Consolodated config, added portals, etc.
This commit is contained in:
@@ -9,7 +9,10 @@ import (
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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"github.com/hajimehoshi/ebiten/v2/vector"
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"github.com/atridad/LilGuy/internal/config"
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"github.com/atridad/LilGuy/internal/hero"
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"github.com/atridad/LilGuy/internal/maps"
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"github.com/atridad/LilGuy/internal/portal"
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"github.com/atridad/LilGuy/internal/projectile"
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"github.com/atridad/LilGuy/internal/save"
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"github.com/atridad/LilGuy/internal/status"
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@@ -17,51 +20,6 @@ import (
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"github.com/atridad/LilGuy/internal/world"
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)
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// Screen and hero defaults
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var (
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backgroundColor = color.NRGBA{R: 135, G: 206, B: 235, A: 255}
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saveNotificationColor = color.NRGBA{R: 50, G: 200, B: 50, A: 255}
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)
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const (
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heroStartX = 960 / 2
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heroStartY = 540 / 2
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heroRadius = 28.0
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heroSpeed = 180.0
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heroMaxStamina = 100.0
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heroStaminaDrain = 50.0
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heroStaminaRegen = 30.0
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saveNotificationDuration = 2 * time.Second
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)
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var (
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heroColor = color.NRGBA{R: 210, G: 220, B: 255, A: 255}
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)
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// HUD positioning and colors
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const (
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hudX = 960 - 220
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hudY = 20
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)
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var (
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staminaNormalColor = color.NRGBA{R: 0, G: 255, B: 180, A: 255}
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staminaLowColor = color.NRGBA{R: 255, G: 60, B: 60, A: 255}
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fpsGoodColor = color.NRGBA{R: 120, G: 255, B: 120, A: 255}
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fpsWarnColor = color.NRGBA{R: 255, G: 210, B: 100, A: 255}
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fpsPoorColor = color.NRGBA{R: 255, G: 120, B: 120, A: 255}
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)
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// FPS monitoring thresholds
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const (
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staminaLowThreshold = 0.2
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fpsWarnThreshold = 0.85
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fpsPoorThreshold = 0.6
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fpsSampleWindow = time.Second
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targetTPS = 60
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)
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type GameplayInput struct {
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Left bool
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Right bool
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@@ -75,6 +33,7 @@ type GameplayScreen struct {
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hud hud.Overlay
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world *world.World
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projectiles *projectile.Manager
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portals *portal.Manager
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bounds hero.Bounds
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lastTick time.Time
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gameStartTime time.Time
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@@ -86,48 +45,69 @@ type GameplayScreen struct {
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saveNotificationTimer time.Duration
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showSaveNotification bool
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portalVisibility *bool
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currentMap *maps.Map
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allMaps map[string]*maps.Map
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}
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func NewGameplayScreen(screenWidth, screenHeight int, fpsEnabled *bool) *GameplayScreen {
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w := world.NewWorld()
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func NewGameplayScreen(screenWidth, screenHeight int, fpsEnabled *bool, portalVisibility *bool) *GameplayScreen {
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cfg := config.Default()
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map1, map2 := maps.CreateDefaultMaps(float64(screenWidth), float64(screenHeight))
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groundHeight := 16.0
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w.AddSurface(&world.Surface{
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X: 0,
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Y: float64(screenHeight) - groundHeight,
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Width: float64(screenWidth),
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Height: groundHeight,
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Tag: world.TagGround,
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Color: color.NRGBA{R: 34, G: 139, B: 34, A: 255},
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})
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allMaps := make(map[string]*maps.Map)
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allMaps["map1"] = map1
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allMaps["map2"] = map2
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return &GameplayScreen{
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portalMgr := portal.NewManager()
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for _, p := range map1.Portals {
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portalMgr.AddPortal(p)
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}
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if portalVisibility != nil && *portalVisibility {
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for _, p := range portalMgr.Portals {
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p.Visible = true
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}
