Brogue-style tile colour offsets, and main menu

This commit is contained in:
Llywelwyn 2023-07-09 03:35:31 +01:00
parent d1b350cdc3
commit 7bf1c0b887
9 changed files with 256 additions and 45 deletions

View file

@ -1,5 +1,5 @@
use super::{
gamelog::GameLog, CombatStats, Item, Map, Player, Position, RunState, State, Viewshed, WantsToMelee,
gamelog::GameLog, gui, CombatStats, Item, Map, Player, Position, RunState, State, Viewshed, WantsToMelee,
WantsToPickupItem, MAPHEIGHT, MAPWIDTH,
};
use rltk::{Point, Rltk, VirtualKeyCode};
@ -98,6 +98,7 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
VirtualKeyCode::G => get_item(&mut gs.ecs),
VirtualKeyCode::I => return RunState::ShowInventory,
VirtualKeyCode::D => return RunState::ShowDropItem,
VirtualKeyCode::Escape => return RunState::MainMenu { menu_selection: gui::MainMenuSelection::NewGame },
_ => {
return RunState::AwaitingInput;
}
@ -105,3 +106,48 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
}
RunState::PlayerTurn
}
/* Playing around with autoexplore, without having read how to do it.
pub fn auto_explore(ecs: &mut World) {
let player_pos = ecs.fetch::<Point>();
let positions = ecs.read_storage::<Position>();
let entities = ecs.entities();
let map = ecs.fetch::<Map>();
let mut viewsheds = ecs.write_storage::<Viewshed>();
let mut unexplored_tiles: Vec<usize> = vec![];
for (idx, _tile) in map.tiles.iter().enumerate() {
if !map.revealed_tiles[idx] {
unexplored_tiles.push(idx);
}
}
let mut unexplored_tile = (0, 0.0f32);
let flow_map = DijkstraMap::new_empty(MAPWIDTH, MAPHEIGHT, 200.0);
DijkstraMap::build(&mut flow_map, &unexplored_tiles, &map);
for (i, tile) in map.tiles.iter().enumerate() {
if *tile == TileType::Floor {
let distance_to_start = flow_map.map[i];
if distance_to_start > unexplored_tile.1 {
unexplored_tile.0 = i;
unexplored_tile.1 = distance_to_start;
}
}
}
let path = rltk::a_star_search(map.xy_idx(player_pos.x, player_pos.y), unexplored_tile.0, &*map);
if path.success && path.steps.len() > 1 {
let mut idx = map.xy_idx(player_pos.x, player_pos.y);
map.blocked[idx] = false;
player_pos.x = (path.steps[1] as i32) % map.width;
player_pos.y = (path.steps[1] as i32) / map.width;
idx = map.xy_idx(player_pos.x, player_pos.y);
map.blocked[idx] = true;
for (ent, viewshed, pos) in (&entities, &mut viewsheds, &positions).join() {
viewshed.dirty = true;
}
}
}
*/