Replace Element with Behavior + Archetype; update map format

Element is replaced by two types: Behavior (a plain struct of runtime
properties: passable, opaque) and Archetype (an enum of named presets:
Empty, Wall, Object, ErrorBlock). Board.cells changes from Vec<(Glyph,
usize)> to Vec<(Glyph, Archetype)>, eliminating the per-board element
palette. Map files now reference archetypes by name (archetype = "wall")
instead of property bags (passable = false), so the archetype list can
be reordered without breaking saved games. Unknown archetype names
produce an ErrorBlock cell (yellow ? on red) so malformed maps are
immediately visible in-game.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-05-17 15:20:46 -05:00
parent 453c7baf4e
commit ac6a8dec57
4 changed files with 168 additions and 82 deletions
+3 -3
View File
@@ -110,9 +110,9 @@ impl eframe::App for App {
);
});
// Force a repaint every frame so input is processed continuously.
// Remove this if the game becomes purely event-driven.
ctx.request_repaint();
// egui repaints automatically on input events, so no explicit
// request_repaint() is needed while the game is purely event-driven.
// Add it back (or call it from game logic) when continuous animation is needed.
}
}