~comcloudway/little_town

f4c477e0318762a1b56ac61436dbee09872d69c4 — Jakob Meier 1 year, 6 months ago e994682
Added ability to rotate blocks inside of inventory
3 files changed, 28 insertions(+), 16 deletions(-)

M README.md
M src/screens/build.rs
M src/ui/item_frame.rs
M README.md => README.md +5 -1
@@ 25,7 25,7 @@ with this 2D game
  - [ ] zoom camera with pinch gesture
  - [ ] place block with single click
  - [ ] destroy block with long click
- [ ] Settings menu (i.e for Keybindings)
- [ ] Settings menu (i.e for Keybindings and audio)
- [x] Background music (ambient)
- [x] Add more assets
  - [x] SketchTown Expansion pack


@@ 68,6 68,10 @@ with this 2D game
| Close Inventory | `Q`, `I` or `<Escape>` |
| Page down | `<ArrowDown>` |
| Page up | `<ArrowUp>` |
| rotate blocks: North | `K` |
| rotate blocks: South | `J` |
| rotate blocks: West | `H` |
| rotate blocks: East | `L` |

### Level Select screen
| Action | Key(s) / MouseButton |

M src/screens/build.rs => src/screens/build.rs +18 -15
@@ 334,6 334,8 @@ impl GameComponent for BuildScreen {
                }

                for (i, slot) in self.inventory_widgets.widgets_slots.iter_mut().enumerate() {
                    slot.update_dir(&world.inventory.direction);

                    match slot.ev_loop() {
                        ButtonEvent::LeftClick => {
                            // user selected block


@@ 348,7 350,6 @@ impl GameComponent for BuildScreen {
                }

            } else {

                // process inventory events
                if is_key_down(KeyCode::I) {
                    // open inventory


@@ 534,20 535,6 @@ impl GameComponent for BuildScreen {
                    self.mouse_position = None;
                }

                // change block direction
                if is_key_pressed(KeyCode::K) {
                    world.inventory.direction = Direction::North;
                }
                if is_key_pressed(KeyCode::L) {
                    world.inventory.direction = Direction::East;
                }
                if is_key_pressed(KeyCode::J) {
                    world.inventory.direction = Direction::South;
                }
                if is_key_pressed(KeyCode::H) {
                    world.inventory.direction = Direction::West;
                }

                // save the world
                if is_key_pressed(KeyCode::S)
                    || is_key_pressed(KeyCode::Q)


@@ 569,7 556,23 @@ impl GameComponent for BuildScreen {
                            return GameEvent::ChangeScreen(Screen::default());
                        }
                    }
            }

            // change block direction
            // player might do this in following cenarios:
            // - in inventory
            // - in world
            if is_key_pressed(KeyCode::K) {
                world.inventory.direction = Direction::North;
            }
            if is_key_pressed(KeyCode::L) {
                world.inventory.direction = Direction::East;
            }
            if is_key_pressed(KeyCode::J) {
                world.inventory.direction = Direction::South;
            }
            if is_key_pressed(KeyCode::H) {
                world.inventory.direction = Direction::West;
            }
        } else {
            // game has no world

M src/ui/item_frame.rs => src/ui/item_frame.rs +5 -0
@@ 94,6 94,11 @@ impl ItemFrame {
        }
        self.direction = direction.clone();
    }
    /// updates the block orientation
    #[allow(dead_code)]
    pub fn update_dir(&mut self, direction: &Direction) {
        self.direction = direction.clone();
    }
}
impl Widget for ItemFrame {
    type Event = ButtonEvent;