move render loop to gfx package
This commit is contained in:
parent
60694107c3
commit
241028934b
104
gfx/gfx.go
104
gfx/gfx.go
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@ -3,12 +3,12 @@ package gfx
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import (
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"fmt"
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"image"
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"image/color"
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_ "image/png"
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"math"
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"math/rand"
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"os"
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"relay/game"
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"time"
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"github.com/faiface/pixel"
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"github.com/faiface/pixel/imdraw"
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@ -16,7 +16,40 @@ import (
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"golang.org/x/image/colornames"
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)
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type RenderState struct {
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func RenderLoop(w *pixelgl.Window, s game.State, sOld game.State, stateC <-chan game.State, sb *SpriteBank) {
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var (
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frames = 0
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second = time.Tick(time.Second)
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rs = renderState{
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Frames: 15,
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}
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)
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for !w.Closed() {
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if rs.Frame == rs.Frames {
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select {
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case ss := <-stateC:
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sOld = s
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s = ss
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rs.Frame = 0
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default:
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}
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}
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rs = Render(rs, sOld, s, w, *sb)
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w.Update()
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frames++
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select {
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case <-second:
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w.SetTitle(fmt.Sprintf("%s | FPS: %d", "Relay", frames))
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frames = 0
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default:
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}
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}
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}
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type renderState struct {
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Frames int
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Frame int
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}
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@ -63,11 +96,18 @@ func loadPicture(path string) (pixel.Picture, error) {
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return pixel.PictureDataFromImage(img), nil
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}
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func Render(rs RenderState, sOld, sNew game.State, w *pixelgl.Window, sb SpriteBank) RenderState {
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func Render(rs renderState, sOld, sNew game.State, w *pixelgl.Window, sb SpriteBank) renderState {
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bgBatch := pixel.NewBatch(new(pixel.TrianglesData), nil)
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renderBackground(w, bgBatch)
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colors := teamColors(sNew.Teams)
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oBatch := pixel.NewBatch(new(pixel.TrianglesData), sb.obstacle)
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renderObstacles(sNew, w, oBatch, sb.obstacle)
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oBatch.Draw(w)
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sBatch := pixel.NewBatch(new(pixel.TrianglesData), nil)
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renderSpawnPoints(sBatch, sNew.SpawnPoints, w.Bounds())
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sBatch.Draw(w)
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ctx := context{
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sOld: sOld,
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sNew: sNew,
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@ -75,17 +115,9 @@ func Render(rs RenderState, sOld, sNew game.State, w *pixelgl.Window, sb SpriteB
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w: w,
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}
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rBatch := pixel.NewBatch(new(pixel.TrianglesData), sb.racer)
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renderRacers(ctx, rBatch, colors, sb.racer)
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renderRacers(ctx, rBatch, sb.racer)
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rBatch.Draw(w)
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oBatch := pixel.NewBatch(new(pixel.TrianglesData), sb.obstacle)
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renderObstacles(sNew, w, oBatch, sb.obstacle)
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oBatch.Draw(w)
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sBatch := pixel.NewBatch(new(pixel.TrianglesData), nil)
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renderSpawnPoints(sBatch, sNew.SpawnPoints, w.Bounds(), colors)
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sBatch.Draw(w)
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if rs.Frame < rs.Frames {
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rs.Frame++
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}
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@ -121,9 +153,9 @@ func renderBackground(w *pixelgl.Window, batch *pixel.Batch) {
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batch.Draw(w)
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}
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func renderRacers(ctx context, batch *pixel.Batch, colors map[int]pixel.RGBA, pic pixel.Picture) {
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func renderRacers(ctx context, batch *pixel.Batch, pic pixel.Picture) {
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for i, t := range ctx.sNew.Teams {
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c := colors[i]
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c := teamColors[i]
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for j, racer := range t.Racers {
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oldRacer := ctx.sOld.Teams[i].Racers[j]
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renderRacer(ctx, batch, oldRacer, racer, racer.ID == ctx.sOld.Teams[i].Baton.HolderID, c, pic)
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@ -246,11 +278,11 @@ func renderObstacles(s game.State, w *pixelgl.Window, batch *pixel.Batch, pic pi
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im.Draw(batch)
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}
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func renderSpawnPoints(b *pixel.Batch, sps map[int]game.SpawnPoint, bounds pixel.Rect, colors map[int]pixel.RGBA) {
