UI in device pixels on the character grid with fixed integer font sizes, ASCII bars; 3D render scale for a pixel look
- text only at 1x/2x/4x times an integer interface factor (auto or 1-4 in the settings) - high DPI rendering, own 2D camera in device pixels, mouse converted - toolbar buttons 6 columns, integer icon scale, minimap integer pixels per tile - all bars (top bar, unit/tower/gate HP) as CP437 block characters - 3D world optionally rendered at 1/2, 1/3, 1/4 and upscaled with nearest filtering Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -141,7 +141,8 @@ pub struct Settings {
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pub outlines: bool,
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pub wall_detail: u8, // 1 low, 2 medium, 3 high
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pub max_lights: u8, // 8, 16 or 24
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pub ui_scale: u8, // font scale 2 (normal) or 3 (large)
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pub ui_factor: u8, // interface size: 0 = automatic, 1..4 = fixed integer factor
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pub render_scale: u8, // 3D world resolution divisor: 1 = full, 2..4 = pixel look
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// game
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pub game_speed: f32, // 1 or 2
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pub hints: bool,
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@@ -165,7 +166,8 @@ impl Default for Settings {
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outlines: true,
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wall_detail: 2,
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max_lights: 24,
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ui_scale: 2,
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ui_factor: 0,
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render_scale: 1,
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game_speed: 1.0,
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hints: true,
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map_w: 64,
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