generated from GarandPLG/rust-flake-template
Add Building and Unit structs, extend CellWidget
Introduce empty Building and Unit types and expose them through new modules. Extend CellWidget to store optional Unit and Building, update its constructor, and adjust board rendering to create cells with these new fields (currently always None).
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@@ -57,16 +57,20 @@ impl BoardState {
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for col in 0..map_width {
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let selected: bool = row == focused_cell.get_row() && col == focused_cell.get_col();
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let player_base: bool = row == player_base_coords.0 && col == player_base_coords.1;
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let enemy_base: bool = row == enemy_base_coords.0 && col == enemy_base_coords.1;
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let tag: CellTag = if row == player_base_coords.0 && col == player_base_coords.1 {
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let tag: CellTag = if player_base {
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CellTag::Base(Players::Player)
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} else if row == enemy_base_coords.0 && col == enemy_base_coords.1 {
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} else if enemy_base {
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CellTag::Base(Players::Enemy)
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} else {
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CellTag::Stone
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};
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rows.push(CellWidget::new(row, col, zoom_level, selected, tag));
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rows.push(CellWidget::new(
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row, col, zoom_level, selected, tag, None, None,
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));
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}
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cells.push(rows);
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