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authorFlorian Fischer <florian.fischer@muhq.space>2025-06-09 23:59:11 -0500
committerFlorian Fischer <florian.fischer@muhq.space>2025-08-20 15:57:20 +0200
commit41cd1448bad67386233d1d45d512119d43f98bcb (patch)
tree983b9a2bab0d81617193acc29e6a1b432b92e886
parentbd848c5ac24b8aebcc8c69941c59973753a9d651 (diff)
downloadmuhqs-game-41cd1448bad67386233d1d45d512119d43f98bcb.tar.gz
muhqs-game-41cd1448bad67386233d1d45d512119d43f98bcb.zip
initialize event handler map and hanlde neutralized tiles
-rw-r--r--go/ui/mapView.go3
1 files changed, 3 insertions, 0 deletions
diff --git a/go/ui/mapView.go b/go/ui/mapView.go
index 64501706..2016a60f 100644
--- a/go/ui/mapView.go
+++ b/go/ui/mapView.go
@@ -50,6 +50,7 @@ type MapView struct {
func NewMapView(g game.State) *MapView {
vw := &MapView{
+ EventHandlersMap: NewEventHandlersMap(),
gameState: g,
scale: 1,
tileHighlights: make(map[game.Position][]color.Color),
@@ -252,6 +253,8 @@ func (vw *MapView) drawMapLayer(screen *ebiten.Image) {
tileImg = vw.handleGate(x, y, op)
case game.TileTypes.Tower:
tileImg = vw.handleTower(x, y, op)
+ case game.TileTypes.Neutral:
+ tileImg = assets.GetTile("neutral")
default:
tileImg = assets.GetTile(tile.Raw)
}