feat: big rooms with Isaac-style camera, extra-large and odd rooms
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5d5eb3d265
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@@ -298,8 +298,11 @@ function draw() {
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if (G.mode === 'menu') { drawMenu(ctx); return; }
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// world (with screen shake)
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updateCamera();
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// world (with camera + screen shake)
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ctx.save();
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ctx.translate(-G.cam.x, -G.cam.y);
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if (G.shake > 0) ctx.translate(rand(-G.shake, G.shake) * 0.5, rand(-G.shake, G.shake) * 0.5);
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drawRoom(ctx);
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drawCorpses(ctx);
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@@ -309,6 +312,7 @@ function draw() {
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drawBullets(ctx);
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drawParticles(ctx);
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drawTelegraphs(ctx);
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if (G.devMode) drawDebugOverlays(ctx);
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ctx.restore();
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if (G.atmosphereLayer) ctx.drawImage(G.atmosphereLayer, 0, 0);
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@@ -340,7 +344,7 @@ function draw() {
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else if (G.mode === 'pause') { drawPause(ctx); if (G.pauseHelp) drawPauseHelp(ctx); }
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else if (G.mode === 'gameover') drawGameOver(ctx);
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else if (G.mode === 'debug') drawDebug(ctx);
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if (G.devMode) { drawDebugOverlays(ctx); if (G.debugPin && G.mode !== 'debug') drawDebugPin(ctx); }
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if (G.devMode) { if (G.debugPin && G.mode !== 'debug') drawDebugPin(ctx); }
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}
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function drawMenu(ctx) {
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