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License: MIT License
Roguelike Adventure
License: MIT License
Until the mouse is moved, the inventory window should have input focus.
For containers (including the player inventory?), commands on the contained items should be directly accessible without jumping to another sub-menu / list.
For example, select 5 items, press ctrl-d (or some other command mapping) to drop all 5 items at once.
Clicking on an item with no modifier keys should reset the selection to be just that item which was clicked.
The hard coded default entities should be moved over to external json definitions as in the case of items.
Fora example trying to place a chest inside another chest.
When the player nears the edge of the visible screen, the screen should scroll automatically to keep the player in view.
A command or mode to view know information about a given tile should be added. Information displayed should include items know to be on the tile, the tile type, etc.
Currently when a wall tile is removed by some means (adding a door, opening, etc) the adjacent tiles are updated. However, the choice of tile to which adjacent tiles are updated is somewhat unnatural.
Items should have (user configurable?) shortcuts. That is, the first item should be selectable by merely pressing 'a', for example.
Shift-click and ctrl-click should behave as in windows apps; namely, shift-click should select a range of elements and ctrl-click should toggle the selected status of the clicked element.
When an item list has enough items that they don't all fit in the client area of the list, the list should scroll automatically to keep the indicated item in view.
Currently pressing shift in any context (even in an item list) displays the debug tooltip.
Add methods to view the full message history since the game and/or session began. Consider also date and time stamps for each message, and perhaps the location (level) where the message was generated.
<b>bold!</b>
<cr>red <cb>blue</c> and more <b>bold</b> red</c>
<cRainbow>So colorful!</c>
would apply a function to each codepoint in the marked up text potentially generating a different color for each codepoint (glyph).Probably there is a bug in the logic to detect when a connection has been made between two areas.
With the current default seed this can be seen on level 2 and 4.
The bug exists as of 71d13e2.
When the item at the top of the pile on the ground is picked up the icon for the pile on the ground is not properly updated.
Consider having a special "pile" icon when there are multiple items in one tile and only use an item's icon when it is the only item in the tile.
If the player moves after opening the inventory menu and then drops items, those items will dropped at the position that the player was at when the menu was opened rather than where the player is currently.
More natural locations should be chosen for door placement. For example, good candidates would be where corridor carving knocked down existing walls.
Run should have an alternate mode where the player stops when reaching a junction -- for example at the intersection of two corridors.
Perhaps:
[shift] + direction = alternate run
[shift] + [ctrl] + direction = run until obstacle
As a bare minimum there must exists a path the player can navigate from the level entrance to the level exit. This path could be cut off at a later time on the level, but, at least at the time of generation, such a path must exist.
Currently the cursor jumps back to the start of the list; whereas it should move to the item nearest its last position.
If the the player is standing on no containers, ask whether the player wants to open something in their inventory if suitable candidates exist.
Currently the command is mapped to the left mouse button. Something more appropriate like ctrl-alt-click, or a mode which can be toggled would be better.
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