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obj to obj intersection.
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124
examples/game.rs
124
examples/game.rs
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@ -1,8 +1,6 @@
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#![no_std]
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#![no_main]
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use core::num::Wrapping;
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use gba::prelude::*;
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#[panic_handler]
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@ -14,11 +12,43 @@ fn panic_handler(info: &core::panic::PanicInfo) -> ! {
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loop {}
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}
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#[derive(Debug, Clone, Copy, Default)]
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struct Position {
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x: u16,
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y: u16,
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}
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#[derive(Debug, Clone, Copy, Default)]
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struct Rect {
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x: u16,
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y: u16,
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w: u16,
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h: u16,
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}
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impl Rect {
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pub fn intersect(self, other: Self) -> bool {
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self.x < other.x + other.w
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&& self.x + self.w > other.x
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&& self.y < other.y + other.h
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&& self.h + self.y > other.y
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}
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}
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#[no_mangle]
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extern "C" fn main() -> ! {
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// game simulation setup
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let mut player_x = 13_u16;
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let mut player_y = 37_u16;
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let mut creatures = [Position::default(); 5];
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creatures[0].x = 13;
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creatures[0].y = 37;
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//
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creatures[1].x = 41;
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creatures[1].y = 38;
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creatures[2].x = 100;
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creatures[2].y = 23;
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creatures[3].x = 14;
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creatures[3].y = 101;
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creatures[4].x = 72;
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creatures[4].y = 59;
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let mut world = [[0_u8; 32]; 32];
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for i in 0..32 {
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world[0][i] = b'z';
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@ -26,9 +56,9 @@ extern "C" fn main() -> ! {
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world[i][0] = b'z';
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world[i][31] = b'z';
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}
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world[1][1] = b'B';
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world[2][1] = b'G';
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world[3][1] = b'0';
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world[1][3] = b'B';
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world[2][3] = b'G';
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world[3][3] = b'0';
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// hardware configuration
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DISPSTAT.write(DisplayStatus::new().with_irq_vblank(true));
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@ -39,6 +69,10 @@ extern "C" fn main() -> ! {
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BG_PALETTE.index(1).write(Color::MAGENTA);
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OBJ_PALETTE.index(1).write(Color::CYAN);
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OBJ_PALETTE.index(16 * 1 + 1).write(Color::GREEN);
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OBJ_PALETTE.index(16 * 2 + 1).write(Color::RED);
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OBJ_PALETTE.index(16 * 3 + 1).write(Color::BLUE);
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OBJ_PALETTE.index(16 * 4 + 1).write(Color::YELLOW);
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Cga8x8Thick.bitunpack_4bpp(CHARBLOCK0_4BPP.as_region(), 0);
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Cga8x8Thick.bitunpack_4bpp(OBJ_TILES.as_region(), 0);
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@ -52,14 +86,8 @@ extern "C" fn main() -> ! {
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}
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}
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let mut obj = ObjAttr::new();
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obj.set_x(player_x);
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obj.set_y(player_y);
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obj.set_tile_id(1);
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OBJ_ATTR_ALL.index(0).write(obj);
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let no_display = ObjAttr0::new().with_style(ObjDisplayStyle::NotDisplayed);
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OBJ_ATTR0.iter().skip(1).for_each(|va| va.write(no_display));
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OBJ_ATTR0.iter().skip(creatures.len()).for_each(|va| va.write(no_display));
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DISPCNT.write(DisplayControl::new().with_show_obj(true).with_show_bg0(true));
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@ -68,7 +96,16 @@ extern "C" fn main() -> ! {
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VBlankIntrWait();
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// update graphics MMIO
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OBJ_ATTR_ALL.index(0).write(obj);
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for (i, (creature_pos, attr_addr)) in
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creatures.iter().zip(OBJ_ATTR_ALL.iter()).enumerate()
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{
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let mut obj = ObjAttr::new();
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obj.set_x(creature_pos.x);
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obj.set_y(creature_pos.y);
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obj.set_tile_id(1);
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obj.set_palbank(i as u16);
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attr_addr.write(obj);
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}
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// handle input
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let keys = KEYINPUT.read();
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@ -76,42 +113,61 @@ extern "C" fn main() -> ! {
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// wall and you press a diagonal then one axis will progress while the other
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// will be halted by the wall. This makes the player slide along the wall
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// when bumping into walls.
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let (player, enemies) = match &mut creatures {
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[player, enemies @ ..] => (player, enemies),
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};
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if keys.up() {
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let new_y = player_y.saturating_sub(1);
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if iter_tiles_of_area((player_x, new_y), (8, 8))
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let new_p = Position { x: player.x, y: player.y - 1 };
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let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 };
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if iter_tiles_of_area(new_p, (8, 8))
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.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]))
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&& enemies.iter().all(|enemy| {
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let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 };
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!new_r.intersect(enemy_r)
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})
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{
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player_y = new_y;
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*player = new_p;
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}
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}
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if keys.down() {
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let new_y = player_y.saturating_add(1);
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if iter_tiles_of_area((player_x, new_y), (8, 8))
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let new_p = Position { x: player.x, y: player.y + 1 };
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let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 };
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if iter_tiles_of_area(new_p, (8, 8))
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.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]))
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&& enemies.iter().all(|enemy| {
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let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 };
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!new_r.intersect(enemy_r)
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})
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{
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player_y = new_y;
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*player = new_p;
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}
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}
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if keys.left() {
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let new_x = player_x.saturating_sub(1);
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if iter_tiles_of_area((new_x, player_y), (8, 8))
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let new_p = Position { x: player.x - 1, y: player.y };
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let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 };
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if iter_tiles_of_area(new_p, (8, 8))
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.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]))
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&& enemies.iter().all(|enemy| {
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let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 };
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!new_r.intersect(enemy_r)
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})
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{
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player_x = new_x;
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*player = new_p;
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}
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}
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if keys.right() {
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let new_x = player_x.saturating_add(1);
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if iter_tiles_of_area((new_x, player_y), (8, 8))
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let new_p = Position { x: player.x + 1, y: player.y };
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let new_r = Rect { x: new_p.x, y: new_p.y, w: 8, h: 8 };
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if iter_tiles_of_area(new_p, (8, 8))
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.all(|(tx, ty)| allows_movement(world[ty as usize][tx as usize]))
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&& enemies.iter().all(|enemy| {
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let enemy_r = Rect { x: enemy.x, y: enemy.y, w: 8, h: 8 };
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!new_r.intersect(enemy_r)
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})
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{
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player_x = new_x;
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*player = new_p;
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}
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}
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// ready our graphics for next frame
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obj.set_x(player_x);
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obj.set_y(player_y);
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}
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}
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@ -120,10 +176,10 @@ const fn allows_movement(u: u8) -> bool {
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}
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fn iter_tiles_of_area(
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(x, y): (u16, u16), (width, height): (u16, u16),
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p: Position, (width, height): (u16, u16),
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) -> impl Iterator<Item = (u16, u16)> {
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let y_range_incl = (y / 8)..=((y + height - 1) / 8);
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let x_range_incl = (x / 8)..=((x + width - 1) / 8);
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let y_range_incl = (p.y / 8)..=((p.y + height - 1) / 8);
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let x_range_incl = (p.x / 8)..=((p.x + width - 1) / 8);
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y_range_incl
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.map(move |y_index| {
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x_range_incl.clone().map(move |x_index| (x_index, y_index))
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