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Function createEssentialComponents

app/lib/level-generation.js:325–351  ·  view source on GitHub ↗
(defaultComponents, pos, isHero)

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323}
324
325function createEssentialComponents (defaultComponents, pos, isHero) {
326 const physicalConfig = { pos }
327 const physicalComponent = _.find(defaultComponents || [], { original: PhysicalID })
328 if (physicalComponent && physicalComponent.config) {
329 physicalConfig.pos.z = physicalComponent.config.pos.z // Get the z right
330 }
331 if (isHero) {
332 physicalConfig.pos.x = 6
333 physicalConfig.pos.y = 14
334 }
335
336 const components = [
337 { original: ExistsID, majorVersion: 0, config: {} },
338 { original: PhysicalID, majorVersion: 0, config: physicalConfig }
339 ]
340 if (isHero) {
341 for (const [name, id] of Object.entries(defaultHeroComponentIDs)) {
342 const component = { original: id, majorVersion: 0 }
343 const config = defaultHeroComponentConfig[name]
344 if (config) {
345 component.config = config
346 }
347 components.push(component)
348 }
349 }
350 return components
351}
352
353// Stores thangType with spriteName as the key
354const spriteNamesToThangTypes = {}

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