func collide(pt draw.Point, p *Piece) bool { pt.X = (pt.X - rboard.Min.X) / pcsz pt.Y = (pt.Y - rboard.Min.Y) / pcsz for _, q := range p.d { pt.X += q.X pt.Y += q.Y if pt.X < 0 || pt.X >= NX || pt.Y < 0 || pt.Y >= NY { return true continue } if board[pt.Y][pt.X] != 0 { return true } } return false }
func (t *Tiler) Draw(dst draw.Image, clipr draw.Rectangle) { if t.current == nil { panic("no current") } min := draw.Point{ roundDown(clipr.Min.X, t.tileSize), roundDown(clipr.Min.Y, t.tileSize), } var p draw.Point for p.Y = min.Y; p.Y < clipr.Max.Y; p.Y += t.tileSize { for p.X = min.X; p.X < clipr.Max.X; p.X += t.tileSize { tile := t.all.Get(p.X, p.Y, t.calc) if tile == nil { tile = NewTile( draw.Rect(p.X, p.Y, p.X+t.tileSize, p.Y+t.tileSize), t.calc, nil, false, ) t.all.Set(p.X, p.Y, t.calc, tile) t.current[tile] = true tile.Go(t.updatec) } else if !t.current[tile] { tile.Go(t.updatec) } tile.Draw(dst, clipr) } } }
func canfit(p *Piece) bool { var dx = [...]int{0, -1, 1, -2, 2, -3, 3, 4, -4} j := N + 1 if j >= 4 { j = p.sz.X if j < p.sz.Y { j = p.sz.Y } j = 2*j - 1 } for i := 0; i < j; i++ { var z draw.Point z.X = pos.X + dx[i]*pcsz z.Y = pos.Y if !collide(z, p) { z.Y = pos.Y + pcsz - 1 if !collide(z, p) { undrawpiece() pos.X = z.X return true } } } return false }
func warp(p draw.Point, x int) int { if !suspended && piece != nil { x = pos.X + piece.sz.X*pcsz/2 if p.Y < rboard.Min.Y { p.Y = rboard.Min.Y } if p.Y >= rboard.Max.Y { p.Y = rboard.Max.Y - 1 } //moveto(mousectl, draw.Pt(x, p.Y)); } return x }
func (ctxt *context) julia(p draw.Point) { if f := ctxt.f.Associated(p.Add(ctxt.mouseDelta())); f != nil { ctxt.push(f) } }