diff --git a/README.md b/README.md index e466519..ff84493 100644 --- a/README.md +++ b/README.md @@ -1,11 +1,10 @@ # Marble Machinations -A zach-like programming-adjacent puzzle game. -Still in development, but core features are mostly stable. logic mostly like https://git.crispypin.cc/CrispyPin/marble ## todo ### meta +- itch page text - engine tests - blag post about marble movement logic ### game @@ -30,7 +29,7 @@ logic mostly like https://git.crispypin.cc/CrispyPin/marble - validate solutions in server (with limits) - show histograms - author name in solutions and blueprints -### undecided +#### undecided - footprint score (tiles that were non-empty at any point in the run) - option to use 8-bit marbles? - blueprint rotation? diff --git a/src/editor.rs b/src/editor.rs index 4db5372..282f57d 100644 --- a/src/editor.rs +++ b/src/editor.rs @@ -620,7 +620,7 @@ impl Editor { self.draw_board(d, &globals.textures); self.board_overlay(d, &globals.textures); self.draw_bottom_bar(d, globals); - self.draw_top_bar(d, globals); + self.draw_top_bar(d, &globals.textures); if self.active_tool == Tool::Blueprint { self.draw_blueprint_sidebar(d, &globals.textures); @@ -786,8 +786,7 @@ impl Editor { } } - fn draw_top_bar(&mut self, d: &mut RaylibDrawHandle, globals: &Globals) { - let textures = &globals.textures; + fn draw_top_bar(&mut self, d: &mut RaylibDrawHandle, textures: &Textures) { // background d.draw_rectangle( 0, @@ -823,8 +822,7 @@ impl Editor { (40, 4), textures.get("save"), (&mut self.tooltip, "save"), - ) || globals.is_pressed(ActionId::Save) - { + ) { self.exit_state = ExitState::Save; } diff --git a/src/input.rs b/src/input.rs index 4d695b0..b705f2b 100644 --- a/src/input.rs +++ b/src/input.rs @@ -25,7 +25,6 @@ pub enum ActionId { Paste, Erase, ToggleMenu, - Save, StartSim, StopSim, StepSim, @@ -66,7 +65,6 @@ impl Default for Input { bind_key(ActionId::Paste, vec![LCtrl], V); bind_key(ActionId::Erase, vec![], Backspace); bind_key(ActionId::ToggleMenu, vec![], Escape); - bind_key(ActionId::Save, vec![LCtrl], S); bind_key(ActionId::StartSim, vec![], Enter); bind_key(ActionId::StopSim, vec![], Enter); bind_key(ActionId::StepSim, vec![], Space);