Add Health component and HUD system
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8d595d8508
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@ -20,3 +20,9 @@ pub struct WantsToMove {
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pub entity: Entity,
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pub destination: Point,
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}
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct Health {
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pub current: i32,
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pub max: i32,
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}
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@ -70,6 +70,8 @@ impl GameState for State {
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ctx.cls();
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ctx.set_active_console(1);
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ctx.cls();
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ctx.set_active_console(2);
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ctx.cls();
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self.resources.insert(ctx.key);
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@ -99,8 +101,10 @@ fn main() -> BError {
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.with_tile_dimensions(32, 32)
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.with_resource_path("resources/")
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.with_font("dungeonfont.png", 32, 32)
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.with_font("terminal8x8.png", 8, 8)
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.with_simple_console(DISPLAY_WIDTH, DISPLAY_HEIGHT, "dungeonfont.png")
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.with_simple_console_no_bg(DISPLAY_WIDTH, DISPLAY_HEIGHT, "dungeonfont.png")
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.with_simple_console_no_bg(SCREEN_WIDTH * 2, SCREEN_HEIGHT * 2, "terminal8x8.png")
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.build()?;
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main_loop(context, State::new())
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@ -8,6 +8,10 @@ pub fn spawn_player(ecs: &mut World, pos: Point) {
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color: ColorPair::new(WHITE, BLACK),
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glyph: to_cp437('@'),
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},
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Health {
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current: 20,
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max: 20,
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},
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));
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}
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@ -1,6 +1,7 @@
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mod collisions;
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mod end_turn;
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mod entity_render;
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mod hud;
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mod map_render;
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mod movement;
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mod player_input;
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@ -14,6 +15,7 @@ pub fn build_input_scheduler() -> Schedule {
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.flush()
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.add_system(map_render::map_render_system())
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.add_system(entity_render::entity_render_system())
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.add_system(hud::hud_system())
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.build()
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}
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@ -25,6 +27,7 @@ pub fn build_player_scheduler() -> Schedule {
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.flush()
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.add_system(map_render::map_render_system())
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.add_system(entity_render::entity_render_system())
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.add_system(hud::hud_system())
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.add_system(end_turn::end_turn_system())
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.build()
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}
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@ -37,6 +40,7 @@ pub fn build_monster_scheduler() -> Schedule {
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.flush()
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.add_system(map_render::map_render_system())
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.add_system(entity_render::entity_render_system())
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.add_system(hud::hud_system())
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.add_system(end_turn::end_turn_system())
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.build()
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}
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