Add lights to buttons, cleanup
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+5
-18
@@ -10,31 +10,20 @@ import Dodge.Item.Weapon.BulletGuns
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import Dodge.Item.Weapon.Launcher
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import Dodge.Creature
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import Dodge.Room.Foreground
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--import Dodge.Creature.Inanimate
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--import Dodge.LevelGen
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import Dodge.LevelGen.Data
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--import Dodge.Base
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import Dodge.RandomHelp
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import Dodge.LevelGen
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import Dodge.Default.Wall
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--import Dodge.Path
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--import Dodge.Layout
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import Dodge.Layout.Tree.Polymorphic
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import Dodge.Layout.Tree.Either
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import Dodge.LightSources.Fitting
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--import Dodge.LightSources
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--import Dodge.SoundLogic
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import Dodge.Placements
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import Dodge.Room.Data
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import Dodge.Room.Placement
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import Dodge.Room.Procedural
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import Dodge.Room.Corridor
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import Dodge.Room.Link
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--import Dodge.Room.Branch
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import Dodge.Room.Door
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import Dodge.Room.Airlock
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import Dodge.Room.LongDoor
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import Geometry
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--import Geometry.Data
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import Picture
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import Tile
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@@ -44,8 +33,6 @@ import Control.Monad.Loops
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import System.Random
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import Data.Tree
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import Data.Bifunctor
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--import qualified Data.Map as M
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--import qualified Data.IntMap.Strict as IM
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roomC :: Float -> Float -> Room
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roomC x y = defaultRoom
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@@ -66,7 +53,7 @@ roomC x y = defaultRoom
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yn = 4
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yd = (y - 40) / fromIntegral yn
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xd = (x - 40) / fromIntegral xn
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pth = linksAndPath lnks $ translateS (V2 20 20) (makeGrid xd xn yd yn)
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pth = linksAndPath lnks $ map (bimap (+.+ V2 20 20) (+.+ V2 20 20)) (makeGrid xd xn yd yn)
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roomPadCut :: [Point2] -> Point2 -> Room
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roomPadCut ps p = defaultRoom
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@@ -79,9 +66,9 @@ roomPadCut ps p = defaultRoom
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roomPillars :: Room
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roomPillars = over rmLinks init $ set rmPS plmnts $ roomRect 240 240 2 2
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where
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plmnts = mountedLightI 70 (V2 120 24) (V2 120 216)
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: mountedLightV (V2 12 12) (V3 25 25 70)
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: mountedLightV (V2 228 228) (V3 215 215 70)
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plmnts = mountLightI 70 (V2 120 24) (V2 120 216)
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: mountLightV (V2 12 12) (V3 25 25 70)
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: mountLightV (V2 228 228) (V3 215 215 70)
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: sps0 (PutForeground $ thinHighBar 75 (V2 26 25) (V2 120 25))
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: sps0 (PutForeground $ thinHighBar 75 (V2 214 215) (V2 120 215))
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: g 180 150 90 60
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