lotsa fixes:
- fixed obstacle collision and death on obstacle spike - moved player move into separate loop after other collision checks are done - fixed level setup, generation and selection - added test levels for obstacles
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17
assets/levels/00-deadly-obstacles.lvl
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17
assets/levels/00-deadly-obstacles.lvl
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Description: test obstacles
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Background: background-lila
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#######
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# v #
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# #
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#> S <#
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# #
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# ^ #
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#######
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17
assets/levels/01-friendly-obstacles.lvl
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17
assets/levels/01-friendly-obstacles.lvl
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Description: test obstacles
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Background: background-lila
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#######
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# ^ #
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# #
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#< S >#
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# #
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#^ v#
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#######
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@@ -128,8 +128,8 @@ func InitTiles() TileRegistry {
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'+': NewTileObstacle("obstacle-star", config.All),
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'^': NewTileObstacle("obstacle-north", config.North),
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'v': NewTileObstacle("obstacle-south", config.South),
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'<': NewTileObstacle("obstacle-east", config.East),
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'>': NewTileObstacle("obstacle-west", config.West),
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'<': NewTileObstacle("obstacle-west", config.West),
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'>': NewTileObstacle("obstacle-east", config.East),
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'*': NewTileParticle([]string{
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//"particle-ring-1",
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"particle-ring-2",
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