Rename Sun to circle
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e630cf49cd
commit
6661a71271
@ -1,6 +1,5 @@
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#include <vector>
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#include "canvas/Sun.hpp"
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#include "values/Dna.hpp"
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#include <raylib.h>
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@ -25,8 +24,6 @@ private:
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uint128 mountenSeed;
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uint128 starSeed;
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Sun sun;
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int canvasSize = 0;
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constexpr static size_t numOfStarts = 150;
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26
inc/canvas/Circle.hpp
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26
inc/canvas/Circle.hpp
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@ -0,0 +1,26 @@
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#include <raylib.h>
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class Circle
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{
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public:
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static void init();
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static void deinit();
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static void setColor(Color color);
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static void setSoftEdge(bool soft);
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static void draw(float x, float y, float size);
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Circle() = delete;
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private:
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static const int sizeTexute = 250;
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static RenderTexture2D target;
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static Shader shader;
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static float radius;
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static float start_transperency;
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static float c[3];
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static int radius_loc;
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static int start_transperency_loc;
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static int colorLoc;
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};
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@ -1,26 +0,0 @@
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#include <raylib.h>
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class Sun
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{
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public:
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Sun() = default;
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~Sun() = default;
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void init();
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void deinit();
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void setColor(Color color);
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void draw(float x, float y, float size);
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private:
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const int sizeTexute = 250;
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RenderTexture2D target = { 0 };
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Shader shader = { 0 };
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float sun_radius = 0.60f;
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float start_transperency = 0.40f;
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float c[3] = { 240.0f / 255.0f, 240.0f / 255.0f, 190.0f / 255.0f };
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int sun_radius_loc = 0;
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int start_transperency_loc = 0;
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int colorLoc = 0;
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};
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@ -2,6 +2,7 @@
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#include "canvas/BackGround.hpp"
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#include "canvas/BackGroundColors.hpp"
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#include "canvas/Circle.hpp"
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#include "Math.hpp"
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#include "values/mrand.hpp"
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@ -13,12 +14,10 @@
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void BackGround::init(int canvasSize)
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{
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this->canvasSize = canvasSize;
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sun.init();
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}
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void BackGround::deinit()
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{
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sun.deinit();
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}
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void BackGround::draw(Dna *dna)
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@ -93,7 +92,7 @@ void BackGround::drawSun()
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if (m_dna->colorSet == 3)
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{
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sun.setColor(BackGroundColors::moonColor);
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Circle::setColor(BackGroundColors::moonColor);
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r = ((m_dna->moon.size * (maxSizeOfMoon - minSizeOfMoon)) + minSizeOfMoon) * canvasSize;
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}
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else
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@ -104,9 +103,9 @@ void BackGround::drawSun()
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color.b = std::lerp(50, 0, m_dna->moon.y);
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color.a = 255;
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sun.setColor(color);
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Circle::setColor(color);
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}
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sun.draw(xpos, ypos, r);
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Circle::draw(xpos, ypos, r);
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}
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void BackGround::drawMounten(size_t mountenSegments, int min, int max, Color color)
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@ -1,9 +1,11 @@
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#include "canvas/Canvas.hpp"
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#include "canvas/Circle.hpp"
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void Canvas::init(int size)
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{
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backGround.init(size);
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tree.init(size);
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Circle::init();
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}
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void Canvas::newGen(RenderTexture2D &target, Dna *dna)
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@ -20,4 +22,5 @@ void Canvas::newGen(RenderTexture2D &target, Dna *dna)
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void Canvas::deinit()
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{
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backGround.deinit();
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Circle::deinit();
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}
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@ -1,4 +1,4 @@
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#include "canvas/Sun.hpp"
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#include "canvas/Circle.hpp"
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#include "sunShader.hpp"
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#include "Math.hpp"
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@ -6,7 +6,16 @@
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#include <raylib.h>
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#include <rlgl.h>
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void Sun::init()
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RenderTexture2D Circle::target;
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Shader Circle::shader;
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float Circle::radius;
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float Circle::start_transperency;
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float Circle::c[3];
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int Circle::radius_loc;
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int Circle::start_transperency_loc;
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int Circle::colorLoc;
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void Circle::init()
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{
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#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
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shader = LoadShaderFromMemory(0, (const char *)shaders_sun_100_fs);
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@ -15,12 +24,17 @@ void Sun::init()
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#endif
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target = LoadRenderTexture(sizeTexute, sizeTexute);
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sun_radius_loc = GetShaderLocation(shader, "sun_radius");
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SetShaderValue(shader, sun_radius_loc, &sun_radius, SHADER_UNIFORM_FLOAT);
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radius = 0.6f;
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radius_loc = GetShaderLocation(shader, "sun_radius");
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SetShaderValue(shader, radius_loc, &radius, SHADER_UNIFORM_FLOAT);
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start_transperency = 0.40f;
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start_transperency_loc = GetShaderLocation(shader, "start_transperency");
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SetShaderValue(shader, start_transperency_loc, &start_transperency, SHADER_UNIFORM_FLOAT);
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c[0] = 1.0f;
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c[1] = 1.0f;
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c[2] = 1.0f;
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colorLoc = GetShaderLocation(shader, "color");
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SetShaderValue(shader, colorLoc, c, SHADER_UNIFORM_VEC3);
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@ -29,28 +43,43 @@ void Sun::init()
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rlSetBlendFactorsSeparate(RL_SRC_ALPHA, RL_ONE_MINUS_SRC_ALPHA, RL_ONE, RL_ONE, RL_FUNC_ADD, RL_MAX);
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}
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void Sun::deinit()
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void Circle::deinit()
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{
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UnloadShader(shader);
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UnloadRenderTexture(target);
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}
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void Sun::setColor(Color color)
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void Circle::setColor(Color color)
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{
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c[0] = color.r / 255.0f;
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c[1] = color.g / 255.0f;
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c[2] = color.b / 255.0f;
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colorLoc = GetShaderLocation(shader, "color");
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SetShaderValue(shader, colorLoc, c, SHADER_UNIFORM_VEC3);
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}
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void Sun::draw(float x, float y, float size)
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void Circle::setSoftEdge(bool soft)
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{
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if (soft)
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{
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radius = 0.6f;
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}
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else
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{
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radius = 1.0f;
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}
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SetShaderValue(shader, radius_loc, &radius, SHADER_UNIFORM_FLOAT);
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}
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void Circle::draw(float x, float y, float size)
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{
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Rectangle dest = {x - size, y - size, size * 2, size * 2};
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Rectangle source = {0, 0, (float)target.texture.width, (float)-target.texture.height};
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Vector2 origin = {0.0f, 0.0f};
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// zgorni komentar da se mesanje barv oklopi pravilno
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BeginBlendMode(RL_BLEND_CUSTOM_SEPARATE);
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BeginShaderMode(shader);
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drawTexureWithRotation(target, dest, 0.0f);
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DrawTexturePro(target.texture, source, dest, origin, 0.0f, WHITE);
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EndShaderMode();
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EndBlendMode();
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}
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}
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@ -7,7 +7,7 @@ void newDna(Dna &dna)
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{
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dna.moon = {mrand::getFloat(), mrand::getFloat(), mrand::getFloat()};
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dna.colorSet = mrand::getValue(0, 3);
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dna.time = std::floor(Remap(mrand::getFloat(), 0, 1, 4, 0));
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dna.time = std::floor(Remap(dna.moon.y, 0, 1, 4, 0));
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dna.mountenSeed.a = mrand::getInt();
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dna.mountenSeed.b = mrand::getInt();
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