Fixed monster z-fighting.
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17008871ce
commit
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4
TODO.md
4
TODO.md
@ -8,8 +8,8 @@
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- [ ] Change layout when playing in portrait mode.
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- [ ] Change layout when playing in portrait mode.
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- [X] Fix wobble animation.
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- [X] Fix wobble animation.
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- [ ] Add more unit tests?
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- [ ] Add more unit tests?
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- [ ] Fix z-fighting of monsters.
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- [X] Fix z-fighting of monsters.
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- [ ] Add exploding animation of monsters.
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- [X] Add exploding animation of monsters.
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- [ ] Add audio settings (music & sound volume).
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- [ ] Add audio settings (music & sound volume).
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- [X] Hearts must be saved as well for resume.
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- [X] Hearts must be saved as well for resume.
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- [ ] Add demo mode.
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- [ ] Add demo mode.
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@ -338,7 +338,13 @@ func (r levelController) Render(ctx ui.Context) {
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renderer.DrawTexturePoint(player, playerPosition.Add(centerTopSquare))
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renderer.DrawTexturePoint(player, playerPosition.Add(centerTopSquare))
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}
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}
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for pos, monsterType := range r.Level.Monsters {
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for y := r.Level.Bounds.Min.Y; y < r.Level.Bounds.Max.Y; y++ {
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for x := r.Level.Bounds.Min.X; x < r.Level.Bounds.Max.X; x++ {
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pos := geom.Pt(x, y)
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monsterType, ok := r.Level.Monsters[pos]
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if !ok {
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continue
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}
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tile := r.Level.Tiles[pos]
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tile := r.Level.Tiles[pos]
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if tile == nil {
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if tile == nil {
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continue
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continue
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@ -356,6 +362,7 @@ func (r levelController) Render(ctx ui.Context) {
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texture.Draw(renderer, platformPos.Add(propOffset), r.Animations["monster"].Frame(pos))
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texture.Draw(renderer, platformPos.Add(propOffset), r.Animations["monster"].Frame(pos))
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}
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}
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}
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}
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}
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var died []geom.Point
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var died []geom.Point
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for pos, monster := range r.DyingMonsterTypes {
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for pos, monster := range r.DyingMonsterTypes {
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