"get by name, tag" functions; update todo

This commit is contained in:
Max Bradbury 2021-05-19 17:51:38 +01:00
parent a14cab8f41
commit c9c0942daf
3 changed files with 79 additions and 27 deletions

25
TODO.md
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@ -2,6 +2,11 @@
## game data structure ## game data structure
add "from_dir" functions for structs
make that function generic?
--
what is the distinction between animate and inanimate objects? what is the distinction between animate and inanimate objects?
idea: idea:
@ -12,21 +17,7 @@ idea:
* each position could have (optionally) a tile and (optionally) a thing * each position could have (optionally) a tile and (optionally) a thing
* things have render priority * things have render priority
### colours * ideally support gif/png for images (are there other indexed colour formats?)
~convert colours to hex~
* ~accept abcdef, #abcdef, 0xabcdef (inc. uppercase)~
* ~export as #abcdef~
### palettes
### images
* ideally support gif/png...
### parser
* ~move tests into their respective modules where appropriate~
## players ## players
@ -34,10 +25,6 @@ idea:
* re-use player avatar drawing function as generic image drawing function * re-use player avatar drawing function as generic image drawing function
* text (how?) * text (how?)
* support older graphics adaptors * support older graphics adaptors
### linux
* ~get working~
### windows ### windows

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@ -4,9 +4,9 @@ use serde_derive::{Serialize, Deserialize};
#[derive(Debug, Eq, PartialEq)] #[derive(Debug, Eq, PartialEq)]
pub struct Entity { pub struct Entity {
name: String, pub name: String,
image: String, pub image: String,
tags: Vec<String>, pub tags: Vec<String>,
} }
impl Entity { impl Entity {

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@ -112,8 +112,8 @@ pub struct Game {
images: Vec<Image>, images: Vec<Image>,
tiles: Vec<Tile>, tiles: Vec<Tile>,
entities: Vec<Entity>, entities: Vec<Entity>,
// variables: Vec<Variable>, // variables: Vec<Variable>,
// triggers: HashMap<String, ScriptCollection>, // triggers: HashMap<String, ScriptCollection>,
music: Vec<Music>, music: Vec<Music>,
} }
@ -121,9 +121,7 @@ pub struct Game {
pub struct GameParseError; pub struct GameParseError;
impl Game { impl Game {
pub fn from(path: String) -> Result<Game, GameParseError> { pub fn from(path: PathBuf) -> Result<Game, GameParseError> {
let path = PathBuf::from(path);
let mut images = Vec::new(); let mut images = Vec::new();
let mut tiles = Vec::new(); let mut tiles = Vec::new();
let mut entities = Vec::new(); let mut entities = Vec::new();
@ -200,4 +198,71 @@ impl Game {
Ok(Game { config, images, tiles, palettes, music, entities }) Ok(Game { config, images, tiles, palettes, music, entities })
} }
// todo Result<&Image>?
pub fn get_image_by_name(&self, name: String) -> Option<&Image> {
for image in self.images.iter() {
if image.name == name {
return Some(&image);
}
}
None
}
pub fn get_entities_by_tag(&self, tag: &String) -> Vec<&Entity> {
let mut entities = Vec::new();
for entity in self.entities.iter() {
if entity.tags.contains(tag) {
entities.push(entity);
}
}
entities
}
// todo Result<&Entity>?
pub fn get_entity_by_name(&self, name: String) -> Option<&Entity> {
for entity in self.entities.iter() {
if entity.name == name {
return Some(&entity);
}
}
None
}
// todo Result<&Music>?
pub fn get_music_by_name(&self, name: String) -> Option<&Music> {
for music in self.music.iter() {
if music.name == name {
return Some(&music);
}
}
None
}
// todo Result<&Palette>?
pub fn get_palette_by_name(&self, name: String) -> Option<&Palette> {
for palette in self.palettes.iter() {
if palette.name == name {
return Some(&palette);
}
}
None
}
// todo Result<&Tile>?
pub fn get_tile_by_name(&self, name: String) -> Option<&Tile> {
for tile in self.tiles.iter() {
if tile.name == name {
return Some(&tile);
}
}
None
}
} }