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.
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parent
e9accf14e6
commit
54fbf22b6d
17 changed files with 124 additions and 36 deletions
22
gui_fsm.cpp
22
gui_fsm.cpp
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@ -53,7 +53,7 @@ namespace gui {
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$renderer.init_terminal();
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$map_ui.create_render();
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$map_ui.resize_canvas();
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$renderer.resize_grid(MAX_FONT_SIZE, $map_ui);
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$renderer.resize_grid(BASE_MAP_FONT_SIZE, $map_ui);
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run_systems();
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state(State::IDLE);
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@ -133,21 +133,21 @@ namespace gui {
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try_move(-1, false);
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break;
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case MOVE_LEFT:
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try_move(1, true);
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break;
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case MOVE_RIGHT:
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try_move(-1, true);
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break;
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case ROTATE_LEFT:
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$main_ui.plan_rotate(1);
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state(State::ROTATING);
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case MOVE_RIGHT:
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try_move(1, true);
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break;
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case ROTATE_RIGHT:
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case ROTATE_LEFT:
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$main_ui.plan_rotate(-1);
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state(State::ROTATING);
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break;
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case ROTATE_RIGHT:
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$main_ui.plan_rotate(1);
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state(State::ROTATING);
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break;
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case MAP_OPEN:
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$renderer.resize_grid(MAX_FONT_SIZE, $map_ui);
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$renderer.resize_grid(BASE_MAP_FONT_SIZE, $map_ui);
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$map_ui.resize_canvas();
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state(State::MAPPING);
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break;
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@ -196,11 +196,11 @@ namespace gui {
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state(State::ATTACKING);
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break;
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case ROTATE_LEFT:
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$main_ui.plan_rotate(1);
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$main_ui.plan_rotate(-1);
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state(State::COMBAT_ROTATE);
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break;
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case ROTATE_RIGHT:
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$main_ui.plan_rotate(-1);
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$main_ui.plan_rotate(1);
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state(State::COMBAT_ROTATE);
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break;
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case STOP_COMBAT:
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