|
@@ -210,8 +210,8 @@ let num_spawns = rng.roll_dice(1, MAX_MONSTERS + 3) + (map_depth - 1) - 3;
|
|
We'll have to change a couple of calls in `main.rs` to pass in the depth:
|
|
We'll have to change a couple of calls in `main.rs` to pass in the depth:
|
|
```rust
|
|
```rust
|
|
for room in map.rooms.iter().skip(1) {
|
|
for room in map.rooms.iter().skip(1) {
|
|
- spawner::spawn_room(&mut gs.ecs, room, 1);
|
|
|
|
- }
|
|
|
|
|
|
+ spawner::spawn_room(&mut gs.ecs, room, 1);
|
|
|
|
+}
|
|
```
|
|
```
|
|
|
|
|
|
```rust
|
|
```rust
|
|
@@ -265,4 +265,4 @@ You now have a dungeon that increases in difficulty as you descend! In the next
|
|
|
|
|
|
Copyright (C) 2019, Herbert Wolverson.
|
|
Copyright (C) 2019, Herbert Wolverson.
|
|
|
|
|
|
----
|
|
|
|
|
|
+---
|