refactor: bouncing ball exercises
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@ -22,12 +22,14 @@ func main() {
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maxFrames = 1200
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speed = time.Second / 20
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initVx, initVy = 5, 2
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)
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var (
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px, py int // ball position
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ppx, ppy int // previous ball position
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vx, vy = 5, 2 // velocities
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px, py int // ball position
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ppx, ppy int // previous ball position
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vx, vy = initVx, initVy // velocities
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cell rune // current cell (for caching)
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)
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@ -60,21 +62,18 @@ func main() {
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py += vy
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// when the ball hits a border reverse its direction
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if px <= 0 || px >= width-1 {
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if px <= 0 || px >= width-initVx {
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vx *= -1
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}
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if py <= 0 || py >= height-1 {
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if py <= 0 || py >= height-initVy {
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vy *= -1
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}
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// check whether the ball goes beyond the borders
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if px < width && py < height {
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// remove the previous ball and put the new ball
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board[px][py], board[ppx][ppy] = true, false
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// remove the previous ball and put the new ball
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board[px][py], board[ppx][ppy] = true, false
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// save the previous positions
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ppx, ppy = px, py
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}
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// save the previous positions
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ppx, ppy = px, py
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// rewind the buffer (allow appending from the beginning)
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buf = buf[:0]
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@ -42,12 +42,14 @@ func main() {
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maxFrames = 1200
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speed = time.Second / 20
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initVx, initVy = 5, 2
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)
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var (
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px, py int // ball position
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ppx, ppy int // previous ball position
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vx, vy = 5, 2 // velocities
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px, py int // ball position
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ppx, ppy int // previous ball position
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vx, vy = initVx, initVy // velocities
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cell rune // current cell (for caching)
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)
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@ -80,21 +82,18 @@ func main() {
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py += vy
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// when the ball hits a border reverse its direction
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if px <= 0 || px >= width-1 {
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if px <= 0 || px >= width-initVx {
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vx *= -1
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}
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if py <= 0 || py >= height-1 {
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if py <= 0 || py >= height-initVy {
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vy *= -1
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}
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// check whether the ball goes beyond the borders
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if px < width && py < height {
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// remove the previous ball and put the new ball
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board[px][py], board[ppx][ppy] = true, false
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// remove the previous ball and put the new ball
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board[px][py], board[ppx][ppy] = true, false
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// save the previous positions
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ppx, ppy = px, py
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}
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// save the previous positions
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ppx, ppy = px, py
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// rewind the buffer (allow appending from the beginning)
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buf = buf[:0]
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@ -22,12 +22,14 @@ func main() {
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maxFrames = 1200
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speed = time.Second / 20
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initVx, initVy = 5, 2
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)
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var (
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px, py int // ball position
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ppx, ppy int // previous ball position
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vx, vy = 5, 2 // velocities
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px, py int // ball position
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ppx, ppy int // previous ball position
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vx, vy = initVx, initVy // velocities
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cell rune // current cell (for caching)
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)
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@ -57,10 +59,10 @@ func main() {
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py += vy
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// when the ball hits a border reverse its direction
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if px <= 0 || px >= width-1 {
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if px <= 0 || px >= width-initVx {
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vx *= -1
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}
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if py <= 0 || py >= height-1 {
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if py <= 0 || py >= height-initVy {
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vy *= -1
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}
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