fixed hiddendoor tiles, now uses destruct shader no spriteset
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@@ -109,10 +109,17 @@ func NewGrid(world *ecs.World,
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entity := doormapper.New()
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pos, render, destroyable = doormapper.Get(entity)
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destroyable.Sprites = tile.Tiles
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render.DamageImage = tile.Alpha
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render.Shader = tile.Shader
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render.Damaged = 0
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default:
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log.Fatalln("unsupported tile type encountered")
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}
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// FIXME: this image is never being used because it is
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// being overwritten in game/levels.go:LevelToSlice(). The
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// image is taken from the LDTK map, not from the Tile{}
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// definition anymore
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render.Image = tile.Sprite
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default:
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