tweaks
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2 changed files with 2 additions and 3 deletions
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@ -40,8 +40,7 @@ func (c *Camera) Prepare(game *Game) error {
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}
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// Transform returns the camera transform.
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func (c *Camera) Transform() ebiten.DrawImageOptions {
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var opts ebiten.DrawImageOptions
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func (c *Camera) Transform() (opts ebiten.DrawImageOptions) {
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opts.GeoM.Translate(float2(c.Centre.Mul(-1)))
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opts.GeoM.Scale(c.Zoom, c.Zoom)
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opts.GeoM.Rotate(c.Rotation)
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@ -25,7 +25,7 @@ var (
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// Wall is a more flexible kind of tilemap. WallUnits can be added at the same
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// level as other components and are responsible for their own drawing, so that
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// Scene can do draw ordering, e.g. hide the player character behind a wall.
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// Game can do draw ordering, e.g. hide the player character behind a wall.
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// But Wall is still responsible for collisions.
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type Wall struct {
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ID
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