Integrate view-map into ordoor
Now we can view scenario maps from the main game interface. We can't cancel out of a scenario yet, though.
This commit is contained in:
@@ -2,15 +2,13 @@ package main
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import (
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"flag"
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"image"
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"log"
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"math"
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"os"
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"sort"
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"github.com/hajimehoshi/ebiten"
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"code.ur.gs/lupine/ordoor/internal/assetstore"
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"code.ur.gs/lupine/ordoor/internal/scenario"
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"code.ur.gs/lupine/ordoor/internal/ui"
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)
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@@ -23,18 +21,7 @@ var (
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)
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type env struct {
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assets *assetstore.AssetStore
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area *assetstore.Map
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step int
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state state
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lastState state
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}
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type state struct {
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zoom float64
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origin image.Point
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zIdx int
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scenario *scenario.Scenario
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}
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func main() {
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@@ -50,26 +37,13 @@ func main() {
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log.Fatalf("Failed to scan root directory %v: %v", *gamePath, err)
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}
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area, err := assets.Map(*gameMap)
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scenario, err := scenario.NewScenario(assets, *gameMap)
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if err != nil {
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log.Fatalf("Failed to load map %v: %v", *gameMap, err)
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log.Fatalf("Failed to load scenario %v: %v", *gameMap, err)
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}
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// Eager load sprites
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if err := area.LoadSprites(); err != nil {
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log.Fatal("Eager-loading sprites failed: %v", err)
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}
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state := state{
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zoom: 1.0,
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origin: image.Point{0, 3000}, // FIXME: haxxx
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zIdx: 1,
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}
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env := &env{
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area: area,
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assets: assets,
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state: state,
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lastState: state,
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scenario: scenario,
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}
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win, err := ui.NewWindow(env, "View Map "+*gameMap, *winX, *winY)
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@@ -83,10 +57,9 @@ func main() {
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win.OnKeyUp(ebiten.KeyRight, env.changeOrigin(+64, +0))
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win.OnKeyUp(ebiten.KeyUp, env.changeOrigin(+0, -64))
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win.OnKeyUp(ebiten.KeyDown, env.changeOrigin(+0, +64))
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win.OnMouseWheel(env.changeZoom)
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for i := 0; i < 6; i++ {
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win.OnKeyUp(ebiten.Key1+ebiten.Key(i), env.setZIdx(i+1))
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for i := 0; i <= 6; i++ {
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win.OnKeyUp(ebiten.Key1+ebiten.Key(i), env.setZIdx(i))
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}
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if err := win.Run(); err != nil {
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@@ -95,150 +68,22 @@ func main() {
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}
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func (e *env) Update(screenX, screenY int) error {
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if e.step == 0 || e.lastState != e.state {
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log.Printf("zoom=%.2f zIdx=%v camPos=%#v", e.state.zoom, e.state.zIdx, e.state.origin)
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}
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e.lastState = e.state
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e.step += 1
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return nil
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return e.scenario.Update(screenX, screenY)
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}
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func (e *env) Draw(screen *ebiten.Image) error {
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// Bounds clipping
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// http://www.java-gaming.org/index.php?topic=24922.0
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// https://stackoverflow.com/questions/892811/drawing-isometric-game-worlds
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// https://gamedev.stackexchange.com/questions/25896/how-do-i-find-which-isometric-tiles-are-inside-the-cameras-current-view
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sw, sh := screen.Size()
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topLeft := pixToCell(e.state.origin)
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topLeft.X -= 5 // Ensure we paint to every visible section of the screeen.
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topLeft.X -= 5 // FIXME: haxxx
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bottomRight := pixToCell(image.Pt(e.state.origin.X+sw, e.state.origin.Y+sh))
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bottomRight.X += 5
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bottomRight.Y += 5
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// X+Y is constant for all tiles in a column
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// X-Y is constant for all tiles in a row
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// However, the drawing order is odd unless we reorder explicitly.
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toDraw := []image.Point{}
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for a := topLeft.X + topLeft.Y; a <= bottomRight.X+bottomRight.Y; a++ {
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for b := topLeft.X - topLeft.Y; b <= bottomRight.X-bottomRight.Y; b++ {
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if b&1 != a&1 {
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continue
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}
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pt := image.Pt((a+b)/2, (a-b)/2)
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if !pt.In(e.area.Rect) {
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continue
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}
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toDraw = append(toDraw, pt)
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}
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}
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sort.Slice(toDraw, func(i, j int) bool {
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iPix := cellToPix(toDraw[i])
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jPix := cellToPix(toDraw[j])
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if iPix.Y < jPix.Y {
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return true
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}
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if iPix.Y == jPix.Y {
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return iPix.X < jPix.X
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}
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return false
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})
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counter := map[string]int{}
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for _, pt := range toDraw {
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for z := 0; z <= e.state.zIdx; z++ {
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if err := e.renderCell(pt.X, pt.Y, z, screen, counter); err != nil {
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return err
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}
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}
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}
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//log.Printf("%#+v", counter)
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return nil
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}
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func (e *env) renderCell(x, y, z int, screen *ebiten.Image, counter map[string]int) error {
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sprites, err := e.area.SpritesForCell(x, y, z)
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if err != nil {
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return err
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}
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iso := ebiten.GeoM{}
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iso.Translate(-float64(e.state.origin.X), -float64(e.state.origin.Y))
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pix := cellToPix(image.Pt(x, y))
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iso.Translate(float64(pix.X), float64(pix.Y))
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// Taking the Z index away *seems* to draw the object in the correct place.
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// FIXME: There are some artifacts, investigate more
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iso.Translate(0.0, -float64(z*48.0)) // offset for Z index
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// TODO: iso.Scale(e.state.zoom, e.state.zoom) // apply current zoom factor
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for _, spr := range sprites {
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// if _, ok := counter[spr.ID]; !ok {
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// counter[spr.ID] = 0
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// }
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// counter[spr.ID] = counter[spr.ID] + 1
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iso.Translate(float64(spr.XOffset), float64(spr.YOffset))
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if err := screen.DrawImage(spr.Image, &ebiten.DrawImageOptions{GeoM: iso}); err != nil {
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return err
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}
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iso.Translate(float64(-spr.XOffset), float64(-spr.YOffset))
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}
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return nil
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return e.scenario.Draw(screen)
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}
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func (e *env) changeOrigin(byX, byY int) func() {
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return func() {
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e.state.origin.X += byX
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e.state.origin.Y += byY
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e.scenario.Viewpoint.X += byX
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e.scenario.Viewpoint.Y += byY
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}
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}
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func (e *env) changeZoom(_, y float64) {
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// Zoom in and out with the mouse wheel
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e.state.zoom *= math.Pow(1.2, y)
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}
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func (e *env) setZIdx(to int) func() {
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return func() {
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e.state.zIdx = to
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e.scenario.ZIdx = to
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}
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}
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const (
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cellWidth = 64
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cellHeight = 64
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)
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// Doesn't take the camera or Z level into account
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func cellToPix(pt image.Point) image.Point {
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return image.Pt(
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(pt.X-pt.Y)*cellWidth,
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(pt.X+pt.Y)*cellHeight/2,
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)
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}
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// Doesn't take the camera or Z level into account
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func pixToCell(pt image.Point) image.Point {
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return image.Pt(
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pt.Y/cellHeight+pt.X/(cellWidth*2),
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pt.Y/cellHeight-pt.X/(cellWidth*2),
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)
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}
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