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func renderSpawnPoints(b *pixel.Batch, sps map[int]game.SpawnPoint, bounds pixel.Rect) {
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im := imdraw.New(nil)
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for _, sp := range sps {
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c := colors[sp.TeamID]
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c := teamColors[sp.TeamID]
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c.R *= 0.5
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c.G *= 0.5
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c.B *= 0.5
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@ -264,34 +296,16 @@ func renderSpawnPoints(b *pixel.Batch, sps map[int]game.SpawnPoint, bounds pixel
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im.Draw(b)
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}
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func teamColors(ts []game.Team) map[int]pixel.RGBA {
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m := make(map[int]pixel.RGBA)
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for i := range ts {
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var c color.RGBA
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switch i {
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case 0:
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c = colornames.Palevioletred
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case 1:
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c = colornames.Lime
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case 2:
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c = colornames.Cornflowerblue
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case 3:
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c = colornames.Magenta
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case 4:
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c = colornames.Cyan
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case 5:
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c = colornames.Yellow
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case 6:
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c = colornames.Blueviolet
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case 7:
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c = colornames.Orange
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case 8:
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c = colornames.Coral
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}
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m[i] = pixel.ToRGBA(c)
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}
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return m
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var teamColors = map[int]pixel.RGBA{
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0: pixel.ToRGBA(colornames.Palevioletred),
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1: pixel.ToRGBA(colornames.Lime),
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2: pixel.ToRGBA(colornames.Cornflowerblue),
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3: pixel.ToRGBA(colornames.Magenta),
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4: pixel.ToRGBA(colornames.Cyan),
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5: pixel.ToRGBA(colornames.Yellow),
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6: pixel.ToRGBA(colornames.Blueviolet),
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7: pixel.ToRGBA(colornames.Orange),
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8: pixel.ToRGBA(colornames.Coral),
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}
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const (
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38
main.go
38
main.go
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@ -1,7 +1,6 @@
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package main
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import (
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"fmt"
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"log"
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"math/rand"
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"relay/game"
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@ -28,9 +27,6 @@ func run() error {
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s := game.NewState()
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rs := gfx.RenderState{
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Frames: 15,
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}
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sb, err := gfx.NewSpriteBank()
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if err != nil {
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return err
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@ -44,13 +40,13 @@ func run() error {
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stateCA := make(chan game.State)
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stateCB := make(chan game.State)
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go renderLoop(w, rs, s, sOld, stateCA, sb)
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go gfx.RenderLoop(w, s, sOld, stateCA, sb)
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for !w.Closed() {
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switch {
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case w.Pressed(pixelgl.KeyQ):
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return nil
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case w.Pressed(pixelgl.KeySpace):
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case w.JustPressed(pixelgl.KeySpace) || true:
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cmds := <-cmdC
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s = game.UpdateState(s, sOld, cmds)
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turn++
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@ -81,33 +77,3 @@ func pixelRun() {
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func main() {
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pixelgl.Run(pixelRun)
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}
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func renderLoop(w *pixelgl.Window, rs gfx.RenderState, s game.State, sOld game.State, stateC <-chan game.State, sb *gfx.SpriteBank) {
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var (
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frames = 0
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second = time.Tick(time.Second)
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)
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for !w.Closed() {
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if rs.Frame == rs.Frames {
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select {
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case ss := <-stateC:
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sOld = s
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s = ss
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rs.Frame = 0
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default:
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}
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}
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rs = gfx.Render(rs, sOld, s, w, *sb)
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w.Update()
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frames++
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select {
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case <-second:
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w.SetTitle(fmt.Sprintf("%s | FPS: %d", "Relay", frames))
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frames = 0
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default:
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}
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}
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}
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