pub fn new(new_depth: i32) -> Map {
        Map {
            tiles: vec![TileType::Wall; MAP_COUNT],
            rooms: Vec::new(),
            width: WIDTH as i32,
            height: HEIGHT as i32,
            revealed_tiles: vec![false; MAP_COUNT],
            visible_tiles: vec![false; MAP_COUNT],
            blocked: vec![false; MAP_COUNT],
            tile_content: vec![Vec::new(); MAP_COUNT],
            depth: new_depth,
            bloodstains: HashSet::new(),
        }
    }
/// Generates an empty map, consisting entirely of solid walls
Generates an empty map, consisting entirely of solid walls
Generates an empty map consisting entirely of solid walls
pub fn new(new_depth: i32) -> Map {
        Map {
            tiles: vec![TileType::Wall; MAP_COUNT],
            rooms: Vec::new(),
            width: WIDTH as i32,
            height: HEIGHT as i32,
            revealed_tiles: vec![false; MAP_COUNT],
            visible_tiles: vec![false; MAP_COUNT],
            blocked: vec![false; MAP_COUNT],
            tile_content: vec![Vec::new(); MAP_COUNT],
            depth: new_depth,
            bloodstains: HashSet::new(),
        }
    }
pub fn new ( new_depth : i32 ) -> Map { Map { tiles : vec ! [ TileType Wall MAP_COUNT ] , rooms : Vec :: new ( ) , width : WIDTH as i32 , height : HEIGHT as i32 , revealed_tiles : vec ! [ false MAP_COUNT ] , visible_tiles : vec ! [ false MAP_COUNT ] , blocked : vec ! [ false MAP_COUNT ] , tile_content : vec ! [ Vec new ( ) MAP_COUNT ] , depth : new_depth , bloodstains : HashSet :: new ( ) , } }
Generates an empty map, consisting entirely of solid walls
Generates an empty map consisting entirely of solid walls
new_depth
i32