drawing a realistic roguelike map
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parent
ff6f7ff7b2
commit
89a7034965
30
src/main.rs
30
src/main.rs
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@ -7,11 +7,10 @@ use specs::prelude::*;
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mod entity;
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mod map;
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mod player;
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mod rect;
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mod state;
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use crate::entity::{
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LeftMover, LeftWalker, Player, Position, Renderable,
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};
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use crate::entity::{Player, Position, Renderable};
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use crate::state::State;
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fn main() {
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@ -19,20 +18,20 @@ fn main() {
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Rltk::init_simple8x8(80, 50, "MORTAL WOMBAT", "resources");
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let mut gs = State {
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ecs: World::new(),
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systems: DispatcherBuilder::new()
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.with(LeftWalker {}, "left_walker", &[])
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.build(),
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systems: DispatcherBuilder::new().build(),
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};
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gs.ecs.register::<Position>();
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gs.ecs.register::<Renderable>();
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gs.ecs.register::<LeftMover>();
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gs.ecs.register::<Player>();
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gs.ecs.insert(map::new());
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let (rooms, map) = map::new_room_corridors();
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gs.ecs.insert(map);
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// start player in center of room 1
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let (p_x, p_y) = rooms[0].center();
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gs.ecs
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.create_entity()
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.with(Position { x: 40, y: 25 })
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.with(Position { x: p_x, y: p_y })
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.with(Renderable {
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glyph: rltk::to_cp437('@'),
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fg: RGB::named(rltk::YELLOW),
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@ -41,18 +40,5 @@ fn main() {
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.with(Player {})
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.build();
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(0..10).into_iter().for_each(|i| {
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gs.ecs
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.create_entity()
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.with(Position { x: i * 7, y: 20 })
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.with(Renderable {
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glyph: rltk::to_cp437('?'),
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fg: RGB::named(rltk::RED),
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bg: RGB::named(rltk::BLACK),
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})
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.with(LeftMover {})
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.build();
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});
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rltk::main_loop(context, gs);
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}
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79
src/map.rs
79
src/map.rs
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@ -1,12 +1,15 @@
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use rltk::{Console, Rltk, RGB};
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use std::cmp::{max, min};
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use rltk::{Console, RandomNumberGenerator, Rltk, RGB};
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use crate::entity::TileType;
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use crate::rect::Rect;
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pub fn xy_idx(x: i32, y: i32) -> usize {
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(y as usize * 80) + x as usize
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}
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pub fn new() -> Vec<TileType> {
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pub fn new_test() -> Vec<TileType> {
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let mut map = vec![TileType::Floor; 80 * 50];
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(0..80).into_iter().for_each(|x| {
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@ -34,6 +37,52 @@ pub fn new() -> Vec<TileType> {
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map
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}
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pub fn new_room_corridors() -> (Vec<Rect>, Vec<TileType>) {
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let mut map = vec![TileType::Wall; 80 * 50];
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let mut rooms: Vec<Rect> = Vec::new();
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const MAX_ROOMS: i32 = 30;
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const MIN_SIZE: i32 = 6;
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const MAX_SIZE: i32 = 10;
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let mut rng = RandomNumberGenerator::new();
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(0..MAX_ROOMS).into_iter().for_each(|_| {
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let w = rng.range(MIN_SIZE, MAX_SIZE);
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let h = rng.range(MIN_SIZE, MAX_SIZE);
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let x = rng.roll_dice(1, 80 - w - 1) - 1;
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let y = rng.roll_dice(1, 50 - h - 1) - 1;
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let new_room = Rect::new(x, y, w, h);
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let mut ok = true;
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rooms.iter().for_each(|other| {
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if new_room.intersect(other) {
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ok = false;
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}
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});
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if ok {
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apply_room(&new_room, &mut map);
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if !rooms.is_empty() {
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let (new_x, new_y) = new_room.center();
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let (prev_x, prev_y) = rooms[rooms.len() - 1].center();
