hardest part of integrating with jigsawX
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@@ -3,6 +3,7 @@ import jigsawx.OpenEllipse ;
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import jigsawx.JigsawPiece ;
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import jigsawx.math.Vec2;
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import jigsawx.JigsawSideData;
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import flixel.math.FlxRandom;
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class Jigsawx {
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private var rows: Int;
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private var cols: Int;
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@@ -16,31 +17,32 @@ class Jigsawx {
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private var dx: Float;
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private var dy: Float;
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private var length: Int;
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public function new( dx_: Float
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, dy_: Float
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public function new( pieceWidth: Float
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, pieceHeight: Float
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, edgeLeeway: Float
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, rows_: Int
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, cols_: Int
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) {
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, r: FlxRandom) {
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pieces = [];
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jigs = [];
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sides = [];
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dx = dx_;
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dy = dy_;
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dx = pieceWidth - edgeLeeway * 2;
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dy = pieceHeight - edgeLeeway * 2;
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rows = rows_;
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cols = cols_;
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//corners, theoretically JigsawSideData could be modified to allow these to have a random element.
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var xy = new Vec2( 20, 20 );
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var lt = new Vec2( 20, 20 );
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var rt = new Vec2( 20 + dx, 20 );
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var rb = new Vec2( 20 + dx, dy + 20 );
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var lb = new Vec2( 20, dy + 20 );
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var xy = new Vec2( edgeLeeway, edgeLeeway );
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var lt = new Vec2( edgeLeeway, edgeLeeway );
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var rt = new Vec2( edgeLeeway + dx, edgeLeeway );
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var rb = new Vec2( edgeLeeway + dx, dy + edgeLeeway );
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var lb = new Vec2( edgeLeeway, dy + edgeLeeway );
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length = 0;
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var last: JigsawPieceData;
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for( row in 0...rows ){
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last = { north: null, east: null, south: null, west: null };
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sides.push( new Array() );
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for( col in 0...cols ){
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var jigsawPiece = JigsawSideData.halfPieceData();
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var jigsawPiece = JigsawSideData.halfPieceData(r);
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if( last.east != null ) jigsawPiece.west = JigsawSideData.reflect( last.east );
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if( col == cols - 1 ) jigsawPiece.east = null;
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sides[ row ][ col ] = jigsawPiece;
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@@ -66,7 +68,7 @@ class Jigsawx {
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jigs.push( jig );
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xy.x += dx;
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}
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xy.x = 20;
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xy.x = edgeLeeway;
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xy.y += dy;
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}
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}
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