fixed hiddendoor tiles, now uses destruct shader no spriteset

This commit is contained in:
2024-03-24 19:36:00 +01:00
parent f8c09fda76
commit 5b7c88a1a9
116 changed files with 843 additions and 561 deletions

View File

@@ -52,7 +52,8 @@ func NewLevel(game *Game, cellsize int, plan *ldtkgo.Level) *Level {
systemlist = append(systemlist, systems.NewTransientSystem(game.World, gridcontainer))
systemlist = append(systemlist, systems.NewDestroyableSystem(game.World, gridcontainer))
systemlist = append(systemlist, systems.NewDestroyableSystem(game.World, gridcontainer,
game.Cellsize))
systemlist = append(systemlist, systems.NewHudSystem(game.World, plan))
@@ -146,7 +147,7 @@ func LevelToSlice(game *Game, level *ldtkgo.Level, tilesize int) (Map, Map) {
tile := assets.Tiles["default"]
// FIXME: load from LDTK file
tile.Sprite = assets.Assets["tilemap"].SubImage(
tile.Sprite = assets.Assets["primarymap"].SubImage(
image.Rect(tileData.Src[0],
tileData.Src[1],
tileData.Src[0]+layer.GridSize,
@@ -163,14 +164,15 @@ func LevelToSlice(game *Game, level *ldtkgo.Level, tilesize int) (Map, Map) {
case ldtkgo.LayerTypeEntity:
// load mobile tiles (they call them entities) using static map map.png.
tileset := assets.Assets["map"]
tileset := assets.Assets["primarymap"]
for _, entity := range layer.Entities {
if entity.TileRect != nil {
tile := assets.Tiles[entity.Identifier]
slog.Debug("LOAD TILE", "tile", entity.TileRect)
tileRect := entity.TileRect
//slog.Debug("tilerect", "x", tileRect.X, "y", tileRect.Y, "which", entity.Identifier)
tile.Sprite = tileset.SubImage(
image.Rect(tileRect.X, tileRect.Y,