terrain animation broken, mobs rendering right
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@ -19,8 +19,17 @@ type GameScreen struct {
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func NewGameScreen(mw *mainwindow.MainWindow, state *gamestate.GameState, viewPort *mainwindow.ViewPort, controller *ecs.Controller, scm *types.ScreenManager) *GameScreen {
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ts := &GameScreen{mw: mw, state: state, vp: viewPort, controller: controller, scm: scm}
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renderMobs := systems.MobRenderSystem{Controller: ts.controller, Layer: ts.mw.GetLayer("base"), Viewport: ts.vp}
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ts.controller.AddSystem(renderMobs, 1)
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renderMobs := systems.MobRenderSystem{
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Controller: ts.controller,
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Layer: ts.mw.GetLayer("base"),
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Viewport: ts.vp,
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Level: state.Level,
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}
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ts.controller.AddSystem(renderMobs, 10)
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renderTerrain := systems.NewTerrainRenderSystem(state, viewPort, ts.mw.GetLayer("base"))
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go renderTerrain.Listen()
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ts.controller.AddSystem(renderTerrain, 5)
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return ts
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}
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@ -31,6 +40,8 @@ func (ts *GameScreen) Enter() {
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Print(1, ts.mw.H-2, "Press [color=white]?[/color] for help")
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}
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func (ts *GameScreen) Exit() {
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//trs := ts.controller.GetSystem(ecs.TerrainRenderSystem)
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//trs.(systems.TerrainRenderSystem).Close()
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ts.mw.GetLayer("overlay").ClearArea(0, ts.mw.H-3, 30, 3)
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//remove what we dont need
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}
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@ -81,6 +92,6 @@ func (ts *GameScreen) HandleInput(input string) {
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}
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func (ts *GameScreen) Render() {
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ts.vp.Render(ts.state)
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//ts.vp.Render(ts.state)
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ts.controller.Process([]string{})
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}
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