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examples/doom: refactor fire pixel update loops and intensity logic (#3295)
Replaced for-loops in updateFirePixels with range-based loops for clarity. Simplified newI calculation in updateFireIntensityPerPixel using max().
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@@ -87,8 +87,8 @@ func NewGame() *Game {
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}
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}
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func (g *Game) updateFirePixels() {
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func (g *Game) updateFirePixels() {
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for i := 0; i < screenWidth; i++ {
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for i := range screenWidth {
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for j := 0; j < screenHeight; j++ {
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for j := range screenHeight {
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idx := i + (screenWidth * j)
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idx := i + (screenWidth * j)
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g.updateFireIntensityPerPixel(idx)
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g.updateFireIntensityPerPixel(idx)
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}
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}
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@@ -102,10 +102,7 @@ func (g *Game) updateFireIntensityPerPixel(currentPixelIndex int) {
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}
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}
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d := rand.IntN(3)
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d := rand.IntN(3)
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newI := int(g.indices[below]) - d
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newI := max(int(g.indices[below])-d, 0)
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if newI < 0 {
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newI = 0
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}
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if currentPixelIndex-d < 0 {
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if currentPixelIndex-d < 0 {
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return
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return
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