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TileMap parser can now load spawn locations, added construction yard building, added particle emitters, added smoke sprite and svg.
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@@ -65,7 +65,24 @@ class IMICRTS
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end
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end
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100.times { |i| [@c, @h, @t].sample.instance_variable_get("@block").call }
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# 100.times { |i| [@c, @h, @t].sample.instance_variable_get("@block").call }
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spawnpoint = @director.map.spawnpoints.last
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@player.entities << Entity.new(
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name: :construction_yard,
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director: @director,
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player: @player,
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id: @player.next_entity_id,
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position: CyberarmEngine::Vector.new(spawnpoint.x, spawnpoint.y, ZOrder::BUILDING),
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angle: 0
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)
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@player.entities << Entity.new(
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name: :construction_worker,
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director: @director,
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player: @player,
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id: @player.next_entity_id,
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position: CyberarmEngine::Vector.new(spawnpoint.x - 64, spawnpoint.y + 64, ZOrder::GROUND_VEHICLE),
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angle: 0
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)
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end
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def draw
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