reworked level widget to stateful widget
This commit is contained in:
parent
6e2441aad1
commit
206a49fb08
76
src/game.rs
76
src/game.rs
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@ -1,5 +1,7 @@
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use crate::level::Level;
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use crate::artifacts::Artifact;
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use crate::level::{Level, StructureElement};
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use crate::level_generator::LevelGenerator;
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use crate::level_generator::LevelGenerator;
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use crate::monster::Monster;
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use crate::player::Player;
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use crate::player::Player;
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use crate::position::Position;
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use crate::position::Position;
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@ -25,6 +27,7 @@ impl Game {
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start = g.get_level(0).start;
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start = g.get_level(0).start;
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}
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}
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g.get_mutable_player().get_position().set(0, start.0, start.1);
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g.get_mutable_player().get_position().set(0, start.0, start.1);
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g.get_mutable_level(0).discover(&Position::new(0, start.0, start.1));
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g
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g
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}
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}
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@ -36,6 +39,77 @@ impl Game {
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}
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}
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pub fn get_level(&self, level: usize) -> &Level { &self.levels[level] }
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pub fn get_level(&self, level: usize) -> &Level { &self.levels[level] }
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pub fn get_mutable_level(&mut self, level: usize) -> &mut Level { &mut self.levels[level] }
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pub fn get_mutable_level(&mut self, level: usize) -> &mut Level { &mut self.levels[level] }
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fn can_move(&mut self, dx: i16, dy: i16) -> bool {
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let player_pos = &self.player.get_position();
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let new_x: i16 = player_pos.get_x() as i16 + dx;
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let new_y: i16 = player_pos.get_y() as i16 + dy;
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let level = &mut self.levels[player_pos.get_level()];
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match level.get_element(new_x, new_y) {
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(None, _, _) => { return false; }
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(Some(t), _, _) => {
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match t {
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StructureElement::Wall => { return false; }
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_ => {}
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}
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}
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};
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true
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}
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fn next_start(&self) -> (usize, usize, usize) {
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let level = self.player.get_immutable_position().get_level() + 1;
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let (x, y) = self.levels[level].start;
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(level, x, y)
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}
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fn next_element(&mut self, dx: i16, dy: i16) -> (Option<StructureElement>, Option<&mut Monster>, Option<&mut Box<(dyn Artifact + 'static)>>) {
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let player_pos = &self.player.get_position();
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let new_x: i16 = player_pos.get_x() as i16 + dx;
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let new_y: i16 = player_pos.get_y() as i16 + dy;
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let player_level = player_pos.get_level();
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let level = &mut self.levels[player_level];
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level.get_element(new_x, new_y)
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}
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pub fn move_player(&mut self, dx: i16, dy: i16) {
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// verify the player can do the move
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if !self.can_move(dx, dy) {
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return;
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}
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// // let player_pos = &self.player.get_position();
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// // let new_x: i16 = player_pos.get_x() as i16 + dx;
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// // let new_y: i16 = player_pos.get_y() as i16 + dy;
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// // let player_level = player_pos.get_level();
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// // let level = &mut self.levels[player_level];
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// let element = self.next_element(dx, dy);
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//
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// // use stairs if walked onto one
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// match element {
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// (Some(e), _, _) => {
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// match e {
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// StructureElement::StairDown => {
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// let (next_level, x, y) = self.next_start();
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// self.get_mutable_player().get_position().set(next_level, x, y);
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// self.levels[next_level].discover(self.player.get_position());
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// }
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// StructureElement::StairUp => {}
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// _ => {}
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// }
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// }
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// (_, _, _) => {}
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// }
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//
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// // interact with monsters / artifacts
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// match element {
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// (_, _, Some(a)) => {
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// // a.collect(&mut self.player);
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// // level.remove_artifact(&Position::new(player_level, new_x as usize, new_y as usize)).expect("Could not collect artifact");
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// }
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// (_, _, _) => {}
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// }
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// update position and discover area on new position
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let (new_x, new_y) = self.get_mutable_player().get_position().change(dx, dy);
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self.get_mutable_level(0).discover(&Position::new(0, new_x, new_y));
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}
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}
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}
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#[test]
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#[test]
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@ -1,18 +1,17 @@
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use ratatui::prelude::*;
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use ratatui::buffer::Buffer;
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use ratatui::widgets::Widget;
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use ratatui::layout::Rect;
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use ratatui::style::Color;
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use ratatui::widgets::{StatefulWidget, Widget};
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use crate::game::Game;
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use crate::artifacts::Artifact;
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use crate::artifacts::Artifact;
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use crate::level::{Level, StructureElement};
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use crate::game::Game;
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use crate::level::StructureElement;
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const FG_BROWN: Color = Color::Rgb(186, 74, 0);
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const FG_BROWN: Color = Color::Rgb(186, 74, 0);
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//⌂ α Ω
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pub struct LevelWidget {}
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pub struct LevelWidget<'a> {
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pub game: &'a Game,
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}
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impl LevelWidget<'_> {
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impl LevelWidget {
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fn set_cell(&self, buf: &mut Buffer, x: u16, y: u16, symbol: &str, fg: Color, bg: Color) {
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fn set_cell(&self, buf: &mut Buffer, x: u16, y: u16, symbol: &str, fg: Color, bg: Color) {
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buf.
