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-rw-r--r--src/state.rs62
1 files changed, 49 insertions, 13 deletions
diff --git a/src/state.rs b/src/state.rs
index 7553f58..2f09d1e 100644
--- a/src/state.rs
+++ b/src/state.rs
@@ -1,40 +1,76 @@
use pancurses::Window;
-use crate::entities::{Character, Entity, Render};
+use crate::tiling::{TileType, TileGrid, tile_to_str};
+use crate::entities::{Character, Entity};
use crate::world::{Dungeon, Generatable, Level};
pub struct State {
pub player: Character,
- pub dungeon: Dungeon,
- pub level: usize,
+ dungeon: Dungeon,
+ level: usize,
+ grid: Option<TileGrid>
+}
+
+pub fn draw_block(window: &Window, block: &TileType) {
+ window.printw(tile_to_str(block));
}
impl State {
- pub fn new(
- player: Character,
- dungeon: Dungeon,
- ) -> Self {
+ pub fn new(player: Character, dungeon: Dungeon) -> State {
State {
- player: player,
- dungeon: dungeon,
+ player,
+ dungeon,
level: 0,
+ grid: None
}
}
pub fn init(&mut self) {
self.dungeon.generate();
self.player.place(self.current_level().get_start_point());
+ self.switch_level(0);
+ }
+
+ pub fn switch_level(&mut self, num_level: usize) {
+ self.level = num_level;
+ self.grid = Some(self.current_level().to_tilegrid().unwrap());
}
pub fn render_level(&self, window: &Window) {
- self.current_level().render(window);
+ for (linenum, line) in self.grid.as_ref().unwrap().raw_data().iter().enumerate() {
+ for block in line.iter() {
+ draw_block(&window, &block);
+ }
+ window.mv(linenum as i32, 0);
+ }
}
- pub fn show_character(&self, window: &Window) {
- self.player.render(window);
+ fn render_entity(&self, entity: &dyn Entity, window: &Window) {
+ if !entity.is_dirty() {
+ return;
+ }
+ let dirt = entity.get_previous_location();
+ window.mv(dirt.1 as i32, dirt.0 as i32);
+ draw_block(window, self.grid.as_ref().unwrap().get_block_at(dirt.0, dirt.1));
+ window.mv(entity.get_location().1 as i32, entity.get_location().0 as i32);
+ draw_block(window, entity.get_tiletype());
}
- fn current_level(&self) -> &Level {
+ pub fn render_entities(&self, window: &Window) {
+ for e in self.current_level().entities.iter() {
+ self.render_entity(&**e, window);
+ }
+ }
+
+ pub fn render_player(&self, window: &Window) {
+ self.render_entity(&self.player, window)
+ }
+
+ pub fn current_level(&self) -> &Level {
&self.dungeon.levels[self.level]
}
+
+ pub fn get_player_mut(&mut self) -> &mut Character {
+ &mut self.player
+ }
} \ No newline at end of file