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.
This commit is contained in:
		
							parent
							
								
									7d8ce026a2
								
							
						
					
					
						commit
						8a1235c3dc
					
				
					 26 changed files with 232 additions and 212 deletions
				
			
		|  | @ -2,10 +2,10 @@ module Xanthous.GameSpec where | |||
| 
 | ||||
| import Test.Prelude hiding (Down) | ||||
| import Xanthous.Game | ||||
| import Xanthous.Game.State | ||||
| import Control.Lens.Properties | ||||
| import Xanthous.Data (move, Direction(Down)) | ||||
| import Xanthous.Data.EntityMap (atPosition) | ||||
| import Xanthous.Entities (SomeEntity(SomeEntity)) | ||||
| 
 | ||||
| main :: IO () | ||||
| main = defaultMain test | ||||
|  |  | |||
		Loading…
	
	Add table
		Add a link
		
	
		Reference in a new issue