Merge branch 'master' into switching_to_draw_batches
This commit is contained in:
commit
441b22439f
119 changed files with 1851 additions and 3612 deletions
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@ -2,17 +2,17 @@ use serde::{ Deserialize, Serialize };
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#[derive(Serialize, Deserialize, Clone)]
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pub enum EVENT {
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TURN(i32),
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LEVEL(i32),
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CHANGED_FLOOR(String),
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PLAYER_CONFUSED(i32),
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KICKED_SOMETHING(i32),
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BROKE_DOOR(i32),
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LOOKED_FOR_HELP(i32),
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KILLED(String),
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PLAYER_DIED(String),
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DISCOVERED(String),
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IDENTIFIED(String),
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Turn(i32),
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Level(i32),
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ChangedFloor(String),
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PlayerConfused(i32),
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KickedSomething(i32),
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BrokeDoor(i32),
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LookedForHelp(i32),
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Killed(String),
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PlayerDied(String),
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Discovered(String),
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Identified(String),
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}
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impl EVENT {
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@ -20,8 +20,8 @@ impl EVENT {
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pub const COUNT_KILLED: &str = "killed";
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pub const COUNT_LEVEL: &str = "level";
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pub const COUNT_CHANGED_FLOOR: &str = "changed_floor";
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pub const COUNT_BROKE_DOOR: &str = "broke_door";
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pub const COUNT_PLAYER_CONFUSED: &str = "player_confused";
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pub const COUNT_BROKE_DOOR: &str = "BrokeDoor";
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pub const COUNT_PLAYER_CONFUSED: &str = "PlayerConfused";
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pub const COUNT_KICK: &str = "kick";
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pub const COUNT_LOOKED_FOR_HELP: &str = "looked_for_help";
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pub const COUNT_LOOKED_FOR_HELP: &str = "LookedForHelp";
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}
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@ -1,6 +1,6 @@
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use super::names::*;
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use super::visuals::*;
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use rltk::prelude::*;
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use bracket_lib::prelude::*;
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pub const ID_OVERMAP: i32 = 1;
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@ -32,7 +32,7 @@ pub const YOU_REMOVE_ITEM_CURSED: &str = "You can't remove the";
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/// Prefixes death message.
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pub const PLAYER_DIED: &str = "You died!";
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/// Death message specifiers. Appended after PLAYER_DIED.
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/// Death message specifiers. Appended after PlayerDied.
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pub const PLAYER_DIED_SUICIDE: &str = "You killed yourself";
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pub const PLAYER_DIED_NAMED_ATTACKER: &str = "You were killed by";
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pub const PLAYER_DIED_UNKNOWN: &str = "You were killed"; // Ultimately, this should never be used. Slowly include specific messages for any death.
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@ -1,3 +1,5 @@
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use bracket_lib::prelude::*;
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// POST-PROCESSING
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pub const WITH_DARKEN_BY_DISTANCE: bool = true; // If further away tiles should get darkened, instead of a harsh transition to non-visible.
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pub const VIEWPORT_W: i32 = 69;
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@ -17,8 +19,8 @@ pub const SHORT_PARTICLE_LIFETIME: f32 = 100.0; // in ms
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pub const DEFAULT_PARTICLE_LIFETIME: f32 = 200.0;
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pub const LONG_PARTICLE_LIFETIME: f32 = 300.0;
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pub const TARGETING_CURSOR_COL: (u8, u8, u8) = rltk::GOLDENROD;
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pub const TARGETING_LINE_COL: (u8, u8, u8) = rltk::LIGHTGOLDENROD;
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pub const TARGETING_CURSOR_COL: (u8, u8, u8) = GOLDENROD;
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pub const TARGETING_LINE_COL: (u8, u8, u8) = LIGHTGOLDENROD;
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pub const TARGETING_AOE_COL: (u8, u8, u8) = (20, 20, 20);
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pub const TARGETING_VALID_COL: (u8, u8, u8) = (10, 10, 10);
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