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authorFreya Murphy <freya@freyacat.org>2025-11-14 23:30:05 -0500
committerFreya Murphy <freya@freyacat.org>2025-11-14 23:30:05 -0500
commit65f5143d3e01e111afb960451e0741ddb37be240 (patch)
treed59bc1e885aa31743fd87ebadab8e1728e2cd683 /dungeon/src/lib.rs
parentgraphics: use 32bit color for atlas (diff)
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graphics: add text message rendering (and sans ig)
Diffstat (limited to 'dungeon/src/lib.rs')
-rw-r--r--dungeon/src/lib.rs29
1 files changed, 26 insertions, 3 deletions
diff --git a/dungeon/src/lib.rs b/dungeon/src/lib.rs
index a475f95..0c9e055 100644
--- a/dungeon/src/lib.rs
+++ b/dungeon/src/lib.rs
@@ -5,6 +5,7 @@ pub mod astar;
pub mod bsp;
pub mod entity;
pub mod map;
+pub mod msg;
pub mod player_input;
pub mod pos;
@@ -16,10 +17,23 @@ use rand::{
use crate::{
entity::{Entity, Player},
map::Floor,
+ msg::Message,
player_input::PlayerInput,
pos::FPos,
};
+/// Lets the caller know what has
+/// changed in the game state this
+/// tick
+#[derive(Debug, Clone, Copy, PartialEq, Eq)]
+pub enum UpdateResult {
+ /// Default, entities have moved
+ EntityMovement,
+ /// Message on screen updated.
+ /// Contains if a char was added.
+ MessageUpdated(bool),
+}
+
/// The `Dungeon` type represents the game state of the
/// dungeon crawler.
#[derive(Debug, Clone)]
@@ -27,6 +41,7 @@ pub struct Dungeon {
pub floor: Floor,
pub player: Player,
pub enemies: Vec<Entity>,
+ pub msg: Message,
seed: u64,
rng: SmallRng,
}
@@ -48,11 +63,13 @@ impl Dungeon {
let player = Player::new(floor.player_start());
// TODO: Randomize enemy positions/types
let enemies = vec![Entity::zombie(floor.random_walkable_pos(&mut rng))];
+ let msg = Message::empty();
Self {
floor,
player,
enemies,
+ msg,
seed,
rng,
}
@@ -91,9 +108,15 @@ impl Dungeon {
&mut self.rng
}
- pub fn update(&mut self, player_input: PlayerInput, delta_time: f32) {
- self.act_player(player_input, delta_time);
- self.act_non_players(delta_time);
+ pub fn update(&mut self, player_input: PlayerInput, delta_time: f32) -> UpdateResult {
+ if self.msg.visible() {
+ let changed = self.msg.update(player_input);
+ UpdateResult::MessageUpdated(changed)
+ } else {
+ self.act_player(player_input, delta_time);
+ self.act_non_players(delta_time);
+ UpdateResult::EntityMovement
+ }
}
fn act_player(&mut self, player_input: PlayerInput, delta_time: f32) {