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}
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gs := &GameplayScreen{
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hero: hero.New(hero.Config{
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StartX: heroStartX,
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StartY: heroStartY,
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Radius: heroRadius,
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Speed: heroSpeed,
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Color: heroColor,
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MaxStamina: heroMaxStamina,
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StaminaDrain: heroStaminaDrain,
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StaminaRegen: heroStaminaRegen,
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StartX: cfg.Hero.StartX,
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StartY: cfg.Hero.StartY,
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Radius: cfg.Hero.Radius,
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Speed: cfg.Hero.Speed,
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Color: cfg.Hero.Color,
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MaxStamina: cfg.Hero.MaxStamina,
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StaminaDrain: cfg.Hero.StaminaDrain,
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StaminaRegen: cfg.Hero.StaminaRegen,
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}),
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hud: hud.Overlay{
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X: hudX,
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Y: hudY,
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Color: color.White,
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X: cfg.HUD.X,
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Y: cfg.HUD.Y,
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Color: color.White,
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ScreenName: "Map 1",
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},
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world: w,
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world: map1.World,
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projectiles: projectile.NewManager(),
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portals: portalMgr,
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bounds: hero.Bounds{
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Width: float64(screenWidth),
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Height: float64(screenHeight),
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Ground: float64(screenHeight) - groundHeight,
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Ground: float64(screenHeight) - config.GroundHeight,
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},
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lastTick: time.Now(),
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gameStartTime: time.Now(),
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fpsEnabled: fpsEnabled,
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lastTick: time.Now(),
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gameStartTime: time.Now(),
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fpsEnabled: fpsEnabled,
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portalVisibility: portalVisibility,
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currentMap: map1,
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allMaps: allMaps,
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}
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gs.portals.OnTransition = gs.handlePortalTransition
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return gs
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}
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func (g *GameplayScreen) Update(input GameplayInput, delta time.Duration) {
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@@ -149,6 +129,10 @@ func (g *GameplayScreen) Update(input GameplayInput, delta time.Duration) {
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}
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g.projectiles.Update(dt, g.bounds.Width, g.bounds.Height)
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g.portals.Update(dt)
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// Check for portal collisions
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g.checkPortalCollision()
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g.totalPlayTime += delta
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@@ -162,6 +146,71 @@ func (g *GameplayScreen) Update(input GameplayInput, delta time.Duration) {
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}
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}
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// Portal collision detection
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func (g *GameplayScreen) checkPortalCollision() {
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heroRadius := g.hero.Radius
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heroX := g.hero.X - heroRadius
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heroY := g.hero.Y - heroRadius
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heroWidth := heroRadius * 2
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heroHeight := heroRadius * 2
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if p := g.portals.CheckCollision(heroX, heroY, heroWidth, heroHeight); p != nil {
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g.portals.TriggerTransition(p, g.hero.X, g.hero.Y)
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}
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g.updatePortalVisibility()
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}
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func (g *GameplayScreen) updatePortalVisibility() {
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if g.portalVisibility == nil {
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return
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}
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visible := *g.portalVisibility
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for _, p := range g.portals.Portals {
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p.Visible = visible
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}
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}
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func (g *GameplayScreen) handlePortalTransition(event portal.TransitionEvent) {
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destMap, exists := g.allMaps[event.DestinationMap]
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if !exists {
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return
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}
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// Switch to destination map
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g.currentMap = destMap
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g.world = destMap.World
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// Clear and reload portals for new map
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g.portals.Clear()
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for _, p := range destMap.Portals {
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g.portals.AddPortal(p)
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}
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g.updatePortalVisibility()
