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use pancurses::Window;
use crate::tiling::{TileType, 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,
}
pub fn draw_block(window: &Window, block: &TileType) {
window.printw(tile_to_str(block));
}
impl State {
pub fn new(
player: Character,
dungeon: Dungeon,
) -> State {
State {
player,
dungeon,
level: 0,
}
}
pub fn init(&mut self) {
self.dungeon.generate();
self.player.place(self.current_level().get_start_point());
}
pub fn render_level(&self, window: &Window) {
let grid = self.current_level().to_tilegrid().unwrap();
for (linenum, line) in grid.raw_data().iter().enumerate() {
for block in line.iter() {
draw_block(&window, &block);
}
window.mv(linenum as i32, 0);
}
}
fn render_entity(&self, entity: &dyn Entity, window: &Window) {
window.mv(entity.get_location().1 as i32, entity.get_location().0 as i32);
draw_block(window, entity.get_tiletype());
}
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)
}
fn current_level(&self) -> &Level {
&self.dungeon.levels[self.level]
}
}
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