fixing the sea of red - entity rendering for things in view
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643ecfcf3e
commit
e8aa7494a4
9 changed files with 120 additions and 89 deletions
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@ -446,21 +446,20 @@ impl State {
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if let Some(ranged_item) = ranged_item {
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let is_aoe = self.ecs.read_storage::<AOE>();
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let aoe_item = is_aoe.get(item_entity);
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let (min_x, _max_x, min_y, _max_y, x_offset, y_offset) =
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camera::get_screen_bounds(&self.ecs);
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let bounds = camera::get_screen_bounds(&self.ecs);
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let ppos = self.ecs.fetch::<Point>();
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if let Some(aoe_item) = aoe_item {
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new_runstate = RunState::ShowTargeting {
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x: ppos.x + x_offset - min_x,
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y: ppos.y + y_offset - min_y,
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x: ppos.x + bounds.x_offset - bounds.min_x,
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y: ppos.y + bounds.y_offset - bounds.min_y,
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range: ranged_item.range,
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item: item_entity,
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aoe: aoe_item.radius,
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};
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} else {
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new_runstate = RunState::ShowTargeting {
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x: ppos.x + x_offset - min_x,
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y: ppos.y + y_offset - min_y,
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x: ppos.x + bounds.x_offset - bounds.min_x,
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y: ppos.y + bounds.y_offset - bounds.min_y,
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range: ranged_item.range,
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item: item_entity,
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aoe: 0,
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