first item, render order? redraw? broken
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@ -3,6 +3,8 @@ package screens
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import (
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"lab.zaar.be/thefish/alchemyst-go/engine/ecs"
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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/gamestate"
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"lab.zaar.be/thefish/alchemyst-go/engine/mob/movement"
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"lab.zaar.be/thefish/alchemyst-go/engine/types"
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@ -15,18 +17,26 @@ type GameScreen struct {
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vp *mainwindow.ViewPort
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controller *ecs.Controller
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scm *types.ScreenManager
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fov fov.Fov
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}
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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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//fixme move this to fov system
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computedFov := precomputed_shade.NewPrecomputedShade(15)
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computedFov.Init()
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ts.fov = computedFov
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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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Fov: ts.fov,
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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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renderTerrain := systems.NewTerrainRenderSystem(state, viewPort, ts.mw.GetLayer("base"), ts.fov)
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go renderTerrain.Listen()
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ts.controller.AddSystem(renderTerrain, 5)
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