"get by name, tag" functions; update todo
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TODO.md
25
TODO.md
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@ -2,6 +2,11 @@
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## game data structure
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## game data structure
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add "from_dir" functions for structs
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make that function generic?
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--
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what is the distinction between animate and inanimate objects?
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what is the distinction between animate and inanimate objects?
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idea:
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idea:
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@ -12,21 +17,7 @@ idea:
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* each position could have (optionally) a tile and (optionally) a thing
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* each position could have (optionally) a tile and (optionally) a thing
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* things have render priority
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* things have render priority
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### colours
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* ideally support gif/png for images (are there other indexed colour formats?)
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~convert colours to hex~
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* ~accept abcdef, #abcdef, 0xabcdef (inc. uppercase)~
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* ~export as #abcdef~
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### palettes
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### images
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* ideally support gif/png...
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### parser
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* ~move tests into their respective modules where appropriate~
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## players
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## players
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@ -34,10 +25,6 @@ idea:
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* re-use player avatar drawing function as generic image drawing function
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* re-use player avatar drawing function as generic image drawing function
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* text (how?)
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* text (how?)
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* support older graphics adaptors
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* support older graphics adaptors
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### linux
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* ~get working~
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### windows
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### windows
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@ -4,9 +4,9 @@ use serde_derive::{Serialize, Deserialize};
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#[derive(Debug, Eq, PartialEq)]
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#[derive(Debug, Eq, PartialEq)]
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pub struct Entity {
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pub struct Entity {
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name: String,
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pub name: String,
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image: String,
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pub image: String,
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tags: Vec<String>,
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pub tags: Vec<String>,
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}
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}
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impl Entity {
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impl Entity {
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75
src/lib.rs
75
src/lib.rs
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@ -112,8 +112,8 @@ pub struct Game {
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images: Vec<Image>,
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images: Vec<Image>,
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tiles: Vec<Tile>,
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tiles: Vec<Tile>,
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entities: Vec<Entity>,
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entities: Vec<Entity>,
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// variables: Vec<Variable>,
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// variables: Vec<Variable>,
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// triggers: HashMap<String, ScriptCollection>,
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// triggers: HashMap<String, ScriptCollection>,
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music: Vec<Music>,
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music: Vec<Music>,
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}
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}
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@ -121,9 +121,7 @@ pub struct Game {
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pub struct GameParseError;
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pub struct GameParseError;
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impl Game {
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impl Game {
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pub fn from(path: String) -> Result<Game, GameParseError> {
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pub fn from(path: PathBuf) -> Result<Game, GameParseError> {
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let path = PathBuf::from(path);
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let mut images = Vec::new();
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let mut images = Vec::new();
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let mut tiles = Vec::new();
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let mut tiles = Vec::new();
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let mut entities = Vec::new();
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let mut entities = Vec::new();
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@ -200,4 +198,71 @@ impl Game {
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Ok(Game { config, images, tiles, palettes, music, entities })
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Ok(Game { config, images, tiles, palettes, music, entities })
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}
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}
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// todo Result<&Image>?
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pub fn get_image_by_name(&self, name: String) -> Option<&Image> {
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for image in self.images.iter() {
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if image.name == name {
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return Some(&image);
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}
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}
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None
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}
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pub fn get_entities_by_tag(&self, tag: &String) -> Vec<&Entity> {
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let mut entities = Vec::new();
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for entity in self.entities.iter() {
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if entity.tags.contains(tag) {
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entities.push(entity);
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}
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}
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entities
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}
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// todo Result<&Entity>?
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pub fn get_entity_by_name(&self, name: String) -> Option<&Entity> {
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for entity in self.entities.iter() {
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if entity.name == name {
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return Some(&entity);
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}
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}
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None
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}
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// todo Result<&Music>?
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pub fn get_music_by_name(&self, name: String) -> Option<&Music> {
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for music in self.music.iter() {
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if music.name == name {
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return Some(&music);
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}
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}
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None
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}
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// todo Result<&Palette>?
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pub fn get_palette_by_name(&self, name: String) -> Option<&Palette> {
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for palette in self.palettes.iter() {
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if palette.name == name {
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return Some(&palette);
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}
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}
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None
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}
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// todo Result<&Tile>?
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pub fn get_tile_by_name(&self, name: String) -> Option<&Tile> {
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for tile in self.tiles.iter() {
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if tile.name == name {
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return Some(&tile);
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}
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}
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None
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}
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}
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}
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