fix tile colors, mem constant
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cddc5fa70f
commit
2bb7cae632
@ -47,10 +47,11 @@ func (*GameState) Do(f func()) {
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// func doSomething(State main.GameState, args...) {
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// ...
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// State.Do(func() {
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// ...do stuff in main thread
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// ...do stuff in main thread, ie render something
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// })
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// ...
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// }
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// Use this trick CAREFULLY, cause closures may cause memleaks
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var State = GameState{
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mainfunc: make(chan func()),
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@ -82,7 +82,7 @@ func (t *Tile) GetChar() string {
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}
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func (t *Tile) GetRawColor() uint32 {
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if t.Visible {
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if !t.Visible {
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return t.Appearance.ColorSet.Fg.GetColor()
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} else {
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return t.Appearance.ColorSet.DarkFg.GetColor()
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@ -90,7 +90,7 @@ func (t *Tile) GetRawColor() uint32 {
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}
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func (t *Tile) GetRawBgColor() uint32 {
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if t.Visible {
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if !t.Visible {
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return t.Appearance.ColorSet.Bg.GetColor()
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} else {
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return t.Appearance.ColorSet.DarkBg.GetColor()
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@ -182,11 +182,11 @@ func NewWaterTile() *Tile {
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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(22, 2, 42, 4),
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fillColorRing(204, 180, 229, 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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DarkBg: &PlainColorHolder{255, 7, 7, 80},
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},
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},
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}
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@ -209,11 +209,11 @@ func NewDeepWaterTile() *Tile {
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Bg: &DanceColorHolder{
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255,
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singleColorRing(5),
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fillColorRing(2,2,42,4),
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fillColorRing(154, 150, 229, 12),
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fillColorRing(2,0,15,2),
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fillColorRing(154, 120, 180, 5),
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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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DarkBg: &PlainColorHolder{255, 7, 7, 80},
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},
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},
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}
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