mirror of
https://github.com/The-Memory-Managers/cpu-vs-ai.git
synced 2025-09-05 22:38:12 +00:00
Changes
- Removed superflous empty C library - Rewrote build script - Added Konami code
This commit is contained in:
149
build.zig
149
build.zig
@@ -1,10 +1,37 @@
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const std = @import("std");
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const rlz = @import("raylib_zig");
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pub fn build(b: *std.Build) void {
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const target = b.standardTargetOptions(.{});
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const exe_name = "hackathon";
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const targets: []const std.Target.Query = &.{
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.{ .cpu_arch = .aarch64, .os_tag = .macos },
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.{ .cpu_arch = .aarch64, .os_tag = .linux },
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.{ .cpu_arch = .x86_64, .os_tag = .linux, .abi = .gnu },
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.{ .cpu_arch = .x86_64, .os_tag = .linux, .abi = .musl },
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.{ .cpu_arch = .x86_64, .os_tag = .windows },
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//
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// TODO: add WASM support
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//.{ .cpu_arch = .wasm32, .os_tag = .emscripten },
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};
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pub fn build(b: *std.Build) !void {
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const build_all = b.option(bool, "ball", "Build and package");
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const optimize = b.standardOptimizeOption(.{});
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const run_step = b.step("run", "Run the app");
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const pack_step = b.step("pack", "Build and package for each supported OS/arch");
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try buildRun(b, run_step, optimize);
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if (build_all orelse false) {
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try buildPack(b, pack_step, optimize);
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}
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}
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fn buildRun(b: *std.Build, parent: *std.Build.Step, optimize: std.builtin.OptimizeMode) !void {
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const target = b.standardTargetOptions(.{});
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const exe_mod = b.createModule(.{
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.root_source_file = b.path("src/main.zig"),
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.target = target,
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@@ -12,11 +39,79 @@ pub fn build(b: *std.Build) void {
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});
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const exe = b.addExecutable(.{
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.name = "hackathon",
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.name = exe_name,
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.root_module = exe_mod,
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});
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// Raylib
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try addRaylibDep(b, exe, target, optimize);
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b.installArtifact(exe);
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const run_cmd = b.addRunArtifact(exe);
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run_cmd.step.dependOn(b.getInstallStep());
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parent.dependOn(&run_cmd.step);
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}
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const pkg_folder = "pkg";
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// TODO: fix this function
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fn buildPack(b: *std.Build, parent: *std.Build.Step, optimize: std.builtin.OptimizeMode) !void {
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const rm_pkg = b.addSystemCommand(&.{ "rm", "-rf", pkg_folder });
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const mkdir_pkg = b.addSystemCommand(&.{ "mkdir", pkg_folder });
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mkdir_pkg.step.dependOn(&rm_pkg.step);
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for (targets) |t| {
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const target = b.resolveTargetQuery(t);
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const target_triple = try t.zigTriple(b.allocator);
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const exe = b.addExecutable(.{
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.name = exe_name,
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.root_source_file = b.path("src/main.zig"),
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.target = target,
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.optimize = optimize,
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});
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try addRaylibDep(b, exe, target, optimize);
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const target_output = b.addInstallArtifact(exe, .{
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.dest_dir = .{
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.override = .{
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.custom = target_triple,
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},
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},
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});
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b.getInstallStep().dependOn(&target_output.step);
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const move_output = b.addSystemCommand(&.{
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"mv",
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try std.fmt.allocPrint(b.allocator, "zig-out/{s}", .{target_triple}),
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".",
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});
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move_output.step.dependOn(b.getInstallStep());
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const zip = b.addSystemCommand(&.{
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"zip",
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"-r",
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try std.fmt.allocPrint(b.allocator, "{s}/{s}.zip", .{ pkg_folder, target_triple }),
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target_triple,
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});
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zip.step.dependOn(&mkdir_pkg.step);
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zip.step.dependOn(&move_output.step);
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const rm_exe = b.addSystemCommand(&.{ "rm", "-rf", target_triple });
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rm_exe.step.dependOn(&zip.step);
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parent.dependOn(&rm_exe.step);
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}
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}
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fn addRaylibDep(b: *std.Build, exe: *std.Build.Step.Compile, target: std.Build.ResolvedTarget, optimize: std.builtin.OptimizeMode) !void {
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const raylib_dep = b.dependency("raylib_zig", .{
