Tweak drawing order, text now blocks window shadows
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+6
-1
@@ -48,6 +48,7 @@ lev1 = do
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-- [randomiseLinks =<< pistolerRoom]
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[return $ return $ Right deadEndRoom
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]
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++ [roomMiniIntro]
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++ [return $ connectRoom corridor
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,return $ connectRoom door]
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-- ++ [randomiseLinks =<< longRoom]
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@@ -342,9 +343,11 @@ glassLesson = do
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botplmnts = [PS (0,0) 0 $ PutWindow (rectNSWE (200) 0 (90) (110))
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$ withAlpha 0.5 aquamarine
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,PS (50,100) 0 $ PutCrit miniGunCrit
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,PS (50,50) 0 basicLS
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]
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topplmnts = [PS (0,0) 0 $ PutWindowBlock (100,200) (100,0)
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,PS (50,100) 0 $ PutCrit miniGunCrit
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,PS (50,50) 0 basicLS
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]
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miniRoom1 :: RandomGen g => State g Room
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@@ -689,6 +692,7 @@ slowDoorRoom = do
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xs' <- sequence $ replicate 5 $ state $ randomR (10,x-10)
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ys' <- sequence $ replicate 5 $ state $ randomR (h+20,y)
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let crits = zipWith (\p r -> PS p r randC1) ps rs
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lsources = [PS (x/2,30) 0 basicLS, PS (x/2,y-30) 0 basicLS]
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let barrels = zipWith (\x y -> PS (x,y) 0 $ PutCrit explosiveBarrel) xs' ys'
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let pillarsa = []
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let pillarsb = putBlockRect (x/5-20) (x/5+20) (h/2-20) (h/2+20)
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@@ -704,7 +708,7 @@ slowDoorRoom = do
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-- ,PutSwitchDoor (dim $ light red) butPos butRot (0,h) (x,h)
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]
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fmap connectRoom (filterLinks cond =<< (changeLinkTo cond2
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$ set rmPS ([PS (0,0) 0 but] ++ crits ++ pillars ++ barrels)
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$ set rmPS ([PS (0,0) 0 but] ++ crits ++ pillars ++ barrels ++ lsources)
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$ roomRect x y
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))
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longRoom :: RandomGen g => State g Room
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@@ -877,6 +881,7 @@ spawnerRoom = do
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let plmnts = [PS (x/4, y/4) (pi/2) $ PutCrit spawnerCrit
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-- ,PS (0,0) 0 $ PutWindowBlock (x/2,0) (x/2,y-60)
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,wl
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,PS (x/2, y-10) 0 basicLS
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]
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let f ((lx,_),_) = lx < x/2-5
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roomWithSpawner <- randomiseLinks =<< (filterLinks f $ set rmPS plmnts $ roomRect' x y 2 2)
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