We can go down a level and there's a loading screen for it. The map and motion now matches the directions shown in the raycasting. There's now a compass that shows you the direction you're facing.

This commit is contained in:
Zed A. Shaw 2025-02-25 13:15:39 -05:00
parent e9accf14e6
commit 54fbf22b6d
17 changed files with 124 additions and 36 deletions

View file

@ -53,7 +53,7 @@ namespace gui {
$renderer.init_terminal();
$map_ui.create_render();
$map_ui.resize_canvas();
$renderer.resize_grid(MAX_FONT_SIZE, $map_ui);
$renderer.resize_grid(BASE_MAP_FONT_SIZE, $map_ui);
run_systems();
state(State::IDLE);
@ -133,21 +133,21 @@ namespace gui {
try_move(-1, false);
break;
case MOVE_LEFT:
try_move(1, true);
break;
case MOVE_RIGHT:
try_move(-1, true);
break;
case ROTATE_LEFT:
$main_ui.plan_rotate(1);
state(State::ROTATING);
case MOVE_RIGHT:
try_move(1, true);
break;
case ROTATE_RIGHT:
case ROTATE_LEFT:
$main_ui.plan_rotate(-1);
state(State::ROTATING);
break;
case ROTATE_RIGHT:
$main_ui.plan_rotate(1);
state(State::ROTATING);
break;
case MAP_OPEN:
$renderer.resize_grid(MAX_FONT_SIZE, $map_ui);
$renderer.resize_grid(BASE_MAP_FONT_SIZE, $map_ui);
$map_ui.resize_canvas();
state(State::MAPPING);
break;
@ -196,11 +196,11 @@ namespace gui {
state(State::ATTACKING);
break;
case ROTATE_LEFT:
$main_ui.plan_rotate(1);
$main_ui.plan_rotate(-1);
state(State::COMBAT_ROTATE);
break;
case ROTATE_RIGHT:
$main_ui.plan_rotate(-1);
$main_ui.plan_rotate(1);
state(State::COMBAT_ROTATE);
break;
case STOP_COMBAT: