fixed lit thresholds
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@ -1,6 +1,8 @@
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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/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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@ -11,14 +13,22 @@ type GameScreen struct {
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mw *mainwindow.MainWindow
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state *gamestate.GameState
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vp *mainwindow.ViewPort
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controller *ecs.Controller
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}
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func NewGameScreen(mw *mainwindow.MainWindow, state *gamestate.GameState, viewPort *mainwindow.ViewPort) *GameScreen {
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return &GameScreen{mw: mw, state: state, vp: viewPort}
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func NewGameScreen(mw *mainwindow.MainWindow, state *gamestate.GameState, viewPort *mainwindow.ViewPort, controller *ecs.Controller) *GameScreen {
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return &GameScreen{mw: mw, state: state, vp: viewPort, controller: controller}
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}
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func (ts *GameScreen) UseEcs() bool { return true }
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func (ts *GameScreen) Enter() {}
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func (ts *GameScreen) Enter() {
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renderMobs := systems.MobRenderSystem{EntityController: ts.controller}
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ts.controller.AddSystem(renderMobs, 1)
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}
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func (ts *GameScreen) Exit() {
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//remove what we dont need
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}
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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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@ -26,25 +36,25 @@ func (ts *GameScreen) HandleInput(input string) {
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ts.walk(ts.state, 0, -1)
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break
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case "Down", "j", "2":
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ts.walk(ts.state,0, 1)
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ts.walk(ts.state, 0, 1)
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break
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case "Left", "h", "4":
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ts.walk(ts.state,-1, 0)
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ts.walk(ts.state, -1, 0)
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break
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case "Right", "l", "6":
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ts.walk(ts.state,1, 0)
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ts.walk(ts.state, 1, 0)
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break
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case "y", "7":
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ts.walk(ts.state,-1, -1)
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ts.walk(ts.state, -1, -1)
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break
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case "u", "9":
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ts.walk(ts.state,1, -1)
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ts.walk(ts.state, 1, -1)
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break
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case "b", "1":
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ts.walk(ts.state,-1, 1)
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ts.walk(ts.state, -1, 1)
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break
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case "n", "3":
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ts.walk(ts.state,1, 1)
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ts.walk(ts.state, 1, 1)
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break
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default:
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ts.mw.GetLayer("base").ClearArea(0, 3, 40, 1)
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@ -54,12 +64,11 @@ func (ts *GameScreen) HandleInput(input string) {
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}
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//})
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}
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func (ts *GameScreen) Exit() {}
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func (ts *GameScreen) Render() {
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ts.vp.Render(ts.state)
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}
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func (ts *GameScreen) walk(state *gamestate.GameState, dx, dy int) {
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controller := state.Controller
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coords := controller.GetComponent(state.Player, types.Coords{}.TypeOf()).(types.Coords)
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@ -72,4 +81,4 @@ func (ts *GameScreen) walk(state *gamestate.GameState, dx, dy int) {
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state.Redraw <- struct{}{}
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state.FovRecompute <- struct{}{}
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}
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}
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