Refactoring to use pixel-perfect Collision check
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@ -16,6 +16,7 @@ public class CollisionChecker {
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}
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public Point getValidDestination(Direction direction, Point position, int agent_width, int agent_height) {
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List<Point> list = switch (direction) {
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case RIGHT -> List.of(
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new Point(position.x + agent_width, position.y), // TOPRIGHT
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@ -32,6 +33,8 @@ public class CollisionChecker {
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default -> Collections.EMPTY_LIST;
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};
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System.out.println( direction + " bounderies for " + position + " are " + list);
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List<Point> list2 = list.stream()
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.map(p -> normalizePosition(direction, p, agent_width, agent_height))
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.toList();
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@ -51,9 +54,6 @@ public class CollisionChecker {
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// tunnel
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if (x < GameMap.OFFSET_X) x = width - agent_width - GameMap.OFFSET_X; // right
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if (x >= (width - GameMap.OFFSET_X)) x = GameMap.OFFSET_X; // left
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//
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// if (y < 0) y = height - 1; // optional vertical wrap
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// else if (y >= height) y = 0;
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return new Point(x, y);
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}
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