trashbin-rendering #23
@ -1,29 +1,23 @@
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import pygame as pg
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import pygame as pg
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from enum import Enum
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class trashbin(pg.sprite.Sprite):
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from map.tile import Tile
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def __init__(self,x,y,img, type):
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class Waste_Type(Enum):
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super().__init__()
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BIO = 0
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GLASS = 1
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PLASTIC = 2
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PAPER = 3
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MIX = 4
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def __int__(self):
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return self.value
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class Trashbin(Tile):
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def __init__(self, img, x, y, width, height, waste_type: Waste_Type):
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super().__init__(img, x, y, width, height)
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# trashbin type
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self.waste_type = waste_type
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self.type = type
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self.days_after_pickup = 0
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self.max_capacity = 100
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# dimensions
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self.used_capacity = 0
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if type == "small":
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self.access = True
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self.width = 4
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self.height = 4
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elif type == "medium":
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self.width = 8
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self.height = 8
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elif type == "large":
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self.width = 16
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self.height = 16
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# spawn coords
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self.x = x
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self.y = y
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# load trashbin image
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self.image = pg.image.load(img)
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self.image = pg.transform.scale(self.image, (self.x,self.y))
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self.rect = self.image.get_rect()
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3
main.py
3
main.py
@ -32,7 +32,7 @@ class Game():
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# initialize all variables and do all the setup for a new game
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# initialize all variables and do all the setup for a new game
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# sprite groups and map array for calculations
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# sprite groups and map array for calculations
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(self.roadTiles, self.wallTiles), self.mapArray = map.get_tiles()
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(self.roadTiles, self.wallTiles, self.trashbinTiles), self.mapArray = map.get_tiles()
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self.agentSprites = pg.sprite.Group()
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self.agentSprites = pg.sprite.Group()
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# player obj
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# player obj
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@ -102,6 +102,7 @@ class Game():
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#rerender map
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#rerender map
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map.render_tiles(self.roadTiles, self.screen, self.camera)
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map.render_tiles(self.roadTiles, self.screen, self.camera)
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map.render_tiles(self.wallTiles, self.screen, self.camera, self.debug_mode)
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map.render_tiles(self.wallTiles, self.screen, self.camera, self.debug_mode)
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map.render_tiles(self.trashbinTiles, self.screen, self.camera)
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#rerender additional sprites
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#rerender additional sprites
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for sprite in self.agentSprites:
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for sprite in self.agentSprites:
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@ -8,10 +8,19 @@ ROAD_DIR = TEXTURES_DIR+"\\road\\"
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BUILDING_DIR = TEXTURES_DIR+"\\buliding\\"
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BUILDING_DIR = TEXTURES_DIR+"\\buliding\\"
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def load_img(path):
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def load_img(path):
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return pg.image.load(path)
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return pg.image.load(path).convert_alpha()
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def get_pattern():
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def get_pattern():
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return {
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return {
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0: load_img("resources/textures/road/GTA2_TILE_257.bmp"),
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0: load_img("resources/textures/road/GTA2_TILE_257.bmp"),
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1: load_img("resources/textures/buliding/GTA2_TILE_187.bmp"),
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1: load_img("resources/textures/buliding/GTA2_TILE_187.bmp")
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}
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def get_trashbin_pattern():
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return {
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0: load_img("resources/textures/misc/trash_bin_small_bio.png"),
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1: load_img("resources/textures/misc/trash_bin_small_glass.png"),
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2: load_img("resources/textures/misc/trash_bin_small_plastic.png"),
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3: load_img("resources/textures/misc/trash_bin_small_paper.png"),
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4: load_img("resources/textures/misc/trash_bin_small.png")
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}
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}
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@ -2,6 +2,8 @@ import random
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import pygame as pg
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import pygame as pg
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from settings import *
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from settings import *
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from map.tile import Tile
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from map.tile import Tile
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from map import map_pattern
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from game_objects.trashbin import Trashbin
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# tworzenie pustego arraya o podanych wymiarach
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# tworzenie pustego arraya o podanych wymiarach
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def get_blank_map_array():
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def get_blank_map_array():
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@ -11,16 +13,28 @@ def get_blank_map_array():
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# generowanie obiektow na mapie
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# generowanie obiektow na mapie
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def generate_map():
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def generate_map():
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map = get_blank_map_array()
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map = get_blank_map_array()
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# generowanie scian
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for i in range(0, 20):
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for i in range(0, 20):
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x = random.randint(0, MAP_WIDTH-1)
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x = random.randint(0, MAP_WIDTH-1)
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y = random.randint(0, MAP_HEIGHT-1)
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y = random.randint(0, MAP_HEIGHT-1)
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map[y][x] = 1
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map[y][x] = 1
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# generowanie smietnikow
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for i in range(0, 5):
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x = random.randint(0, MAP_WIDTH-1)
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y = random.randint(0, MAP_HEIGHT-1)
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map[y][x] = 2
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return map
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return map
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# tworzenie grup sprite'ow
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# tworzenie grup sprite'ow
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def get_sprites(map, pattern):
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def get_sprites(map, pattern):
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roadTiles = pg.sprite.Group()
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roadTiles = pg.sprite.Group()
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wallTiles = pg.sprite.Group()
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wallTiles = pg.sprite.Group()
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trashbinTiles = pg.sprite.Group()
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trashbin_pattern = map_pattern.get_trashbin_pattern()
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#objechanie tablicy i generowanie tile'a na danych kordach
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#objechanie tablicy i generowanie tile'a na danych kordach
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for i in range(len(map)):
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for i in range(len(map)):
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@ -28,13 +42,26 @@ def get_sprites(map, pattern):
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for j in range(len(map[i])):
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for j in range(len(map[i])):
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offsetX = j * TILE_SIZE_PX
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offsetX = j * TILE_SIZE_PX
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tileId = map[i][j]
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tileId = map[i][j]
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tile = Tile(pattern[tileId], offsetX, offsetY, TILE_SIZE_PX, TILE_SIZE_PX)
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if tileId == 0 or tileId == 1:
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if tileId == 0:
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tile = Tile(pattern[tileId], offsetX, offsetY, TILE_SIZE_PX, TILE_SIZE_PX)
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if tileId == 0:
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roadTiles.add(tile)
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else:
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wallTiles.add(tile)
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elif tileId == 2:
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trashbinId = random.randint(0, 4)
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tile = Tile(pattern[0], offsetX, offsetY, TILE_SIZE_PX, TILE_SIZE_PX)
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trashbin = Trashbin(trashbin_pattern[trashbinId], offsetX, offsetY, 32, 30, trashbinId)
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roadTiles.add(tile)
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roadTiles.add(tile)
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else:
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trashbinTiles.add(trashbin)
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wallTiles.add(tile)
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return roadTiles, wallTiles
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return roadTiles, wallTiles, trashbinTiles
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def isRoadTile(tileId: int) -> bool:
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if tileId == 0 or tileId == 2:
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return True
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else:
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return False
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class Camera:
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class Camera:
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def __init__(self,width,height):
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def __init__(self,width,height):
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@ -10,7 +10,7 @@ class Tile(pg.sprite.Sprite):
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self.width = width
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self.width = width
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self.height = height
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self.height = height
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self.image = pg.Surface([width, height])
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self.image = pg.Surface([width, height], pg.SRCALPHA, 32)
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self.image.blit(img, (0,0))
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self.image.blit(img, (0,0))
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self.rect = pg.Rect(x, y, width, height)
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self.rect = pg.Rect(x, y, width, height)
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