Added proper taggins for gravity
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@@ -52,7 +52,7 @@ type GameplayScreen struct {
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func NewGameplayScreen(screenWidth, screenHeight int, mapManager *maps.Manager, fpsEnabled *bool, portalVisibility *bool) *GameplayScreen {
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cfg := config.Default()
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// Ensure we have a current map
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if mapManager.CurrentMap() == nil {
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// Fallback or error later
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@@ -119,7 +119,7 @@ func (g *GameplayScreen) Update(input GameplayInput, delta time.Duration) {
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Right: input.Right,
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Jump: input.Jump,
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Sprint: input.Sprint,
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}, dt, g.bounds)
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}, dt, g.bounds, g.world)
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if input.Shoot {
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direction := 1.0
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@@ -224,7 +224,7 @@ 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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cfg := config.Default()
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currentMap := g.mapManager.CurrentMap()
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if currentMap != nil {
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currentMap.Draw(screen)
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@@ -381,12 +381,12 @@ func (g *GameplayScreen) LoadState(state *save.GameState) {
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screenHeight := int(g.bounds.Height)
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g.mapManager.Reset()
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mapID := state.CurrentMap
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if mapID == "" {
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mapID = "plains"
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}
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if err := g.mapManager.SetCurrentMap(mapID); err != nil {
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g.mapManager.SetCurrentMap("plains")
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}
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