Age | Commit message (Collapse) | Author | Files | Lines |
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Add a new Wall entity, and allow converting generated levels to entity
maps containing them, then finally displaying them using some of
the (now expanded) box drawing machinery.
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Add a generic text-prompt system to the Game, and use it to prompt the
character for their name on startup. There's also a Promise type in
util, which is used for the result of the prompt.
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Add all the necessary params to the CLI options for generating caves
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Add a new Item raw type and entity type, with preliminary, basic support
for food. There's a really frustrating toml-rs bug that prevents writing
these nicely as toml right now, so I also added support for mixing JSON
and TOML in a single config dir
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Implement a template syntax with a nom parser, and a formatter to render
templates to strings.
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much nicer!
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There's a gormlak, you can kill it.
That's it.
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Add a system for statically-included entity raws (which necessitated
making a deserializable existential Color struct) and test it out by
initializing the game (for now) with a single on-screen gormlak.
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Via new "toml_dir" and "json_dir" directives in the macro
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Factor out a macro for static references to data parsed from config
files at compile-time.
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Cribbed directly from Nethack
This was really, really easy.
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When the character moves, the game ticks forward equal to the
character's speed
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Implement a global map of entities, which allows referencing by either
position or ID and updating the positions of existent entities, and put
the character in there.
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ctrl+p, like nethack. Cycles through messages, also like nethack.
May want to add some sort of indicator of how many messages there have
been.
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Add support for messages, along with a global lookup map and random
choice of messages.
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We now have an inner and outer viewport, and entity positions are
relative to the inner one while drawing happens to the outer one.
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