animation handling, screens, vp changes
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@ -17,7 +17,7 @@ type Tile struct {
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}
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func (t *Tile) GetChar() string {
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return t.Char
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return t.Glyph.GetGlyph()
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}
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func (t *Tile) GetRawColor() uint32 {
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@ -45,7 +45,7 @@ func NewWall() *Tile {
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Explored: false,
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MustDraw: false,
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Appearance: &Appearance{
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Char: "#",
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Glyph: &PlainGlyphHolder{"#"},
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ColorSet: &TileColorSet{
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Fg: &PlainColorHolder{255, 130, 110, 150},
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Bg: &PlainColorHolder{255, 172, 170, 173},
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@ -65,7 +65,7 @@ func NewFloor() *Tile {
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Explored: false,
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MustDraw: false,
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Appearance: &Appearance{
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Char: ".",
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Glyph: &PlainGlyphHolder{"."},
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ColorSet: &TileColorSet{
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Fg: &PlainColorHolder{255, 220, 220, 250},
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Bg: &PlainColorHolder{255, 19, 19, 70},
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@ -88,14 +88,14 @@ func NewWaterTile() *Tile {
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Colordance: true,
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Appearance: &Appearance{
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Char: " ",
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Glyph: &PlainGlyphHolder{" "},
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ColorSet: &TileColorSet{
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Fg: &PlainColorHolder{255, 220, 220, 250},
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Bg: &DanceColorHolder{
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255,
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SingleColorRing(19),
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FillColorRing(19, 0, 15, 2),
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FillColorRing(70, 120, 220, 12),
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FillColorRing(127, 120, 176, 12),
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},
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DarkFg: &PlainColorHolder{255, 30, 20, 50},
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DarkBg: &PlainColorHolder{255, 7, 7, 30},
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@ -115,7 +115,7 @@ func NewDeepWaterTile() *Tile {
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MustDraw: true, //fixme debug
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Colordance: true,
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Appearance: &Appearance{
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Char: " ",
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Glyph: &PlainGlyphHolder{" "},
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ColorSet: &TileColorSet{
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Fg: &PlainColorHolder{255, 220, 220, 250},
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Bg: &DanceColorHolder{
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