feat: Set (1,1) to TileState::Empty on new game
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@@ -27,13 +27,28 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>, config: Res<Gam
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let mut column = Vec::with_capacity(grid_height as usize);
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let mut column = Vec::with_capacity(grid_height as usize);
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for y in 0..grid_height {
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for y in 0..grid_height {
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let initial_state = if x == 1 && y == 1 {
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TileState::Empty
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} else {
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TileState::Unclaimed
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};
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let tile_entity = commands
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let tile_entity = commands
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.spawn((
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.spawn((
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Tile { x, y },
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Tile { x, y },
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TileState::Unclaimed,
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initial_state.clone(),
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AseSlice {
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AseSlice {
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name: "Unclaimed".into(),
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name: match initial_state {
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aseprite: asset_server.load("tiles/tile-unclaimed.aseprite"),
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TileState::Unclaimed => "Unclaimed",
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TileState::Empty => "Empty",
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_ => unreachable!(),
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}
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.into(),
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aseprite: asset_server.load(match initial_state {
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TileState::Unclaimed => "tiles/tile-unclaimed.aseprite",
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TileState::Empty => "tiles/tile-empty.aseprite",
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_ => unreachable!(),
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}),
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},
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},
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Sprite::default(),
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Sprite::default(),
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Transform::from_translation(grid_to_world_coords(
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Transform::from_translation(grid_to_world_coords(
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