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// Find destination portal and position hero
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destPortal := destMap.GetPortalByID(event.DestinationPortal)
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if destPortal != nil {
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// Position hero based on which side they're entering from
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switch destPortal.Side {
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case portal.SideLeft:
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g.hero.X = destPortal.X + destPortal.Width + g.hero.Radius + 10
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g.hero.Y = event.HeroY
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case portal.SideRight:
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g.hero.X = destPortal.X - g.hero.Radius - 10
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g.hero.Y = event.HeroY
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case portal.SideTop:
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g.hero.X = event.HeroX
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g.hero.Y = destPortal.Y + destPortal.Height + g.hero.Radius + 10
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case portal.SideBottom:
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g.hero.X = event.HeroX
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g.hero.Y = destPortal.Y - g.hero.Radius - 10
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}
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}
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}
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// FPS tracking
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func (g *GameplayScreen) trackFPS(delta time.Duration) {
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if g.fpsEnabled == nil || !*g.fpsEnabled {
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@@ -171,7 +220,7 @@ func (g *GameplayScreen) trackFPS(delta time.Duration) {
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g.fpsAccumulator += delta
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g.fpsFrames++
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if g.fpsAccumulator >= fpsSampleWindow {
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if g.fpsAccumulator >= config.FPSSampleWindow {
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g.fpsValue = float64(g.fpsFrames) / g.fpsAccumulator.Seconds()
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g.fpsAccumulator = 0
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g.fpsFrames = 0
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@@ -180,15 +229,25 @@ func (g *GameplayScreen) trackFPS(delta time.Duration) {
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// Rendering
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func (g *GameplayScreen) Draw(screen *ebiten.Image) {
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screen.Fill(backgroundColor)
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cfg := config.Default()
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bgColor := cfg.Visual.BackgroundColor
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if g.currentMap != nil {
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bgColor = g.currentMap.BackgroundColor
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}
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screen.Fill(bgColor)
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g.world.Draw(screen)
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g.portals.Draw(screen)
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g.projectiles.Draw(screen)
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g.hero.Draw(screen)
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staminaColor := staminaNormalColor
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if g.hero.Stamina < g.hero.MaxStamina*staminaLowThreshold {
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staminaColor = staminaLowColor
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if g.currentMap != nil {
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g.hud.ScreenName = fmt.Sprintf("Map %d", g.currentMap.Number)
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}
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staminaColor := cfg.Visual.StaminaNormalColor
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if g.hero.Stamina < g.hero.MaxStamina*config.StaminaLowThreshold {
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staminaColor = cfg.Visual.StaminaLowColor
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}
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staminaMeter := status.Meter{
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@@ -201,13 +260,13 @@ func (g *GameplayScreen) Draw(screen *ebiten.Image) {
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meters := []status.Meter{staminaMeter}
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if g.fpsEnabled != nil && *g.fpsEnabled {
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ratio := g.fpsValue / float64(targetTPS)
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fpsColor := fpsGoodColor
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ratio := g.fpsValue / float64(config.TargetTPS)
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fpsColor := cfg.Visual.FPSGoodColor
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switch {
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case ratio < fpsPoorThreshold:
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fpsColor = fpsPoorColor
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case ratio < fpsWarnThreshold:
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fpsColor = fpsWarnColor
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case ratio < config.FPSPoorThreshold:
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fpsColor = cfg.Visual.FPSPoorColor
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case ratio < config.FPSWarnThreshold:
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fpsColor = cfg.Visual.FPSWarnColor
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}
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fpsMeter := status.Meter{
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@@ -233,7 +292,8 @@ func (g *GameplayScreen) drawSaveNotification(screen *ebiten.Image) {
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boxWidth := float32(140)
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boxHeight := float32(40)
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vector.DrawFilledRect(screen,
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cfg := config.Default()
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vector.FillRect(screen,
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centerX-boxWidth/2,
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centerY-boxHeight/2,
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boxWidth,
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@@ -247,7 +307,7 @@ func (g *GameplayScreen) drawSaveNotification(screen *ebiten.Image) {
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boxWidth,
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boxHeight,
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2,
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saveNotificationColor,
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cfg.Visual.SaveNotificationColor,
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false)
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msg := "Game Saved!"
