Pointer in the editor; new screenshots and an editor section in the README
Scenes for the screenshots come from export_scenes (src/scenes.rs) and are taken with tools/screenshots.py in the Playwright image. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -27,6 +27,8 @@ mod rival;
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mod render3d;
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mod rooms;
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mod save;
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#[cfg(test)]
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mod scenes;
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mod blocks;
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mod mscript;
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mod settings;
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@@ -1900,6 +1902,9 @@ fn editor_frame(app: &mut App, menu: &mut Menu, cloud: &mut Cloud, r3d: &mut R3d
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g.map.activate();
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}
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let act = ed.frame(gfx, r3d, dt, now);
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// the game draws its own pointer (the system one is hidden)
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ui::begin_ui();
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ui.draw_cursor(gfx, &app.game, now, true);
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match act {
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editor::EdAction::None => {}
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editor::EdAction::Close => {
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+165
@@ -0,0 +1,165 @@
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// Scenes for the screenshots in docs/screenshots: savegames with a fitting camera, written by
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// `cargo test --release export_scenes -- --ignored` to /tmp/scenes (see tools/screenshots.py).
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use crate::game::*;
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use crate::map::*;
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use crate::render3d::Cam;
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use crate::settings::Settings;
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fn open(g: &mut Game, x0: i32, y0: i32, x1: i32, y1: i32) {
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for y in y0..=y1 {
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for x in x0..=x1 {
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if inb(x, y) {
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let t = &mut g.map.t[idx(x, y)];
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if !matches!(t.kind, Kind::Core | Kind::Portal) {
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t.kind = Kind::Floor;
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t.owner = g.me;
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t.gold = 0;
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}
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}
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}
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}
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g.recount();
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}
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fn tower(g: &mut Game, kind: TowerKind, x: i32, y: i32, hero: bool, level: u32) {
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let i = idx(x, y);
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g.map.t[i].kind = Kind::Tower;
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g.map.t[i].owner = if hero { Owner::Hero } else { g.me };
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let id = g.next_id;
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g.next_id += 1;
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let mut tw = Tower { id, kind, tile: i, level, hp: 1.0, cd: 1.0, aim: 0.0, flash: 0.0, hero, rune_final: false };
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tw.hp = tw.max_hp();
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g.towers.push(tw);
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}
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fn creatures(g: &mut Game, kinds: &[(EK, u32)], x: f32, y: f32) {
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for (k, &(kind, level)) in kinds.iter().enumerate() {
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let a = k as f32 * 1.3;
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let id = g.spawn(kind, false, x + a.cos() * 2.0, y + a.sin() * 2.0, level);
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if let Some(e) = g.ents.iter_mut().find(|e| e.id == id) {
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e.happy = 1.0;
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e.settled = true;
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}
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}
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}
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fn save(name: &str, g: &mut Game, x: f32, z: f32, zoom: f32, yaw: f32, fog: bool) {
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if !fog {
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g.map.explored.clear();
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g.map.visible.clear();
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}
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let mut cam = Cam::new(x, z);
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cam.zoom = zoom;
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cam.yaw += yaw;
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let mut s = Settings::default();
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s.language = "en".into();
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s.hints = false;
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std::fs::write(format!("/tmp/scenes/{}.json", name), crate::save::to_json(g, &cam, &s)).unwrap();
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}
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fn run(g: &mut Game, secs: f32) {
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for _ in 0..(secs * 20.0) as usize {
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g.update(0.05);
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}
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}
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#[test]
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#[ignore]
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fn export_scenes() {
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std::fs::create_dir_all("/tmp/scenes").unwrap();
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// the dungeon's heart: the crystal core, dark towers, a demon gate, rooms around
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let mut g = Game::new(11, 80, 64);
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let (cx, cy) = g.map.core;
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g.gold = 50000.0;
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open(&mut g, cx - 9, cy - 8, cx + 11, cy + 9);
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g.build_rect(1, cx - 8, cy - 7, cx - 4, cy - 3);
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g.build_rect(0, cx + 5, cy - 7, cx + 9, cy - 4);
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g.build_rect(3, cx - 8, cy + 4, cx - 3, cy + 8);
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g.build_rect(4, cx + 5, cy + 4, cx + 10, cy + 8);
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tower(&mut g, TowerKind::Arrow, cx - 2, cy - 3, false, 3);