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.target = target,
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.optimize = optimize,
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@@ -36,50 +131,4 @@ pub fn build(b: *std.Build) void {
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exe.linkLibrary(raylib_artifact);
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exe.root_module.addImport("raylib", raylib);
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exe.root_module.addImport("raygui", raygui);
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// Build the C library
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const lib_c = b.addStaticLibrary(.{
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.name = "c_lib",
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.target = target,
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.optimize = optimize,
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});
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lib_c.addCSourceFile(.{
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.file = b.path("src/lib.c"),
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.flags = &[_][]const u8{"-std=c99"},
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});
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lib_c.addIncludePath(b.path("include"));
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lib_c.linkLibC();
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exe.addIncludePath(b.path("include"));
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exe.addIncludePath(b.path("src"));
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exe.linkLibrary(lib_c);
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exe.linkLibC();
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b.installArtifact(exe);
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const run_cmd = b.addRunArtifact(exe);
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// By making the run step depend on the install step, it will be run from the
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// installation directory rather than directly from within the cache directory.
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// This is not necessary, however, if the application depends on other installed
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// files, this ensures they will be present and in the expected location.
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run_cmd.step.dependOn(b.getInstallStep());
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// Allow passing args to the exe like this: `zig build run -- arg1 arg2 etc`
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if (b.args) |args| {
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run_cmd.addArgs(args);
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}
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const run_step = b.step("run", "Run the app");
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run_step.dependOn(&run_cmd.step);
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const exe_tests = b.addTest(.{
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.root_module = exe_mod,
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});
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const run_exe_tests = b.addRunArtifact(exe_tests);
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const test_step = b.step("test", "Run tests");
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test_step.dependOn(&run_exe_tests.step);
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}
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@@ -1 +0,0 @@
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#pragma once
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32
src/main.zig
32
src/main.zig
@@ -20,6 +20,20 @@ const edit = debug and false;
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var screen_width: i32 = 1280;
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var screen_height: i32 = 720;
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const konami_code = [_]rl.KeyboardKey{
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.up,
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.up,
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.down,
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.down,
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.left,
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.right,
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.left,
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.right,
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.b,
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.a,
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.enter,
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};
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// TODO: ideas for the future (after hackathon)
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// "Heat system" (shooting lazers increases heat, heat decreases over time, if heat is too high, CPU throttles)
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// "Cooling system" some way to have CPUs that are more resistant to heat
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@@ -73,6 +87,17 @@ fn getMousePos(camera: *const rl.Camera2D) rl.Vector2 {
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};
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}
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fn readCode(counter: *u8, seq: []const rl.KeyboardKey) bool {
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if (counter.* >= seq.len) {
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counter.* = 0;
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return true;
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} else if (rl.isKeyPressed(seq[@as(usize, counter.*)])) {
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counter.* += 1;
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}
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return false;
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}
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fn textureButtonScaled(game: *Game, camera: *const rl.Camera2D, texture: rl.Texture2D, pos: rl.Vector2, rotation: f32, scale: f32) bool {
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const msp = getMousePos(camera);
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@@ -1433,6 +1458,7 @@ const ScreenBattle = struct {
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skipped: bool = false,
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completion_time: f32 = 0,
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popup: bool = false,
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konami_counter: u8 = 0,
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const max_ram = 100;
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const initial_cpu_transistor_cost = 50;
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@@ -1539,6 +1565,12 @@ const ScreenBattle = struct {
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f.writeByte('\n') catch unreachable;
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unreachable;
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}
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var mut_konami_code = konami_code;
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if (readCode(&self.konami_counter, &mut_konami_code)) {
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self.transistors += 10000;
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}
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}
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fn updateCpuAndBugs(self: *ScreenBattle, game: *Game, dt: f32) void {
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