We now have a full map that's basically the same mapping system from Roguish. There's a bug right now where it needs you to move once to calc the light and it's not being centered, but it does work.
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22 changed files with 1270 additions and 47 deletions
133
gui.cpp
133
gui.cpp
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@ -10,21 +10,82 @@
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using namespace components;
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namespace gui {
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using ftxui::Color;
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MapViewUI::MapViewUI(GameLevel &level) :
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Panel(RAY_VIEW_X, 0, 0, 0, true),
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$level(level)
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{}
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void MapViewUI::update_level(GameLevel &level) {
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$level = level;
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}
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void MapViewUI::draw_map() {
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const auto& debug = $level.world->get_the<Debug>();
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const auto& player = $level.world->get_the<Player>();
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const auto& player_position = $level.world->get<Position>(player.entity);
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Point start = $level.map->center_camera(player_position.location, width, height);
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auto &tiles = $level.map->tiles();
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auto &paths = $level.map->paths();
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auto &lighting = $level.lights->lighting();
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// WARN: this is exploiting that -1 in size_t becomes largest
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size_t end_x = std::min(size_t(width), $level.map->width() - start.x);
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size_t end_y = std::min(size_t(height), $level.map->height() - start.y);
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for(size_t y = 0; y < end_y; ++y) {
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for(size_t x = 0; x < end_x; ++x)
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{
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const TileCell& tile = tiles.at(start.x+x, start.y+y);
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// light value is an integer that's a percent
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float light_value = debug.LIGHT ? 80 * PERCENT : lighting[start.y+y][start.x+x] * PERCENT;
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int dnum = debug.PATHS ? paths[start.y+y][start.x+x] : WALL_PATH_LIMIT;
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if(debug.PATHS && dnum != WALL_PATH_LIMIT) {
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string num = dnum > 15 ? "*" : fmt::format("{:x}", dnum);
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$canvas.DrawText(x * 2, y * 4, num, [dnum, tile, light_value](auto &pixel) {
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pixel.foreground_color = Color::HSV(dnum * 20, 150, 200);
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pixel.background_color = Color::HSV(30, 20, tile.bg_v * 50 * PERCENT);
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});
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} else {
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$canvas.DrawText(x * 2, y * 4, tile.display, [tile, light_value](auto &pixel) {
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pixel.foreground_color = Color::HSV(tile.fg_h, tile.fg_s, tile.fg_v * light_value);
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pixel.background_color = Color::HSV(tile.bg_h, tile.bg_s, tile.bg_v * light_value);
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});
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}
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}
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}
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System::draw_entities(*$level.world, *$level.map, lighting, $canvas, start, width, height);
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}
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void MapViewUI::create_render() {
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set_renderer(Renderer([&] {
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draw_map();
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return canvas($canvas);
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}));
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}
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void MapViewUI::resize_canvas() {
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// set canvas to best size
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$canvas = Canvas(width * 2, height * 4);
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}
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FSM::FSM() :
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$window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Raycaster Thing"),
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$font{"./assets/text.otf"},
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$renderer($window),
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$level($levels.current()),
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$map_view($level),
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$font{FONT_FILE_NAME},
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$text{$font},
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$map_display{$font},
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$rayview($textures, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT)
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{
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$window.setVerticalSyncEnabled(VSYNC);
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$window.setFramerateLimit(FRAME_LIMIT);
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$text.setPosition({10,10});
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$text.setFillColor({255,255,255});
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$map_display.setPosition({10, SCREEN_HEIGHT-300});
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$map_display.setFillColor({255,255,255});
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$map_display.setLetterSpacing(0.5);
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$map_display.setLineSpacing(0.9);
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$textures.load_tiles();
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$textures.load_sprites();
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}
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@ -33,6 +94,7 @@ namespace gui {
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switch($state) {
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FSM_STATE(State, START, ev);
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FSM_STATE(State, MOVING, ev);
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FSM_STATE(State, MAPPING, ev);
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FSM_STATE(State, ROTATING, ev);
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FSM_STATE(State, IDLE, ev);
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FSM_STATE(State, END, ev);
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@ -41,12 +103,36 @@ namespace gui {
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void FSM::START(Event ) {
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generate_map();
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$level.world->set_the<Debug>({});
