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authorGriffin Smith <root@gws.fyi>2019-09-10T00·54-0400
committerGriffin Smith <root@gws.fyi>2019-09-10T00·54-0400
commit9ebdc6fbb446fea5e505172a6b3dd459beaf3552 (patch)
treea1403026afb597e12c25e84ef8991f062655e5b8 /src/Xanthous/Entities/Draw/Util.hs
parente01cf9b0565eaa9c09e19f66331a2010aea908cb (diff)
Convert generated levels to walls
Add support for converting generated levels to walls, and merge one into
the entity map at the beginning of the game.

There's nothing here that guarantees the character ends up *inside* the
level though (they almost always don't) so that'll have to be slotted
into the level generation process.
Diffstat (limited to 'src/Xanthous/Entities/Draw/Util.hs')
-rw-r--r--src/Xanthous/Entities/Draw/Util.hs31
1 files changed, 31 insertions, 0 deletions
diff --git a/src/Xanthous/Entities/Draw/Util.hs b/src/Xanthous/Entities/Draw/Util.hs
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index 000000000000..aa6c5fa4fc47
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+++ b/src/Xanthous/Entities/Draw/Util.hs
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+module Xanthous.Entities.Draw.Util where
+--------------------------------------------------------------------------------
+import Xanthous.Prelude
+--------------------------------------------------------------------------------
+import Brick.Widgets.Border.Style
+import Brick.Types (Edges(..))
+--------------------------------------------------------------------------------
+
+borderFromEdges :: BorderStyle -> Edges Bool -> Char
+borderFromEdges bstyle edges = ($ bstyle) $ case edges of
+  Edges False False  False False -> const '☐'
+
+  Edges True  False  False False -> bsVertical
+  Edges False True   False False -> bsVertical
+  Edges False False  True  False -> bsHorizontal
+  Edges False False  False True  -> bsHorizontal
+
+  Edges True  True   False False -> bsVertical
+  Edges True  False  True  False -> bsCornerBR
+  Edges True  False  False True  -> bsCornerBL
+
+  Edges False True   True  False -> bsCornerTR
+  Edges False True   False True  -> bsCornerTL
+  Edges False False  True  True  -> bsHorizontal
+
+  Edges False True   True  True  -> bsIntersectT
+  Edges True  False  True  True  -> bsIntersectB
+  Edges True  True   False True  -> bsIntersectL
+  Edges True  True   True  False -> bsIntersectR
+
+  Edges True  True   True  True  -> bsIntersectFull