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buf.
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get_mut(x, y).
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get_mut(x, y).
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@ -20,157 +19,75 @@ impl LevelWidget<'_> {
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set_bg(bg).
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set_bg(bg).
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set_fg(fg);
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set_fg(fg);
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}
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}
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fn calculate_wall(top: Option<StructureElement>, right: Option<StructureElement>, bottom: Option<StructureElement>, left: Option<StructureElement>) -> String {
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let mut val = 0;
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val += match top {
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Some(n) => {
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match n {
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StructureElement::Wall => 1,
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_ => 0
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}
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}
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None => 0
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};
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val += match right {
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Some(n) => {
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match n {
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StructureElement::Wall => 2,
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_ => 0
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}
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}
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None => 0
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};
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val += match bottom {
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Some(n) => {
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match n {
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StructureElement::Wall => 4,
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_ => 0
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}
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}
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None => 0
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};
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val += match left {
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Some(n) => {
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match n {
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StructureElement::Wall => 8,
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_ => 0
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}
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}
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None => 0
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};
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[
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"╋", "┃", "━", "┗",
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"┃", "┃", "┏", "┣",
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"━", "┛", "━", "┻",
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"┓", "┫", "┳", "╋",
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][val].to_string()
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}
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}
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}
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impl Widget for LevelWidget<'_> {
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impl StatefulWidget for LevelWidget {
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fn render(self, area: Rect, buf: &mut Buffer) {
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type State = Game;
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let player= self.game.get_player();
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// let player = &mut self.game.player;
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let player_pos = player.get_immutable_position();
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// let level: &Level = &self.game.levels[player_pos.get_level()];
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fn render(self, area: Rect, buf: &mut Buffer, state: &mut Self::State) {
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let al: u16 = area.left();
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let al: u16 = area.left();
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let at: u16 = area.top();
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let at: u16 = area.top();
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{
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let player = state.get_mutable_player();
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let player_pos = player.get_immutable_position();
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let player_level = player_pos.get_level();
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// draw the level elements
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// draw the level elements
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for x in al..area.right() {
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for x in al..area.right() {
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for y in at..area.bottom() {
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for y in at..area.bottom() {
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// let level_x = (x - al) as i16;
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let level = state.get_mutable_level(player_level);
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// let level_y = (y - at) as i16;
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let level_x = (x - al) as i16;
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// match level.get_element(level_x, level_y) {
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let level_y = (y - at) as i16;
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// (None, _) => {}
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match level.get_element(level_x, level_y) {
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// (_, Some(e)) => {
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(Some(structure_element), None, None) => {
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// match e {
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match structure_element {
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// Artifact::Chest { gold: _ } => {
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StructureElement::Start => {
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// self.set_cell(buf, x, y, "⌂", Color::Black, Color::Gray);
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self.set_cell(buf, x, y, "α", Color::Black, Color::Gray);
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// }
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}
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// }
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StructureElement::End => {
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// }
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self.set_cell(buf, x, y, "Ω", Color::Black, Color::Gray);
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// (Some(e), _) => {
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}
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// match e {
