Make game auto-start (no splash menu)
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+4
-2
@@ -2,6 +2,7 @@ module Main (
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main,
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) where
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import Dodge.StartNewGame
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import Control.Lens
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import Control.Monad
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import Control.Parallel
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@@ -15,7 +16,7 @@ import Dodge.Data
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import Dodge.Event
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import Dodge.Initialisation
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import Dodge.LoadSeed
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import Dodge.Menu
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--import Dodge.Menu
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import Dodge.Render
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import Dodge.SoundLogic.LoadSound
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import Dodge.TestString
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@@ -100,7 +101,8 @@ firstWorldLoad theConfig = do
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, _uvDebugMessageOffset = 0
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, _uvSoundQueue = mempty
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}
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return $ u & uvScreenLayers .~ [splashMenu u]
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--return $ u & uvScreenLayers .~ [splashMenu u]
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return $ startNewGameInSlot 0 u
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theUpdateStep :: SDL.Window -> Universe -> IO Universe
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theUpdateStep win = doSideEffects <=< updateRenderSplit win
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@@ -238,7 +238,7 @@ inventoryX c = case c of
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, rifle
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, shellMag
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]
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'P' -> [burstRifle , tinMag, battery, bulletSynthesizer]
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'P' -> [burstRifle , tinMag, bulletSynthesizer, battery]
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'T' -> testInventory
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'U' ->
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[targetingScope tt | tt <- [minBound .. maxBound]]
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@@ -28,7 +28,7 @@ applyTerminalString ss = case ss of
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applyTerminalCommand :: String -> Universe -> Universe
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applyTerminalCommand s = case s of
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"NOCLIP" -> uvConfig . debug_booleans . at Noclip %~ toggleJust
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['L', x] -> uvWorld %~ \w -> foldr createItemYou w (inventoryX x)
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['L', x] -> uvWorld %~ \w -> foldl' (flip createItemYou) w (inventoryX x)
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-- (uvWorld . cWorld . lWorld %~ initSpecificCrItemLocations 0)
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-- . (uvWorld . cWorld . lWorld . creatures . ix 0 . crInv .~ IM.fromList (zip [0 ..] $ inventoryX x))
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-- . (uvWorld . cWorld . lWorld . creatures . ix 0 . crInvCapacity .~ 50)
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@@ -28,7 +28,7 @@ crNumFreeSlots m cr = maxInvSlots - invSize (fmap f (_crInv cr))
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f i = m ^?! ix i
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maxInvSlots :: Int
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maxInvSlots = 25
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maxInvSlots = 250
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invSize :: NewIntMap InvInt Item -> Int
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invSize = alaf Sum foldMap itInvHeight
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