roguelike-tutorial
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Port of the "Complete Roguelike Tutorial, using python+libtcod" to Rust + tcod
I'm getting an error when trying to compile. My code is basically [part 2b](http://tomassedovic.github.io/roguelike-tutorial/part-2b-map.rs.txt), [here](https://gist.github.com/3113be80c543bdd4725be588bc529756)'s a gist of my code. I even ran `ediff` on it and made sure that...
This is very vague but basically: the tutorial tries to follow the Python one reasonably closely and only differs where it's necessary. The original tutorial works well with Python but...
Show how to use modules and organise the dodebase into more than one file. That seems to be the most controversial aspect of the original tutorial. And it seems to...
Not sure how feasible/reasonable this is, but I'm a little unhappy about the fact that we use two nested rendering loops -- one for the main game and the other...
The monsters' pathfinding is implemented manually and has some glaring issues (not being to go around the corner for instance). Might be nice to show how to use libtcod's path...
There's a few places that become unnecessarily complicated by treating the player `Object` differently to the other ones. For example: - inventory and equipment: https://github.com/tomassedovic/roguelike-tutorial/blob/11e50b1939b101a0adffa4e4c6fef957a20f593f/src/bin/part-13-adventure-gear.rs#L291 - https://github.com/tomassedovic/roguelike-tutorial/blob/11e50b1939b101a0adffa4e4c6fef957a20f593f/src/bin/part-13-adventure-gear.rs#L677
There's a few places where we could just match on `Some(ref mut something)` instead of calling `as_mut`. And ideally, we should get rid of all `unwraps`.