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@@ -258,41 +318,43 @@ func (g *GameplayScreen) drawSaveNotification(screen *ebiten.Image) {
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func (g *GameplayScreen) ShowSaveNotification() {
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g.showSaveNotification = true
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g.saveNotificationTimer = saveNotificationDuration
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g.saveNotificationTimer = config.SaveNotificationDuration
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}
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// State management
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func (g *GameplayScreen) Reset() {
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cfg := config.Default()
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screenWidth := int(g.bounds.Width)
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screenHeight := int(g.bounds.Height)
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groundHeight := 16.0
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w := world.NewWorld()
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w.AddSurface(&world.Surface{
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X: 0,
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Y: float64(screenHeight) - groundHeight,
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Width: float64(screenWidth),
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Height: groundHeight,
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Tag: world.TagGround,
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Color: color.NRGBA{R: 34, G: 139, B: 34, A: 255},
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})
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map1, map2 := maps.CreateDefaultMaps(float64(screenWidth), float64(screenHeight))
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g.allMaps = make(map[string]*maps.Map)
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g.allMaps["map1"] = map1
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g.allMaps["map2"] = map2
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g.currentMap = map1
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g.hero = hero.New(hero.Config{
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StartX: heroStartX,
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StartY: heroStartY,
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Radius: heroRadius,
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Speed: heroSpeed,
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Color: heroColor,
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MaxStamina: heroMaxStamina,
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StaminaDrain: heroStaminaDrain,
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StaminaRegen: heroStaminaRegen,
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StartX: cfg.Hero.StartX,
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StartY: cfg.Hero.StartY,
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Radius: cfg.Hero.Radius,
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Speed: cfg.Hero.Speed,
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Color: cfg.Hero.Color,
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MaxStamina: cfg.Hero.MaxStamina,
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StaminaDrain: cfg.Hero.StaminaDrain,
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StaminaRegen: cfg.Hero.StaminaRegen,
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})
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g.world = w
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g.world = map1.World
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g.projectiles = projectile.NewManager()
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g.portals = portal.NewManager()
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for _, p := range map1.Portals {
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g.portals.AddPortal(p)
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}
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g.portals.OnTransition = g.handlePortalTransition
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g.updatePortalVisibility()
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g.bounds = hero.Bounds{
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Width: float64(screenWidth),
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Height: float64(screenHeight),
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Ground: float64(screenHeight) - groundHeight,
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Ground: float64(screenHeight) - config.GroundHeight,
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}
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g.lastTick = time.Now()
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g.gameStartTime = time.Now()
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@@ -312,37 +374,39 @@ func (g *GameplayScreen) SaveState() *save.GameState {
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}
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func (g *GameplayScreen) LoadState(state *save.GameState) {
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cfg := config.Default()
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screenWidth := int(g.bounds.Width)
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screenHeight := int(g.bounds.Height)
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groundHeight := 16.0
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w := world.NewWorld()
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w.AddSurface(&world.Surface{
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X: 0,
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Y: float64(screenHeight) - groundHeight,
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Width: float64(screenWidth),
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Height: groundHeight,
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Tag: world.TagGround,
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Color: color.NRGBA{R: 34, G: 139, B: 34, A: 255},
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})
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map1, map2 := maps.CreateDefaultMaps(float64(screenWidth), float64(screenHeight))
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g.allMaps = make(map[string]*maps.Map)
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g.allMaps["map1"] = map1
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g.allMaps["map2"] = map2
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g.currentMap = map1
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g.hero = hero.New(hero.Config{
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StartX: state.HeroX,
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StartY: state.HeroY,
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Radius: heroRadius,
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Speed: heroSpeed,
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Color: heroColor,
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MaxStamina: heroMaxStamina,
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StaminaDrain: heroStaminaDrain,
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StaminaRegen: heroStaminaRegen,
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Radius: cfg.Hero.Radius,
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Speed: cfg.Hero.Speed,
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Color: cfg.Hero.Color,
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MaxStamina: cfg.Hero.MaxStamina,
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StaminaDrain: cfg.Hero.StaminaDrain,
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StaminaRegen: cfg.Hero.StaminaRegen,
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})
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g.hero.Stamina = state.HeroStamina
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g.world = w
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g.world = map1.World
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g.projectiles = projectile.NewManager()
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g.portals = portal.NewManager()
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for _, p := range map1.Portals {
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g.portals.AddPortal(p)
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}
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g.portals.OnTransition = g.handlePortalTransition
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g.updatePortalVisibility()
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g.bounds = hero.Bounds{
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Width: float64(screenWidth),
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Height: float64(screenHeight),
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Ground: float64(screenHeight) - groundHeight,
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Ground: float64(screenHeight) - config.GroundHeight,
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}
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g.totalPlayTime = time.Duration(state.PlayTimeMS) * time.Millisecond
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g.lastTick = time.Now()
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Reference in New Issue
Block a user