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StructureElement::Wall => {
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// StructureElement::Wall => {
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// TODO add fancy walls
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// let top = level.get_element(level_x, level_y - 1).0;
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self.set_cell(buf, x, y, "#", FG_BROWN, Color::Gray);
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// let right = level.get_element(level_x + 1, level_y).0;
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}
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// let bottom = level.get_element(level_x, level_y + 1).0;
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StructureElement::Floor => {
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// let left = level.get_element(level_x - 1, level_y).0;
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self.set_cell(buf, x, y, " ", FG_BROWN, Color::Gray);
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// let symbol = LevelWidget::calculate_wall(top, right, bottom, left);
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}
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// self.set_cell(buf, x, y, symbol.as_str(), FG_BROWN, Color::Gray);
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StructureElement::StairDown => {
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// }
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self.set_cell(buf, x, y, ">", Color::Black, Color::Gray);
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// StructureElement::Floor => {
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}
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// self.set_cell(buf, x, y, " ", FG_BROWN, Color::Gray);
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StructureElement::StairUp => {
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// }
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self.set_cell(buf, x, y, "<", Color::Black, Color::Gray);
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// StructureElement::StairDown => {
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}
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// self.set_cell(buf, x, y, ">", Color::Black, Color::Gray);
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StructureElement::Unknown => {
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// }
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self.set_cell(buf, x, y, "▒", Color::DarkGray, Color::Gray);
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// StructureElement::StairUp => {
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// self.set_cell(buf, x, y, "<", Color::Black, Color::Gray);
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// }
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// StructureElement::Unknown => {
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// self.set_cell(buf, x, y, "▒", Color::DarkGray, Color::Gray);
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// }
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// StructureElement::Start => {
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// self.set_cell(buf, x, y, "α", Color::Black, Color::Gray);
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// }
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// StructureElement::End => {
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// self.set_cell(buf, x, y, "Ω", Color::Black, Color::Gray);
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// }
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// }
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// }
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// }
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}
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}
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}
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}
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//
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}
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// // draw player
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(_, Some(t), _) => {
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self.set_cell(buf, x, y, "M", Color::Red, Color::Gray);
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}
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(_, _, Some(t)) => {
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let (s, c) = t.get_representation();
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self.set_cell(buf, x, y, s, c, Color::Gray);
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}
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(None, None, None) => {}
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};
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}
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}
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}
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{
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let player = state.get_mutable_player();
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let player_pos = player.get_immutable_position();
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let player_x = al + player_pos.get_x() as u16;
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let player_x = al + player_pos.get_x() as u16;
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let player_y = at + player_pos.get_y() as u16;
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let player_y = at + player_pos.get_y() as u16;
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self.set_cell(buf, player_x, player_y, "8", Color::Red, Color::Gray);
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self.set_cell(buf, player_x, player_y, "8", Color::Red, Color::Gray);
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}
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}
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}
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}
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#[test]
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fn test_get_wall_symbol() {
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let wall = Some(StructureElement::Wall);
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// 0
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let s = LevelWidget::calculate_wall(None, None, None, None);
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assert_eq!(s, "╋");
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// 15
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let s = LevelWidget::calculate_wall(wall, wall, wall, wall);
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assert_eq!(s, "╋");
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// 1
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let s = LevelWidget::calculate_wall(wall, None, None, None);
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assert_eq!(s, "┃");
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// 5
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let s = LevelWidget::calculate_wall(wall, None, wall, None);
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assert_eq!(s, "┃");
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// 4
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let s = LevelWidget::calculate_wall(None, None, wall, None);
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assert_eq!(s, "┃");
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// 2
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let s = LevelWidget::calculate_wall(None, wall, None, None);
