optimize out some sprites and respect icon_offset
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@@ -34,15 +34,16 @@
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// First add the floor
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(let [tileSprite (data.floorSprite floor)]
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// TODO add cliffs if it's higher than the one in front of it
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(set tileSprite.x x)
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(set tileSprite.y (- y yOffset))
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(FlxMouseEventManager.add tileSprite
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// handle click on floor:
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->downTS {}
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->upTS {}
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->overTS (set overTS.color SELECTED_COLOR)
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->outTS (set outTS.color NORMAL_COLOR))
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(add tileSprite))
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(when tileSprite
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(set tileSprite.x x)
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(set tileSprite.y (- y yOffset))
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(FlxMouseEventManager.add tileSprite
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// handle click on floor:
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->downTS {}
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->upTS {}
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->overTS (set overTS.color SELECTED_COLOR)
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->outTS (set outTS.color NORMAL_COLOR))
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(add tileSprite)))
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// TODO add any items
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@@ -50,17 +51,16 @@
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// TODO the wall sprites will be from different sheets defined by town/outdoor section
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(let [tileSprite (data.terrainSprite terrain)]
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(set tileSprite.x x)
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(set tileSprite.y (- y yOffset))
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(when (> tileSprite.height SPRITE_HEIGHT)
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(-= tileSprite.y SPRITE_HEIGHT))
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(FlxMouseEventManager.add tileSprite
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// Handle click on terrain:
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->downTS {}
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->upTS {}
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->overTS (set overTS.color SELECTED_COLOR)
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->outTS (set outTS.color NORMAL_COLOR))
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(add tileSprite)))
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(when tileSprite
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(+= tileSprite.x x)
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(+= tileSprite.y (- y yOffset))
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(FlxMouseEventManager.add tileSprite
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// Handle click on terrain:
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->downTS {}
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->upTS {}
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->overTS (set overTS.color SELECTED_COLOR)
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->outTS (set outTS.color NORMAL_COLOR))
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(add tileSprite))))
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(+= x (/ FLOOR_WIDTH 2))
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(+= y (/ FLOOR_HEIGHT 2))))
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(-= rowStartX (/ FLOOR_WIDTH 2))
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