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if rng.range(0, 1) == 1 {
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apply_horiz_tunnel(&mut map, prev_x, new_x, prev_y);
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apply_vert_tunnel(&mut map, prev_y, new_y, new_x);
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} else {
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apply_vert_tunnel(&mut map, prev_y, new_y, prev_x);
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apply_horiz_tunnel(&mut map, prev_x, new_x, new_y);
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}
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}
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rooms.push(new_room);
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}
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});
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(rooms, map)
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}
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pub fn draw(map: &[TileType], ctx: &mut Rltk) {
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let mut y = 0;
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let mut x = 0;
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@ -66,3 +115,29 @@ pub fn draw(map: &[TileType], ctx: &mut Rltk) {
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}
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});
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}
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pub fn apply_room(room: &Rect, map: &mut [TileType]) {
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(room.y1 + 1..=room.y2).into_iter().for_each(|y| {
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(room.x1 + 1..=room.x2).into_iter().for_each(|x| {
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map[xy_idx(x, y)] = TileType::Floor;
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});
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});
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}
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fn apply_horiz_tunnel(map: &mut [TileType], x1: i32, x2: i32, y: i32) {
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(min(x1, x2)..=max(x1, x2)).into_iter().for_each(|x| {
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let idx = xy_idx(x, y);
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if idx > 0 && idx < 80 * 50 {
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map[idx as usize] = TileType::Floor;
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}
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});
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}
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fn apply_vert_tunnel(map: &mut [TileType], y1: i32, y2: i32, x: i32) {
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(min(y1, y2)..=max(y1, y2)).into_iter().for_each(|y| {
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let idx = xy_idx(x, y);
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if idx > 0 && idx < 80 * 50 {
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map[idx as usize] = TileType::Floor;
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}
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});
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}
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@ -39,14 +39,18 @@ pub fn input(gs: &mut State, ctx: &mut Rltk) {
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match ctx.key {
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None => {}
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Some(key) => match key {
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VirtualKeyCode::Left => {
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player::try_move(-1, 0, &mut gs.ecs)
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}
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VirtualKeyCode::Right => {
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player::try_move(1, 0, &mut gs.ecs)
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}
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VirtualKeyCode::Up => player::try_move(0, -1, &mut gs.ecs),
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VirtualKeyCode::Down => player::try_move(0, 1, &mut gs.ecs),
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VirtualKeyCode::Left => try_move(-1, 0, &mut gs.ecs),
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VirtualKeyCode::Numpad4 => try_move(-1, 0, &mut gs.ecs),
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VirtualKeyCode::H => try_move(-1, 0, &mut gs.ecs),
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VirtualKeyCode::Right => try_move(1, 0, &mut gs.ecs),
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VirtualKeyCode::Numpad6 => try_move(1, 0, &mut gs.ecs),
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VirtualKeyCode::L => try_move(1, 0, &mut gs.ecs),
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VirtualKeyCode::Up => try_move(0, -1, &mut gs.ecs),
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VirtualKeyCode::Numpad8 => try_move(0, -1, &mut gs.ecs),
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VirtualKeyCode::K => try_move(0, -1, &mut gs.ecs),
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VirtualKeyCode::Down => try_move(0, 1, &mut gs.ecs),
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VirtualKeyCode::Numpad2 => try_move(0, 1, &mut gs.ecs),
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VirtualKeyCode::J => try_move(0, 1, &mut gs.ecs),
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_ => {}
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},
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}
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@ -0,0 +1,29 @@
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pub struct Rect {
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pub x1: i32,
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pub x2: i32,
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pub y1: i32,
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pub y2: i32,
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}
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impl Rect {
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pub fn new(x: i32, y: i32, w: i32, h: i32) -> Self {
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Rect {
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x1: x,
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y1: y,
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x2: x + w,
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y2: y + h,
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}
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}
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// true if the two overlap
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pub fn intersect(&self, other: &Rect) -> bool {
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self.x1 <= other.x2
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&& self.x2 >= other.x1
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&& self.y1 <= other.y2
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&& self.y2 >= other.y1
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}
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pub fn center(&self) -> (i32, i32) {
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((self.x1 + self.x2) / 2, (self.y1 + self.y2) / 2)
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}
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}
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