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...#![allow(unused)] fn main() { pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState { // Player movement match ctx.key { None => { return RunState::Paused...
...player}); }
We've started with it in the backpack, so the player still has to make a conscious decision to switch to using ranged...
We've started with it in the backpack, so the player still has to make a conscious decision to switch to using ranged...
...#![allow(unused)] fn main() { fn player_input(gs: &mut State, ctx: &mut Rltk) { // Player movement match ctx.key { None => {} // Nothing happened Some(key) => match...
...when closed, they block movement and visibility. They can be opened (optionally requiring unlocking, but we're not going there yet), at which point...
...y + delta_y)); } } } fn player_input(gs: &mut State, ctx: &mut Rltk) { // Player movement match ctx.key { None => {} // Nothing happened Some(key) => match key { VirtualKeyCode...
...level transition instructions if the player has entered a staircase. Let's add a staircase check after movement, and return stair transitions if they...
...This makes both hardcore UNIX users happy, and makes regular players happier.
We're not going to worry about diagonal movement yet. In player...
We're not going to worry about diagonal movement yet. In player...
...We've hard-coded 79
and 49
as map boundaries for player movement! Let's fix that:
#![allow(unused)] fn main() { if !map...
and 49
as map boundaries for player movement! Let's fix that:
#![allow(unused)] fn main() { if !map...
...the player is completely overrun with orcs and goblins! While that may be realistic, it gives the player very little chance to survive reaching...
...So when do we want to handle duration? The answer is the player's turn; time may be relative, but from the player's...