Expand description
What is on the visible part of a grid map, as plain data (game
game ADR-0038): terrain (flashing where it just changed, or marked with what
it would turn into), ranges, units, the cursor, the path and those that
threaten a tile. No colors, glyphs, cells or pixels: a
GridSkin turns a scene into those. The units are
the game’s own view of them (U), which only the game’s
UnitPainter paints.
Structs§
- Cursor
View - The cursor as shown on the map. Build it with
CursorView::new(ADR-0039). - Ends
- Whether the map goes on before and after a view, along one axis.
- MapEdges
- The sides of a view the map goes on past: there is more map to its left, to its right, above it or below it.
- MapScene
- The visible part of a grid map, with units of the game’s kind
U. Build it withMapScene::newand assign the rest: a struct literal doesn’t compile outside this crate, so a new field never breaks a game (ADR-0039). - Range
Layer - A range shown on the map: its kind, and the visible tiles in it in the order given.
- Range
Name - A kind of range a map shows (where a unit can move, what it can attack), by its name: the game’s own list, of which the engine knows nothing. A skin tints a range’s tiles with the palette’s color of that name, and the scene’s text marks a tile with its first letter.
- Threat
View - Those that could attack a tile in their next turn: an arrow from each to the tile, and a mark over each.
- Tile
View - One visible tile.
- Tints
- The ranges each visible tile of a scene is in, in the order laid on:
what a skin tints a tile by (
MapScene::tints).
Enums§
- Cursor
Style - How the cursor is drawn: corner marks by default; bigger corners and the tile glow are for players who need them.
Traits§
- MapUnit
- What a scene needs of a game’s view of a unit: which unit it is, the tile it is shown on, and its line in the scene’s text.