fixed hiddendoor tiles, now uses destruct shader no spriteset
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@@ -52,7 +52,8 @@ func NewLevel(game *Game, cellsize int, plan *ldtkgo.Level) *Level {
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systemlist = append(systemlist, systems.NewTransientSystem(game.World, gridcontainer))
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systemlist = append(systemlist, systems.NewDestroyableSystem(game.World, gridcontainer))
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systemlist = append(systemlist, systems.NewDestroyableSystem(game.World, gridcontainer,
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game.Cellsize))
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systemlist = append(systemlist, systems.NewHudSystem(game.World, plan))
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@@ -146,7 +147,7 @@ func LevelToSlice(game *Game, level *ldtkgo.Level, tilesize int) (Map, Map) {
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tile := assets.Tiles["default"]
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// FIXME: load from LDTK file
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tile.Sprite = assets.Assets["tilemap"].SubImage(
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tile.Sprite = assets.Assets["primarymap"].SubImage(
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image.Rect(tileData.Src[0],
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tileData.Src[1],
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tileData.Src[0]+layer.GridSize,
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@@ -163,14 +164,15 @@ func LevelToSlice(game *Game, level *ldtkgo.Level, tilesize int) (Map, Map) {
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case ldtkgo.LayerTypeEntity:
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// load mobile tiles (they call them entities) using static map map.png.
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tileset := assets.Assets["map"]
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tileset := assets.Assets["primarymap"]
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for _, entity := range layer.Entities {
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if entity.TileRect != nil {
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tile := assets.Tiles[entity.Identifier]
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slog.Debug("LOAD TILE", "tile", entity.TileRect)
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tileRect := entity.TileRect
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//slog.Debug("tilerect", "x", tileRect.X, "y", tileRect.Y, "which", entity.Identifier)
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tile.Sprite = tileset.SubImage(
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image.Rect(tileRect.X, tileRect.Y,
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