Fix wall drawing bug and get rid of clippy warnings
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a198fe1832
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c4bc637c79
@ -209,6 +209,7 @@ pub fn show_inventory(gs: &mut State, ctx: &mut Rltk) -> (ItemMenuResult, Option
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let mut equippable: Vec<Entity> = Vec::new();
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let mut equippable: Vec<Entity> = Vec::new();
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let mut j = 0;
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let mut j = 0;
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#[allow(clippy::explicit_counter_loop)]
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for (entity, _pack, name) in (&entities, &backpack, &names)
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for (entity, _pack, name) in (&entities, &backpack, &names)
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.join()
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.join()
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.filter(|item| item.1.owner == *player_entity)
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.filter(|item| item.1.owner == *player_entity)
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@ -296,6 +297,7 @@ pub fn drop_item_menu(gs: &mut State, ctx: &mut Rltk) -> (ItemMenuResult, Option
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let mut equippable: Vec<Entity> = Vec::new();
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let mut equippable: Vec<Entity> = Vec::new();
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let mut j = 0;
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let mut j = 0;
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#[allow(clippy::explicit_counter_loop)]
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for (entity, _pack, name) in (&entities, &backpack, &names)
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for (entity, _pack, name) in (&entities, &backpack, &names)
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.join()
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.join()
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.filter(|item| item.1.owner == *player_entity)
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.filter(|item| item.1.owner == *player_entity)
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@ -383,6 +385,7 @@ pub fn remove_item_menu(gs: &mut State, ctx: &mut Rltk) -> (ItemMenuResult, Opti
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let mut equippable: Vec<Entity> = Vec::new();
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let mut equippable: Vec<Entity> = Vec::new();
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let mut j = 0;
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let mut j = 0;
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#[allow(clippy::explicit_counter_loop)]
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for (entity, _pack, name) in (&entities, &backpack, &names)
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for (entity, _pack, name) in (&entities, &backpack, &names)
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.join()
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.join()
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.filter(|item| item.1.owner == *player_entity)
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.filter(|item| item.1.owner == *player_entity)
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@ -261,7 +261,7 @@ pub fn draw_map(ecs: &World, ctx: &mut Rltk) {
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}
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}
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fn wall_glyph(map: &Map, x: i32, y: i32) -> rltk::FontCharType {
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fn wall_glyph(map: &Map, x: i32, y: i32) -> rltk::FontCharType {
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if x < 1 || x > map.width - 1 || y < 1 || y > map.height - 1 as i32 {
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if x < 1 || x > map.width - 2 || y < 1 || y > map.height - 2 {
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return 35;
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return 35;
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}
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}
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@ -72,7 +72,7 @@ impl<'a> System<'a> for MonsterAI {
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let path = rltk::a_star_search(
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let path = rltk::a_star_search(
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map.xy_idx(pos.x, pos.y) as i32,
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map.xy_idx(pos.x, pos.y) as i32,
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map.xy_idx(player_pos.x, player_pos.y) as i32,
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map.xy_idx(player_pos.x, player_pos.y) as i32,
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&mut *map,
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&*map,
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);
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);
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if path.success && path.steps.len() > 1 {
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if path.success && path.steps.len() > 1 {
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@ -92,7 +92,7 @@ macro_rules! deserialize_individually {
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$(
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$(
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DeserializeComponents::<NoError, _>::deserialize(
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DeserializeComponents::<NoError, _>::deserialize(
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&mut ( &mut $ecs.write_storage::<$type>(), ),
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&mut ( &mut $ecs.write_storage::<$type>(), ),
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&mut $data.0, // entities
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&$data.0, // entities
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&mut $data.1, // marker
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&mut $data.1, // marker
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&mut $data.2, // allocater
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&mut $data.2, // allocater
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&mut $de,
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&mut $de,
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