refactor level, getting to tiles
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@ -18,7 +18,7 @@ func DefaultGen(l *gamemap.Level) *gamemap.Level {
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//fill with walls
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for i := 0; i < l.W; i ++ {
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for j := 0; j < l.H; j++ {
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l.Tiles[i][j] = gamemap.NewWall()
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l.SetTileByXY(i, j, gamemap.NewWall())
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}
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}
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@ -113,7 +113,7 @@ func digHTunnel(l *gamemap.Level, x1,x2,y int, fillage types.RectFill) {
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}
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for i := start; i <= finish; i++ {
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if l.InBounds(types.Coords{i, y}) {
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l.Tiles[i][y] = fillage.Body.(func() *gamemap.Tile)()
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l.SetTileByXY(i, y, fillage.Body.(func() *gamemap.Tile)())
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//l.Tiles[i][y] = gamemap.NewFloor()
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}
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}
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@ -130,7 +130,7 @@ func digVTunnel(l *gamemap.Level, y1,y2,x int, fillage types.RectFill) {
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}
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for i := start; i <= finish; i++ {
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if l.InBounds(types.Coords{x, i}) {
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l.Tiles[x][i] = fillage.Body.(func() *gamemap.Tile)()
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l.SetTileByXY(x, i, fillage.Body.(func() *gamemap.Tile)())
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}
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}
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}
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