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@ -141,8 +141,6 @@ func NewGame() (*game, error) {
@@ -141,8 +141,6 @@ func NewGame() (*game, error) {
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g.audioContext = audio.NewContext(sampleRate) |
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ebiten.SetCursorShape(ebiten.CursorShapeCrosshair) |
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err := g.loadAssets() |
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if err != nil { |
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return nil, err |
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@ -283,6 +281,8 @@ func (g *game) reset() error {
@@ -283,6 +281,8 @@ func (g *game) reset() error {
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g.gameOverTime = time.Time{} |
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g.gameWon = false |
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g.updateCursor() |
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g.forceColorScale = -1 |
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g.player.hasTorch = true |
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@ -328,11 +328,12 @@ func (g *game) Layout(outsideWidth, outsideHeight int) (int, int) {
@@ -328,11 +328,12 @@ func (g *game) Layout(outsideWidth, outsideHeight int) (int, int) {
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} |
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func (g *game) updateCursor() { |
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if g.activeGamepad == -1 || g.gameWon { |
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if g.activeGamepad != -1 || g.gameWon { |
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ebiten.SetCursorMode(ebiten.CursorModeHidden) |
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return |
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} |
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ebiten.SetCursorMode(ebiten.CursorModeVisible) |
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ebiten.SetCursorShape(ebiten.CursorShapeCrosshair) |
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} |
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// Update reads current user input and updates the game state.
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@ -736,6 +737,14 @@ UPDATEPROJECTILES:
@@ -736,6 +737,14 @@ UPDATEPROJECTILES:
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g.flashMessage("GOD MODE DEACTIVATED") |
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} |
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} |
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if inpututil.IsKeyJustPressed(ebiten.KeyM) { |
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g.muteAudio = !g.muteAudio |
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if g.muteAudio { |
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g.flashMessage("AUDIO MUTED") |
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} else { |
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g.flashMessage("AUDIO UNMUTED") |
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} |
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} |
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if inpututil.IsKeyJustPressed(ebiten.KeyN) { |
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g.noclipMode = !g.noclipMode |
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if g.noclipMode { |
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@ -1253,6 +1262,8 @@ func (g *game) showWinScreen() {
@@ -1253,6 +1262,8 @@ func (g *game) showWinScreen() {
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g.updateCursor() |
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g.player.health = 0 |
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g.player.garlicUntil = time.Time{} |
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g.player.holyWaterUntil = time.Time{} |
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g.level = newWinLevel(g.player) |
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