added game font rendering using etxt to player hud, fixed current level
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@@ -1,4 +1,4 @@
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Description: test obstacles
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Description: open the door
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MinMoves: 2
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Background: background-lila
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@@ -1,4 +1,4 @@
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Description: find the fruit
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Description: collect all yellow dots
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MinMoves: 7
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Background: background-lila
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@@ -1,4 +1,4 @@
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Description: win
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Description: some enemies can be moved
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MinMoves: 5
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Background: background-lila
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@@ -1,4 +1,4 @@
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Description: use multiple players
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Description: the more players the better
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MinMoves: 4
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Background: background-lila
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@@ -1,4 +1,4 @@
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Description: space
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Description: don't fall off the world
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MinMoves: 3
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Background: background-lila
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@@ -201,6 +201,7 @@ type TileRegistry map[byte]*Tile
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// Each level data must be 20 chars wide (= 640 px width) and 15 chars
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// high (=480 px height).
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type RawLevel struct {
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Number int
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Name string
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Description string
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Background *ebiten.Image
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@@ -249,10 +250,11 @@ func LoadLevels(dir string) []RawLevel {
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return entries[i].Name() < entries[j].Name()
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})
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for _, levelfile := range entries {
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for idx, levelfile := range entries {
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if levelfile.Type().IsRegular() && strings.Contains(levelfile.Name(), ".lvl") {
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path := filepath.Join("assets", dir)
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level := ParseRawLevel(path, levelfile)
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level.Number = idx
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levels = append(levels, level)
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@@ -271,6 +273,7 @@ func ParseRawLevel(dir string, levelfile fs.DirEntry) RawLevel {
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defer fd.Close()
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name := strings.TrimSuffix(levelfile.Name(), ".lvl")
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name = name[3:]
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des := ""
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background := &ebiten.Image{}
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data := []byte{}
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