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assert_eq!(s, "━");
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// 10
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let s = LevelWidget::calculate_wall(None, wall, None, wall);
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assert_eq!(s, "━");
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// 9
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let s = LevelWidget::calculate_wall(wall, None, None, wall);
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assert_eq!(s, "┛");
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// 3
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let s = LevelWidget::calculate_wall(wall, wall, None, None);
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assert_eq!(s, "┗");
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// 6
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let s = LevelWidget::calculate_wall(None, wall, wall, None);
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assert_eq!(s, "┏");
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// 12
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let s = LevelWidget::calculate_wall(None, None, wall, wall);
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assert_eq!(s, "┓");
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}
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}
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impl Widget for LevelWidget {
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fn render(self, area: Rect, buf: &mut Buffer) {}
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}
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45
src/main.rs
45
src/main.rs
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@ -1,5 +1,5 @@
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use std::io::{Result, stdout};
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use std::io::Result;
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use std::ops::Index;
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use std::io::stdout;
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use crossterm::{
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use crossterm::{
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event::{self, KeyCode, KeyEventKind},
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event::{self, KeyCode, KeyEventKind},
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@ -15,9 +15,8 @@ use ratatui::widgets::Block;
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use whoami::realname;
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use whoami::realname;
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use crate::game::Game;
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use crate::game::Game;
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use crate::level::Level;
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use crate::level_generator::LevelGenerator;
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use crate::level_widget::LevelWidget;
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use crate::level_widget::LevelWidget;
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// use crate::level_widget::LevelWidget;
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use crate::player::Player;
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use crate::player::Player;
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mod game;
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mod game;
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@ -28,20 +27,9 @@ mod level_widget;
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mod level_generator;
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mod level_generator;
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mod artifacts;
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mod artifacts;
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mod monster;
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mod monster;
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//
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fn main() -> Result<()> {
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fn main() -> Result<()> {
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let mut levels = Vec::new();
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let mut game = Game::new(Player::new(realname().as_str(), 10));
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for l in 0..25 {
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levels.push(LevelGenerator::generate(l).render());
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}
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let mut g = Game {
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player: Player::new(realname().as_str(), 10),
|
|
||||||
levels,
|
|
||||||
};
|
|
||||||
|
|
||||||
// let first_level = g.levels.index(0);
|
|
||||||
// g.get_mutable_player().get_position().change(first_level.start.0 as i16, first_level.start.1 as i16);
|
|
||||||
|
|
||||||
stdout().execute(EnterAlternateScreen)?;
|
stdout().execute(EnterAlternateScreen)?;
|
||||||
enable_raw_mode()?;
|
enable_raw_mode()?;
|
||||||
|
@ -68,7 +56,7 @@ fn main() -> Result<()> {
|
||||||
width: level::LEVEL_WIDTH as u16,
|
width: level::LEVEL_WIDTH as u16,
|
||||||
height: level::LEVEL_HEIGHT as u16,
|
height: level::LEVEL_HEIGHT as u16,
|
||||||
};
|
};
|
||||||
frame.render_widget(LevelWidget { game: &g }, map_area);
|
frame.render_stateful_widget(LevelWidget{}, map_area, &mut game);
|
||||||
|
|
||||||
let stats_area = Rect {
|
let stats_area = Rect {
|
||||||
x: area.x + 50,
|
x: area.x + 50,
|
||||||
|
@ -78,11 +66,11 @@ fn main() -> Result<()> {
|
||||||
};
|
};
|
||||||
frame.render_widget(
|
frame.render_widget(
|
||||||
Paragraph::new(format!("{}\nHealth: {}/{}\nGold: {}\nLevel: {}",
|
Paragraph::new(format!("{}\nHealth: {}/{}\nGold: {}\nLevel: {}",
|
||||||
g.get_player().get_name(),
|
game.get_player().get_name(),
|
||||||
g.get_player().get_life(),
|
game.get_player().get_life(),
|
||||||
g.get_player().get_max_life(),
|
game.get_player().get_max_life(),
|
||||||
g.get_player().get_gold(),
|
game.get_player().get_gold(),
|
||||||
g.get_player().get_immutable_position().get_level()))
|
game.get_player().get_immutable_position().get_level()))
|
||||||
.white()
|
.white()
|
||||||
.on_blue(),
|
.on_blue(),
|
||||||
stats_area,
|
stats_area,
|
||||||
|
@ -93,20 +81,17 @@ fn main() -> Result<()> {
|
||||||
if key.kind == KeyEventKind::Press && key.code == KeyCode::Char('q') {
|
if key.kind == KeyEventKind::Press && key.code == KeyCode::Char('q') {
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
// if key.kind == KeyEventKind::Press && key.code == KeyCode::Char('d') {
|
|
||||||
// ;
|
|
||||||
// }
|
|
||||||
if key.kind == KeyEventKind::Press && key.code == KeyCode::Left {
|
if key.kind == KeyEventKind::Press && key.code == KeyCode::Left {
|
||||||
g.get_mutable_player().get_position().change(-1, 0);
|
game.move_player(-1, 0);
|
||||||
}
|
}
|
||||||
if key.kind == KeyEventKind::Press && key.code == KeyCode::Right {
|
if key.kind == KeyEventKind::Press && key.code == KeyCode::Right {
|
||||||
g.get_mutable_player().get_position().change(1, 0);
|
game.move_player(1, 0);
|
||||||
}
|
}
|
||||||
if key.kind == KeyEventKind::Press && key.code == KeyCode::Up {
|
if key.kind == KeyEventKind::Press && key.code == KeyCode::Up {
|
||||||
g.get_mutable_player().get_position().change(0, -1);
|
game.move_player(0, -1);
|
||||||
}
|
}
|
||||||
if key.kind == KeyEventKind::Press && key.code == KeyCode::Down {
|
if key.kind == KeyEventKind::Press && key.code == KeyCode::Down {
|
||||||
g.get_mutable_player().get_position().change(0, 1);
|
game.move_player(0, 1);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue