move player_player on top of pair_system
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				| @ -45,6 +45,8 @@ func NewLevel(game *Game, cellsize int, plan *ldtkgo.Level) *Level { | ||||
| 
 | ||||
| 	systemlist = append(systemlist, systems.NewObstacleSystem(game.World, gridcontainer)) | ||||
| 
 | ||||
| 	systemlist = append(systemlist, systems.NewPairSystem(game.World, gridcontainer)) | ||||
| 
 | ||||
| 	systemlist = append(systemlist, | ||||
| 		systems.NewPlayerSystem(game.World, gridcontainer, game.ScreenWidth, game.ScreenHeight)) | ||||
| 
 | ||||
| @ -55,8 +57,6 @@ func NewLevel(game *Game, cellsize int, plan *ldtkgo.Level) *Level { | ||||
| 	systemlist = append(systemlist, systems.NewDestroyableSystem(game.World, gridcontainer, | ||||
| 		game.Cellsize)) | ||||
| 
 | ||||
| 	systemlist = append(systemlist, systems.NewPairSystem(game.World, gridcontainer)) | ||||
| 
 | ||||
| 	systemlist = append(systemlist, systems.NewHudSystem(game.World, plan)) | ||||
| 
 | ||||
| 	mapslice, backupmap := LevelToSlice(game, plan, cellsize) | ||||
|  | ||||
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