impl GameState {
pub fn new() -> Self {
- let lvlgen = LevelGenerator::new(0, 5);
+ let lvlgen = LevelGenerator::new(0);
GameState {
world: World::new(lvlgen.generate()),
lvlgen,
}
Event::KeyDown { keycode: Some(Keycode::KpPlus), .. } => {
self.lvlgen.iterations += 1;
- println!("{} iteration(s) of cellular automata", self.lvlgen.iterations);
self.world.level = self.lvlgen.generate();
}
Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => {
if self.lvlgen.iterations > 0 {
self.lvlgen.iterations -= 1;
- println!("{} iteration(s) of cellular automata", self.lvlgen.iterations);
+ self.world.level = self.lvlgen.generate();
+ }
+ }
+ Event::KeyDown { keycode: Some(Keycode::KpMultiply), .. } => {
+ self.lvlgen.wall_smooth_radius += 1;
+ self.world.level = self.lvlgen.generate();
+ }
+ Event::KeyDown { keycode: Some(Keycode::KpDivide), .. } => {
+ if self.lvlgen.wall_smooth_radius > 0 {
+ self.lvlgen.wall_smooth_radius -= 1;
self.world.level = self.lvlgen.generate();
}
}