refactor level, getting to tiles
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@ -29,10 +29,7 @@ func TestPrecompShade(t *testing.T) {
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Rect: types.NewRect(0, 0, 20, 20),
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}
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level.Tiles = make([][]*gamemap.Tile, level.W)
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for i := range level.Tiles {
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level.Tiles[i] = make([]*gamemap.Tile, level.H)
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}
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level.Tiles = make([]*gamemap.Tile, level.W * level.H)
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var tile func() (*gamemap.Tile)
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@ -43,21 +40,21 @@ func TestPrecompShade(t *testing.T) {
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} else {
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tile = gamemap.NewFloor
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}
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level.Tiles[x][y] = tile()
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level.SetTileByXY(x, y, tile())
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}
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}
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playerCoords := types.Coords{10, 10}
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level.Tiles[8][12] = gamemap.NewWall()
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level.Tiles[10][8] = gamemap.NewWall()
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level.SetTileByXY(8, 12, gamemap.NewWall())
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level.SetTileByXY(10, 8, gamemap.NewWall())
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level.Tiles[7][9] = gamemap.NewWall()
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level.Tiles[7][11] = gamemap.NewWall()
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level.Tiles[5][10] = gamemap.NewWall()
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level.SetTileByXY(7, 9, gamemap.NewWall())
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level.SetTileByXY(7, 11, gamemap.NewWall())
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level.SetTileByXY(5, 10, gamemap.NewWall())
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level.Tiles[10][11] = gamemap.NewWall()
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level.Tiles[11][10] = gamemap.NewWall()
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level.SetTileByXY(10, 11, gamemap.NewWall())
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level.SetTileByXY(11, 10, gamemap.NewWall())
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ppFov.ComputeFov(level, playerCoords, 12)
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@ -67,8 +64,8 @@ func TestPrecompShade(t *testing.T) {
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if playerCoords.X == x && playerCoords.Y == y {
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return "@"
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}
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result := level.Tiles[x][y].Char
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if !level.Tiles[x][y].Visible {
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result := level.GetTileByXY(x, y).Char
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if !level.GetTileByXY(x, y).Visible {
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result = "?"
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}
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return result
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