Commit graph

5 commits

Author SHA1 Message Date
Griffin Smith
8a1235c3dc Use menus for combat and picking up items
Refactor a bunch of stuff around to allow for polymorphically surfacing
an EntityChar for all entities, and use this to write a generic
`entityMenu` function, which generates a menu from the chars of a list
of entities - and use that to fully implement (removing `undefined`)
menus for both attacking and picking things up when there are multiple
entities on the relevant tile.
2019-11-29 22:59:15 -05:00
Griffin Smith
f37d0f75c0 Implement saving+loading the game
Implement ToJSON and FromJSON for all of the various pieces of the game
state, and add a pair of functions saveGame/loadGame implementing a
prism to save the game as zlib-compressed JSON. To test this, there's
now Arbitrary, CoArbitrary, and Function instances for all the parts of
the game state - to get around circular imports with the concrete
entities this unfortunately is happening via orphan instances, plus an
hs-boot file to break a circular import that was just a little too hard
to remove by moving things around. Ugh.
2019-11-29 14:33:52 -05:00
Griffin Smith
7770ed0548 Add the beginnings of a prompt system
Add the beginnings of a generic prompt system, with exclusive support
atm for string prompts, and test it out by asking the character for
their name at startup
2019-09-20 12:03:30 -04:00
Griffin Smith
58fce2ec19 Progressively reveal the map to the player
As the character walks around the map, progressively reveal the entities
on the map to them, using an algorithm based on well known
circle-rasterizing and line-rasterizing algorithms to calculate lines of
sight that are potentially obscured by walls.
2019-09-15 17:30:57 -04:00
Griffin Smith
4ef19aa35a Add entities, and allow walking around
Add support for entities via a port of the EntityMap type, and implement
command support starting at basic hjkl.
2019-08-31 13:18:51 -04:00