refactor: format code
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@@ -10,7 +10,7 @@ namespace render {
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namespace WorldLoader {
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GL::VertexArray loadMobModel(){
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GL::VertexArray loadMobModel() {
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std::vector<float> positions = {
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-0.5, -0.5,
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0.5, -0.5,
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@@ -48,19 +48,19 @@ GL::VertexArray loadMobModel(){
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return mobVao;
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}
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GL::VertexArray loadWorldModel(const td::game::World* world){
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GL::VertexArray loadWorldModel(const td::game::World* world) {
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std::vector<float> positions;
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std::vector<float> colors;
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for (const auto& chunkInfo : world->getChunks()){
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for (const auto& chunkInfo : world->getChunks()) {
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const td::game::ChunkCoord& coords = chunkInfo.first;
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td::game::ChunkPtr chunk = chunkInfo.second;
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std::int32_t chunkX = coords.first * td::game::Chunk::ChunkWidth;
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std::int32_t chunkY = coords.second * td::game::Chunk::ChunkHeight;
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for (int tileY = 0; tileY < td::game::Chunk::ChunkHeight; tileY++){
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for (int tileX = 0; tileX < td::game::Chunk::ChunkWidth; tileX++){
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for (int tileY = 0; tileY < td::game::Chunk::ChunkHeight; tileY++) {
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for (int tileX = 0; tileX < td::game::Chunk::ChunkWidth; tileX++) {
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int tileNumber = tileY * td::game::Chunk::ChunkWidth + tileX;
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td::game::TileIndex tileIndex = chunk->getTileIndex(tileNumber);
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td::game::TilePtr tile = world->getTilePtr(tileIndex);
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@@ -100,7 +100,7 @@ GL::VertexArray loadWorldModel(const td::game::World* world){
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const td::game::Color* tileColor = world->getTileColor(tile);
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for (int i = 0; i < 6; i++){
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for (int i = 0; i < 6; i++) {
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int color = 255;
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color |= tileColor->r << 24;
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color |= tileColor->g << 16;
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@@ -115,7 +115,7 @@ GL::VertexArray loadWorldModel(const td::game::World* world){
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}
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}
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for (int spawnColor = 0; spawnColor < 2; spawnColor++){
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for (int spawnColor = 0; spawnColor < 2; spawnColor++) {
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const game::Spawn& spawn = world->getTeam(game::TeamColor(spawnColor)).getSpawn();
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float fromX = spawn.x - 2, toX = spawn.x + 3;
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float fromY = spawn.y - 2, toY = spawn.y + 3;
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@@ -130,7 +130,7 @@ GL::VertexArray loadWorldModel(const td::game::World* world){
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toX, fromY,
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});
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for (int i = 0; i < 6; i++){
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for (int i = 0; i < 6; i++) {
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int color = 255;
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color |= world->getSpawnColor(game::TeamColor(spawnColor)).r << 24;
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color |= world->getSpawnColor(game::TeamColor(spawnColor)).g << 16;
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@@ -156,7 +156,7 @@ GL::VertexArray loadWorldModel(const td::game::World* world){
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return worldVao;
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}
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GL::VertexArray loadTileSelectModel(){
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GL::VertexArray loadTileSelectModel() {
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std::vector<float> positions = {
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0, 0,
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1, 0,
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@@ -170,7 +170,7 @@ GL::VertexArray loadTileSelectModel(){
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int color = 255 << 24 | 255 << 16 | 255 << 8 | 150;
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float colorFloat;
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memcpy((std::uint8_t*) &colorFloat, &color, sizeof(float));
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memcpy((std::uint8_t*)&colorFloat, &color, sizeof(float));
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std::vector<float> colors(6, colorFloat);
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