Struct WorldMap

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pub struct WorldMap {
    pub sprites: Vec<Sprite>,
    pub fog_color: [u8; 4],
    pub fog_distance: f32,
    pub lights: FxHashMap<(i32, i32), Light>,
    pub light_map: FxHashMap<(i32, i32), f32>,
    /* private fields */
}

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§sprites: Vec<Sprite>§fog_color: [u8; 4]§fog_distance: f32§lights: FxHashMap<(i32, i32), Light>§light_map: FxHashMap<(i32, i32), f32>

Implementations§

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impl WorldMap

The world map

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pub fn new() -> Self

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pub fn set_wall(&mut self, x: i32, y: i32, tile: Tile)

Sets a wall at the given position

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pub fn has_wall(&self, x: i32, y: i32) -> bool

Checks if there is a wall at the given position

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pub fn get_wall(&self, x: i32, y: i32) -> Option<&Tile>

Gets the wall at the given position

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pub fn set_default_ceiling(&mut self, tile: Tile)

Sets the ceiling tile

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pub fn get_default_ceiling(&self) -> Option<&Tile>

Gets the ceiling tile

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pub fn set_ceiling(&mut self, x: i32, y: i32, tile: Tile)

Sets a ceiling at the given position

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pub fn has_ceiling(&self, x: i32, y: i32) -> bool

Checks if there is a ceiling at the given position

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pub fn get_ceiling(&self, x: i32, y: i32) -> Option<&Tile>

Gets the ceiling at the given position

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pub fn set_default_floor(&mut self, tile: Tile)

Sets the floor tile

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pub fn get_default_floor(&self) -> Option<&Tile>

Gets the floor tile

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pub fn set_floor(&mut self, x: i32, y: i32, tile: Tile)

Sets a floor at the given position

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pub fn has_floor(&self, x: i32, y: i32) -> bool

Checks if there is a floor at the given position

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pub fn get_floor(&self, x: i32, y: i32) -> Option<&Tile>

Gets the floor at the given position

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pub fn add_image(&mut self, data: Vec<u8>, width: u32, height: u32) -> usize

Adds an image to the list of images

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pub fn get_image(&self, index: usize) -> Option<&(Vec<u8>, u32, u32)>

Gets the image at the given index

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pub fn add_sprite(&mut self, sprite: Sprite)

Adds a sprite to the list of sprites

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pub fn set_fog(&mut self, color: [u8; 4], distance: f32)

Set the fog color and distance

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pub fn add_light(&mut self, x: i32, y: i32, intensity: i32)

Add a light

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pub fn compute_lighting(&mut self)

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