Hands-on Rust: B3.0 code (page 225)

After implementing monster_spawns function, monster didn’t spawn when choosing DrunkardsWalkArchitect and CellularAutomataArchitect.
To spawn monsters, I fix main.rs/State trait/ new and reset_game_state monster_spawns like page 247 & 248.

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Thanks again! I think I patched this in the next beta, but I’ll double check. Beta-4 has been submitted, so if it still needs fixing it’ll be in beta-5 - but I’ll make sure it gets taken care of.

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