fix wu line iface, pending opacity
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@@ -5,6 +5,7 @@ import (
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"lab.zaar.be/thefish/alchemyst-go/engine/ecs/systems"
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"lab.zaar.be/thefish/alchemyst-go/engine/fov"
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"lab.zaar.be/thefish/alchemyst-go/engine/fov/precomputed_shade"
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"lab.zaar.be/thefish/alchemyst-go/engine/gamelog"
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"lab.zaar.be/thefish/alchemyst-go/engine/gamestate"
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"lab.zaar.be/thefish/alchemyst-go/engine/items"
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"lab.zaar.be/thefish/alchemyst-go/engine/mob/movement"
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@@ -24,11 +25,11 @@ 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{
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mw: mw,
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state: state,
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vp: viewPort,
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mw: mw,
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state: state,
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vp: viewPort,
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controller: controller,
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scm: scm,
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scm: scm,
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}
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//fixme move this to fov system
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@@ -38,6 +39,7 @@ func NewGameScreen(mw *mainwindow.MainWindow, state *gamestate.GameState, viewPo
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renderLevel := systems.NewLevelRenderSystem(state, ts.controller, viewPort, ts.mw.GetLayer("base"), ts.fov)
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go renderLevel.Listen()
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ts.controller.AddSystem(renderLevel, 50)
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return ts
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}
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@@ -46,7 +48,7 @@ func (ts *GameScreen) UseEcs() bool { return true }
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func (ts *GameScreen) Enter() {
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ts.mw.GetLayer("overlay").ClearArea(0, ts.mw.H-3, 30, 3)
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ts.mw.GetLayer("overlay").WithColor("#77777777").
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Print(ts.mw.W - 17 , 1, "Press [color=white]?[/color] for help")
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Print(ts.mw.W-17, 1, "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.LevelRenderSystem)
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@@ -55,7 +57,7 @@ func (ts *GameScreen) Exit() {
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//remove what we dont need
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}
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//fixme kry names to action constants!
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// fixme kry names to action constants!
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func (ts *GameScreen) HandleInput(input string) {
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//ts.state.Do(func(){
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switch input {
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@@ -105,16 +107,16 @@ func (ts *GameScreen) HandleInput(input string) {
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err := items.Carried.Pickup(cc, ts.state.Player, carrieds[0])
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if err != nil {
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// Message with error
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//gameLog.Log.Error(err)
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//gameLog.Msg.Error(err)
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//@fixme!
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appctx.Logger().Warn().Err(err)
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break;
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break
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}
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}
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//log picked up
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//gameLog.Log.Message(err)
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break;
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//gameLog.Msg.Message(err)
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break
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case "i":
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ts.scm.SetScreenByName("inventory")
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@@ -123,11 +125,21 @@ func (ts *GameScreen) HandleInput(input string) {
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ts.mw.GetLayer("base").ClearArea(0, 3, 40, 1)
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ts.mw.GetLayer("base").Print(1, 3, "Key: "+input)
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ts.mw.GetLayer("base").Print(1, 6, "█")
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}
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if gamelog.Log.RedrawLogs {
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logRect := types.NewRect(1, ts.mw.H-gamelog.Log.MaxHeight-1, ts.mw.W-1, gamelog.Log.MaxHeight)
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ts.mw.GetLayer("overlay").ClearRect(logRect)
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count := 0
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for i := len(gamelog.Log.Messages) - 1; i >= len(gamelog.Log.Messages)-gamelog.Log.MaxHeight; i-- {
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//fmt.Println(gamelog.Log.Messages[i].Message)
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ts.mw.GetLayer("overlay").PutStringInto(logRect, count-2, gamelog.Log.Messages[i].Message, 0)
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count++
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}
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gamelog.Log.RedrawLogs = false
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}
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//})
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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.controller.Process([]string{})
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ts.controller.Process(nil)
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}
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