Implement level change
This commit is contained in:
parent
7e6b2b287b
commit
d44c0fd53e
14
src/game.rs
14
src/game.rs
|
@ -24,7 +24,21 @@ impl Game {
|
|||
}
|
||||
};
|
||||
if can_go {
|
||||
if level.get_element(new_x as i16, new_y as i16).unwrap() == LevelElement::StairDown {
|
||||
self.player.set_position(
|
||||
player_pos.get_level() + 1,
|
||||
self.levels[(player_pos.get_level() + 1) as usize].start_x as u16,
|
||||
self.levels[(player_pos.get_level() + 1) as usize].start_y as u16,
|
||||
);
|
||||
} else if level.get_element(new_x as i16, new_y as i16).unwrap() == LevelElement::StairUp {
|
||||
self.player.set_position(
|
||||
player_pos.get_level() - 1,
|
||||
self.levels[(player_pos.get_level() - 1) as usize].end_x as u16,
|
||||
self.levels[(player_pos.get_level() - 1) as usize].end_y as u16,
|
||||
);
|
||||
} else {
|
||||
self.player.change_position(dx, dy);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -24,6 +24,8 @@ pub struct Level {
|
|||
pub(crate) structure: [[LevelElement; LEVEL_HEIGHT]; LEVEL_WIDTH],
|
||||
pub(crate) start_x: usize,
|
||||
pub(crate) start_y: usize,
|
||||
pub(crate) end_x: usize,
|
||||
pub(crate) end_y: usize,
|
||||
}
|
||||
|
||||
impl Level {
|
||||
|
@ -33,6 +35,8 @@ impl Level {
|
|||
structure: s,
|
||||
start_x: 1,
|
||||
start_y: 1,
|
||||
end_x: 1,
|
||||
end_y: 1
|
||||
}
|
||||
}
|
||||
pub fn get_element(&self, x: i16, y: i16) -> Option<LevelElement> {
|
||||
|
|
|
@ -44,7 +44,6 @@ impl Room {
|
|||
height: 0,
|
||||
connection_down: None,
|
||||
connection_right: None,
|
||||
// connected: false,
|
||||
}
|
||||
}
|
||||
/// change the size and position of a room randomly within its bounds
|
||||
|
@ -228,6 +227,8 @@ impl LevelGenerator {
|
|||
let mut s = [[LevelElement::Wall; 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT]; 1 + ROOMS_VERTICAL * ROOM_WIDTH];
|
||||
let mut start_x: usize = 0;
|
||||
let mut start_y: usize = 0;
|
||||
let mut end_x: usize = 0;
|
||||
let mut end_y: usize = 0;
|
||||
for c in 0..ROOMS_VERTICAL {
|
||||
for r in 0..ROOMS_HORIZONTAL {
|
||||
let top = 1 + r * ROOM_HEIGHT;
|
||||
|
@ -239,7 +240,9 @@ impl LevelGenerator {
|
|||
}
|
||||
}
|
||||
if room.kind == RoomType::StairDown {
|
||||
s[left + room.offset_x + rng.gen_range(0..room.width)][top + room.offset_y + rng.gen_range(0..room.height)] = LevelElement::StairDown;
|
||||
end_x = left + room.offset_x + rng.gen_range(0..room.width);
|
||||
end_y = top + room.offset_y + rng.gen_range(0..room.height);
|
||||
s[end_x][end_y] = LevelElement::StairDown;
|
||||
}
|
||||
if room.kind == RoomType::Start || room.kind == RoomType::StairUp {
|
||||
start_x = left + room.offset_x + rng.gen_range(0..room.width);
|
||||
|
@ -283,6 +286,8 @@ impl LevelGenerator {
|
|||
structure: s,
|
||||
start_x,
|
||||
start_y,
|
||||
end_x,
|
||||
end_y,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -96,10 +96,10 @@ impl<'a> Widget for LevelWidget<'a> {
|
|||
self.set_cell(buf, x, y, " ", FG_BROWN, Color::Gray);
|
||||
}
|
||||
LevelElement::StairDown => {
|
||||
self.set_cell(buf, x, y, ">", Color::Yellow, Color::Gray);
|
||||
self.set_cell(buf, x, y, ">", Color::Black, Color::Gray);
|
||||
}
|
||||
LevelElement::StairUp => {
|
||||
self.set_cell(buf, x, y, "<", Color::Yellow, Color::Gray);
|
||||
self.set_cell(buf, x, y, "<", Color::Black, Color::Gray);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -32,6 +32,10 @@ impl Player {
|
|||
pub fn change_position(&mut self, dx: i8, dy: i8) {
|
||||
self.position.change(dx, dy);
|
||||
}
|
||||
|
||||
pub fn set_position(&mut self, level: u8, x: u16, y:u16) {
|
||||
self.position.set(level, x, y);
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
|
|
|
@ -29,4 +29,9 @@ impl Position {
|
|||
self.x = ((self.x as i16) + dx as i16) as u16;
|
||||
self.y = ((self.y as i16) + dy as i16) as u16;
|
||||
}
|
||||
pub fn set(&mut self, level: u8, x: u16, y:u16) {
|
||||
self.level = level;
|
||||
self.x = x;
|
||||
self.y = y;
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue