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author | Griffin Smith <root@gws.fyi> | 2019-09-10T00·54-0400 |
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committer | Griffin Smith <root@gws.fyi> | 2019-09-10T00·54-0400 |
commit | 9ebdc6fbb446fea5e505172a6b3dd459beaf3552 (patch) | |
tree | a1403026afb597e12c25e84ef8991f062655e5b8 /src/Xanthous/Entities/Draw | |
parent | e01cf9b0565eaa9c09e19f66331a2010aea908cb (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')
-rw-r--r-- | src/Xanthous/Entities/Draw/Util.hs | 31 |
1 files changed, 31 insertions, 0 deletions
diff --git a/src/Xanthous/Entities/Draw/Util.hs b/src/Xanthous/Entities/Draw/Util.hs new file mode 100644 index 000000000000..aa6c5fa4fc47 --- /dev/null +++ b/src/Xanthous/Entities/Draw/Util.hs @@ -0,0 +1,31 @@ +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 |