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Allow going back a level

This commit is contained in:
Timothy Warren 2022-01-06 09:13:40 -05:00
parent ca79653703
commit dd6a4c26d9
2 changed files with 50 additions and 0 deletions

View File

@ -77,6 +77,7 @@ pub enum RunState {
},
SaveGame,
NextLevel,
PreviousLevel,
ShowRemoveItem,
GameOver,
MagicMapReveal {
@ -345,6 +346,11 @@ impl GameState for State {
self.goto_next_level();
newrunstate = RunState::PreRun;
}
RunState::PreviousLevel => {
self.goto_previous_level();
self.mapgen_next_state = Some(RunState::PreRun);
newrunstate = RunState::MapGeneration;
}
RunState::MagicMapReveal { row } => {
let mut map = self.ecs.fetch_mut::<Map>();
for x in 0..map.width {
@ -429,6 +435,29 @@ impl State {
gamelog.append("You descend to the next level.");
}
fn goto_previous_level(&mut self) {
// Delete entities that aren't the palyer or their equipment
let to_delete = self.entities_to_remove_on_level_change();
for target in to_delete {
self.ecs
.delete_entity(target)
.expect("failed to delete entity");
}
// Build a new map and place the player
#[allow(unused_assignments)]
let current_depth;
{
let worldmap_resource = self.ecs.fetch::<Map>();
current_depth = worldmap_resource.depth;
}
self.generate_world_map(current_depth - 1);
// Notify the player
let mut gamelog = self.ecs.fetch_mut::<GameLog>();
gamelog.append("You ascend to the previous level.");
}
fn game_over_cleanup(&mut self) {
// Delete everything
let mut to_delete = Vec::new();

View File

@ -119,6 +119,22 @@ pub fn try_next_level(ecs: &mut World) -> bool {
}
}
pub fn try_previous_level(ecs: &mut World) -> bool {
let player_pos = ecs.fetch::<Point>();
let map = ecs.fetch::<Map>();
let player_idx = map.xy_idx(player_pos.x, player_pos.y);
if map.tiles[player_idx] == TileType::UpStairs {
true
} else {
let mut gamelog = ecs.fetch_mut::<GameLog>();
gamelog
.entries
.push("There is no way up from here.".to_string());
false
}
}
fn get_item(ecs: &mut World) {
let player_pos = ecs.fetch::<Point>();
let player_entity = ecs.fetch::<Entity>();
@ -316,6 +332,11 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
return RunState::NextLevel;
}
}
VirtualKeyCode::Comma => {
if try_previous_level(&mut gs.ecs) {
return RunState::PreviousLevel;
}
}
// Item management
VirtualKeyCode::G => get_item(&mut gs.ecs),