point_distance(p0, point), surface))
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.min_by(|(dist_a, _), (dist_b, _)| dist_a.total_cmp(&dist_b));
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let closest_vertical_intersect = [
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(vertical_line_intersect(p0, vel, rect_pos.0), Surface::Left),
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(vertical_line_intersect(p0, vel, rect_pos.0), Surface::Left),
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(
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(
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vertical_line_intersect(p0, vel, rect_pos.0 + rect.width),
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vertical_line_intersect(p0, vel, rect_pos.0 + rect.width),
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@ -123,8 +145,21 @@ fn closest_surface_for_point_and_rectangle_and_your_mom(
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),
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),
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]
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]
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.into_iter()
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.into_iter()
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.filter_map(|(intersect, surface)| intersect.map(|intersect| (intersect, surface)))
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.filter(|&((_, y), _)| y >= rect_pos.1 && y < rect_pos.1 + rect.height)
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.map(|(point, surface)| (point_distance(p0, point), surface))
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.map(|(point, surface)| (point_distance(p0, point), surface))
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.min_by(|(dist_a, _), (dist_b, _)| dist_a.total_cmp(&dist_b))
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.min_by(|(dist_a, _), (dist_b, _)| dist_a.total_cmp(&dist_b));
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match (closest_horizontal_intersect, closest_vertical_intersect) {
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(Some(left), Some(right)) => {
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if right.0 < left.0 {
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Some(right)
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} else {
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Some(left)
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}
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}
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(None, v) | (v, None) => v,
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}
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}
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}
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struct CollisionSystem;
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struct CollisionSystem;
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@ -163,14 +198,11 @@ impl System for CollisionSystem {
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&other_rect,
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&other_rect,
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)
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)
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})
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})
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.inspect(|v| println!("item: {v:?}"))
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.filter_map(std::convert::identity)
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.filter_map(std::convert::identity)
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.min_by(|(dist_a, _), (dist_b, _)| dist_a.total_cmp(&dist_b))
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.min_by(|(dist_a, _), (dist_b, _)| dist_a.total_cmp(&dist_b))
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.map(|(_, surface)| surface)
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.map(|(_, surface)| surface)
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.ok_or_else(|| "we already checked if collision happens")?;
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.ok_or_else(|| "we already checked if collision happens")?;
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println!("surface found: {closest_surface:?}");
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let body = ctx.entity_component::<RigidBody>(id);
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let body = ctx.entity_component::<RigidBody>(id);
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match closest_surface {
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match closest_surface {
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Surface::Top => {
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Surface::Top => {
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@ -183,11 +215,11 @@ impl System for CollisionSystem {
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}
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}
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Surface::Left => {
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Surface::Left => {
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body.vel.0 = 0.0;
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body.vel.0 = 0.0;
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body.pos.0 = other_body.pos.0 + other_rect.width;
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body.pos.0 = other_body.pos.0 - rect.width;
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}
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}
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Surface::Right => {
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Surface::Right => {
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body.vel.0 = 0.0;
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body.vel.0 = 0.0;
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body.pos.0 = other_body.pos.0 - rect.width;
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body.pos.0 = other_body.pos.0 + other_rect.width;
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}
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}
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}
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}
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}
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}
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@ -313,6 +345,7 @@ fn main() {
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RigidBody {
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RigidBody {
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pos: (400.0, 400.0),
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pos: (400.0, 400.0),
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gravity: true,
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gravity: true,
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vel: (0.0, -600.0),
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..Default::default()
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..Default::default()
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},
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},
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Rect {
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Rect {
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@ -326,12 +359,25 @@ fn main() {
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spawn!(
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spawn!(
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&mut context,
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&mut context,
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RigidBody {
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RigidBody {
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pos: (0.0, 720.0),
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pos: (184.0, 540.0),
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..Default::default()
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..Default::default()
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},
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},
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Rect {
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Rect {
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width: 1000.0,
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width: 960.0,
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height: 25.0
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height: 128.0
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},
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Collider { resolve: false },
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);
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spawn!(
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&mut context,
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RigidBody {
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pos: (872.0, 360.0),
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..Default::default()
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},
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Rect {
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width: 388.0,
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height: 48.0
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},
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},
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Collider { resolve: false },
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Collider { resolve: false },
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);
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);
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