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tower(&mut g, TowerKind::Cannon, cx + 4, cy - 2, false, 2);
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tower(&mut g, TowerKind::Magic, cx - 2, cy + 4, false, 3);
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creatures(&mut g, &[(EK::Ogre, 6), (EK::Mage, 4), (EK::Spider, 3), (EK::Kobold, 5), (EK::Priestess, 7), (EK::Jailer, 3)], cx as f32 + 1.5, cy as f32 + 6.0);
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g.place_all_torches();
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run(&mut g, 6.0);
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save("dungeon-heart", &mut g, cx as f32 + 1.5, cy as f32 + 1.5, 20.0, 0.0, false);
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// forge and traps: coglings at work, every trap and door
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let mut g = Game::new(12, 80, 64);
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let (cx, cy) = g.map.core;
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g.gold = 50000.0;
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open(&mut g, cx - 4, cy - 10, cx + 16, cy + 8);
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g.build_rect(8, cx + 6, cy - 9, cx + 13, cy - 4);
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creatures(&mut g, &[(EK::Cogling, 4), (EK::Cogling, 6), (EK::Cogling, 2)], cx as f32 + 9.5, cy as f32 - 6.5);
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use crate::traps::*;
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let kinds = [TrapKind::Spikes, TrapKind::Poison, TrapKind::Fire, TrapKind::Roller, TrapKind::Alarm, TrapKind::Mine, TrapKind::Frost, TrapKind::WoodDoor, TrapKind::IronDoor, TrapKind::MagicDoor];
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for (k, kind) in kinds.iter().enumerate() {
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let i = idx(cx + 5 + k as i32, cy + 4);
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if kind.door() {
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g.map.t[i].kind = Kind::Door;
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}
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let id = g.next_id;
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g.next_id += 1;
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g.traps.push(Trap { id, kind: *kind, tile: i, stage: ARMED, crate_tile: 0, progress: 0.0, cd: 0.0, hp: kind.hp(), locked: false, carrier: 0, fired: if k % 3 == 0 { 0.2 } else { 99.0 }, aim: 0.0, revealed: false, sprung: true });
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}
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g.place_all_torches();
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run(&mut g, 4.0);
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save("forge-and-traps", &mut g, cx as f32 + 9.5, cy as f32 - 1.0, 18.0, 0.0, false);
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// the dark rooms: prison, graveyard, arena, altar and guard posts
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let mut g = Game::new(13, 80, 64);
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let (cx, cy) = g.map.core;
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g.gold = 60000.0;
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open(&mut g, cx - 4, cy - 10, cx + 18, cy + 10);
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g.build_rect(9, cx + 5, cy - 9, cx + 10, cy - 5);
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g.build_rect(10, cx + 12, cy - 9, cx + 17, cy - 4);
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g.build_rect(12, cx + 5, cy + 4, cx + 11, cy + 9);
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g.build_rect(13, cx + 13, cy + 4, cx + 16, cy + 7);
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g.build_rect(11, cx + 13, cy - 1, cx + 14, cy + 1);
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creatures(&mut g, &[(EK::Revenant, 4), (EK::Ogre, 5), (EK::Kobold, 3), (EK::Jailer, 6)], cx as f32 + 9.0, cy as f32 + 2.0);
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g.place_all_torches();
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run(&mut g, 5.0);
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save("dark-rooms", &mut g, cx as f32 + 11.0, cy as f32, 22.0, 0.0, false);
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// a dwarf cave with its hoard
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let mut g = Game::new(14, 96, 96);
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if let Some(c) = g.dwarf_caves.first().map(|c| c.at) {
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run(&mut g, 2.0);
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save("dwarf-cave", &mut g, c.0 as f32 + 0.5, c.1 as f32 + 0.5, 16.0, 0.0, false);
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}
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// the start of a game in the fog of war
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let mut g = Game::new(15, 96, 96);
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let (cx, cy) = g.map.core;
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run(&mut g, 3.0);
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save("fog-of-war", &mut g, cx as f32 + 1.5, cy as f32 + 1.5, 34.0, 0.0, true);
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// a battle between lava and water (the title demo's map, saved as a game)
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let (mut g, _) = Game::new_demo(21);
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run(&mut g, 25.0);
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g.demo = None;
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// a mission without goals: the battle goes on (a free game without opponents would be won)
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g.mission = Some(MissionState { index: 0, goals: Vec::new(), tools: vec![true; crate::ui::TOOLS.len()], waves: false, wave_limit: 0, gate_defenders: false, heart: false, time_limit: 0.0, shards: 0 });
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let (x, z) = (35.5, 23.5);
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save("bridge-battle", &mut g, x, z, 16.0, 0.0, false);
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// lava light, torches on stands and in the walls
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let mut g = Game::new(16, 80, 64);
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let (cx, cy) = g.map.core;
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g.gold = 50000.0;
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open(&mut g, cx - 6, cy - 9, cx + 16, cy + 9);
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for y in cy - 9..=cy + 9 {
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for x in cx + 9..cx + 12 {
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let t = &mut g.map.t[idx(x, y)];
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t.kind = Kind::Lava;
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t.owner = Owner::None;
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}
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}
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g.build_rect(3, cx - 5, cy + 4, cx + 2, cy + 8);
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creatures(&mut g, &[(EK::Wyrm, 6), (EK::Bat, 3), (EK::Gargoyle, 4)], cx as f32 + 6.0, cy as f32);
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g.place_all_torches();
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run(&mut g, 4.0);
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save("lava-light", &mut g, cx as f32 + 5.0, cy as f32, 22.0, 0.0, false);
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}
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