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$rayview.init_shaders();
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$rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y);
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$rayview.position_camera($player.x + 0.5, $player.y + 0.5);
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$renderer.init_terminal();
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$map_view.create_render();
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$renderer.resize_grid(MAX_FONT_SIZE, $map_view);
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$map_view.resize_canvas();
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state(State::IDLE);
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}
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void FSM::MAPPING(Event ev) {
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// BUG: can't close window when in mapping
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switch(ev) {
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case Event::MAP_OPEN:
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state(State::IDLE);
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break;
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case Event::CLOSE:
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state(State::IDLE);
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break;
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case Event::TICK:
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break;
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default:
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dbc::log("invalid event sent to MAPPING");
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}
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}
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void FSM::MOVING(Event ) {
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if($camera.play_move($rayview)) {
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System::plan_motion(*$level.world, {size_t($camera.targetX), size_t($camera.targetY)});
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@ -89,6 +175,12 @@ namespace gui {
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$camera.plan_rotate($rayview, -1);
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state(State::ROTATING);
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break;
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case FU::MAP_OPEN:
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state(State::MAPPING);
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break;
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case FU::CLOSE:
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dbc::log("Nothing to close.");
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break;
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default:
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dbc::sentinel("unhandled event in IDLE");
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}
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@ -140,6 +232,12 @@ namespace gui {
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case KEY::R:
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$stats.reset();
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break;
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case KEY::M:
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event(Event::MAP_OPEN);
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break;
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case KEY::Escape:
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event(Event::CLOSE);
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break;
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default:
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break; // ignored
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}
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@ -156,15 +254,9 @@ namespace gui {
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void FSM::draw_gui() {
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sf::RectangleShape rect({SCREEN_WIDTH - RAY_VIEW_WIDTH, SCREEN_HEIGHT});
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sf::RectangleShape map_rect({SCREEN_WIDTH - RAY_VIEW_WIDTH - 10, 300});
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rect.setPosition({0,0});
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rect.setFillColor({50, 50, 50});
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map_rect.setPosition({0, SCREEN_HEIGHT-300});
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map_rect.setFillColor({20, 20, 20});
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$window.draw(rect);
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$window.draw(map_rect);
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$text.setString(
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fmt::format("FPS\n"
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@ -184,15 +276,19 @@ namespace gui {
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$rayview.$dirY, $rayview.$posX, $rayview.$posY));
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$window.draw($text);
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std::wstring map = $level.map->tiles().minimap(int($rayview.$posX), int($rayview.$posY));
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$map_display.setString(map);
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$window.draw($map_display);
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}
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void FSM::render() {
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auto start = std::chrono::high_resolution_clock::now();
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$rayview.draw($window);
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if(in_state(State::MAPPING)) {
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$window.clear();
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$map_view.render();
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$renderer.draw($map_view);
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} else {
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$rayview.draw($window);
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}
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auto end = std::chrono::high_resolution_clock::now();
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auto elapsed = std::chrono::duration<double>(end - start);
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$stats.sample(1/elapsed.count());
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@ -211,7 +307,7 @@ namespace gui {
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}
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void FSM::generate_map() {
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$level = $levels.current();
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// ZED: this should eventually go away now that level manager is in play
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auto& player = $level.world->get_the<Player>();
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auto& player_position = $level.world->get<Position>(player.entity);
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$player = player_position.location;
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@ -222,6 +318,7 @@ namespace gui {
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System::enemy_pathing($level);
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System::collision($level);
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System::motion($level);
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System::lighting($level);
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System::death($level);
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}
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