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Module scene

Module scene 

Source
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§

CursorView
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 with MapScene::new and assign the rest: a struct literal doesn’t compile outside this crate, so a new field never breaks a game (ADR-0039).
RangeLayer
A range shown on the map: its kind, and the visible tiles in it in the order given.
RangeName
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.
ThreatView
Those that could attack a tile in their next turn: an arrow from each to the tile, and a mark over each.
TileView
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§

CursorStyle
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.