cleaned up fixmes, tests passing
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8b4844211b
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@ -69,7 +69,7 @@ func main() {
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//set up input decoder
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go decodeInput(mainCtx, mw.GetLayer("base"))
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//fixme set up (load / generate) level
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//fixme set up (load / generate) level - move to game / enter or title / exit
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level, rooms := mapgens.DefaultGen(mainCtx, gamemap.NewLevel(mainCtx, "test", 1))
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State.Level = level
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@ -162,25 +162,7 @@ func main() {
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screenMgr.SetScreenByName("title")
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//fixme
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//player := &mob.Player{
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// Mob: mob.Mob{
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// Appearance: &types.Appearance{
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// Glyph: &types.PlainGlyphHolder{"@"},
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// ColorSet: &types.TileColorSet{
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// Fg: &types.PlainColorHolder{255, 255, 255, 255},
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// },
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// },
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// Coords: rooms[0].Center,
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// BlocksPass: true,
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// },
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//}
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//State.Player = player
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//vp.PlayerCoords = player.Coords
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//vp.Render(&State)
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//fixme set up (load / generate) player
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//fixme set up (load / generate) player - move to game / enter or title / exit
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player := controller.CreateEntity([]ecs.Component{})
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controller.AddComponent(player, &types.Appearance{
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@ -264,11 +246,6 @@ func decodeInput(ctx appctx.ClientCtx, baseLayer *mainwindow.Layer) {
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//global hotkeys
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switch pressed {
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//fixme testing only
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case "F10":
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State.Do(func() {
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blt.Set("window: size=100x47; font: ./assets/ttf/UbuntuMono-R.ttf, size=11;")
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})
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case "Ctrl+q":
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//fallthrough
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//case "Escape":
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@ -202,7 +202,7 @@ func (ps *precomputedShade) recalc(level *gamemap.Level, initCoords types.Coords
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ps.originCoords = initCoords
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if radius > ps.MaxTorchRadius {
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radius = ps.MaxTorchRadius //fixme
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radius = ps.MaxTorchRadius
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}
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level.GetTile(initCoords).Visible = true
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