use ggez; use ggez::event::{KeyCode, KeyMods}; use ggez::graphics; use ggez::graphics::DrawParam; use ggez::graphics::Image; use ggez::nalgebra as na; use ggez::{conf, event, Context, GameResult}; use specs::world::Index; use specs::Entities; use specs::NullStorage; use specs::WriteStorage; use specs::{ join::Join, Builder, Component, ReadStorage, RunNow, System, VecStorage, World, WorldExt, Write, }; use std::collections::HashMap; use std::path; const TILE_WIDTH: f32 = 32.0; const MAP_WIDTH: u8 = 8; const MAP_HEIGHT: u8 = 9; // Components #[derive(Debug, Component, Clone, Copy)] #[storage(VecStorage)] pub struct Position { x: u8, y: u8, z: u8, } impl Position { pub fn new(x: u8, y: u8) -> Self { Position { x, y, z: 0 } } } #[derive(Component)] #[storage(VecStorage)] pub struct Renderable { path: String, } #[derive(Component)] #[storage(VecStorage)] pub struct Wall {} #[derive(Component)] #[storage(VecStorage)] pub struct Player {} #[derive(Component)] #[storage(VecStorage)] pub struct Box {} #[derive(Component)] #[storage(VecStorage)] pub struct BoxSpot {} #[derive(Component, Default)] #[storage(NullStorage)] pub struct Movable; #[derive(Component, Default)] #[storage(NullStorage)] pub struct Immovable; // Resources #[derive(Default)] pub struct InputQueue { pub keys_pressed: Vec, } // Systems pub struct RenderingSystem<'a> { context: &'a mut Context, } impl<'a> System<'a> for RenderingSystem<'a> { type SystemData = (ReadStorage<'a, Position>, ReadStorage<'a, Renderable>); fn run(&mut self, data: Self::SystemData) { let (positions, renderables) = data; // Clear the screen/set the background graphics::clear(self.context, graphics::Color::new(0.95, 0.95, 0.95, 1.0)); // Get all the renderables with their positions and sort by the position z // This will allow us to have entities layered visually. let mut rendering_data = (&positions, &renderables).join().collect::>(); rendering_data.sort_by(|&a, &b| a.0.z.partial_cmp(&b.0.z).expect("expected comparison")); // Iterate through all paris of positions & renderables, load the image // and draw it at the specified position. for (position, renderable) in rendering_data.iter() { // Load the image let image = Image::new(self.context, renderable.path.clone()).expect("expected image"); let x = position.x as f32 * TILE_WIDTH; let y = position.y as f32 * TILE_WIDTH; // draw let draw_params = DrawParam::new().dest(na::Point2::new(x, y)); graphics::draw(self.context, &image, draw_params).expect("expected render"); } // Finally, present the context, this will actually display everything // on the screen. graphics::present(self.context).expect("expected to present"); } } pub struct InputSystem {} impl<'a> System<'a> for InputSystem { // Data type SystemData = ( Write<'a, InputQueue>, Entities<'a>, WriteStorage<'a, Position>, ReadStorage<'a, Player>, ReadStorage<'a, Movable>, ReadStorage<'a, Immovable>, ); fn run(&mut self, data: Self::SystemData) { let (mut input_queue, entities, mut positions, players, movables, immovables) = data; let mut to_move = Vec::new(); for (position, _player) in (&positions, &players).join() { // Get the first key pressed if let Some(key) = input_queue.keys_pressed.pop() { // get all the movables and immovables let mov: HashMap<(u8, u8), Index> = (&entities, &movables, &positions) .join() .map(|t| ((t.2.x, t.2.y), t.0.id())) .collect(); let immov: HashMap<(u8, u8), Index> = (&entities, &immovables, &positions) .join() .map(|t| ((t.2.x, t.2.y), t.0.id())) .collect(); // Now iterate through current position to the end of the map // on the correct axis and check what needs to move. let (start, end, is_x) = match key { KeyCode::Up => (position.y, 0, false), KeyCode::Down => (position.y, MAP_HEIGHT, false), KeyCode::Left => (position.x, 0, true), KeyCode::Right => (position.x, MAP_WIDTH, true), _ => continue, }; let range: Vec<_> = if start < end { (start..=end).collect() } else { (end..=start).rev().collect() }; for x_or_y in range { let pos = if is_x { (x_or_y, position.y) } else { (position.x, x_or_y) }; // find a movable // if it exists, we try to move it and continue // if it doesn't exist, we continue and try to find an immovable instead match mov.get(&pos) { Some(id) => to_move.push((key, id.clone())), None => { // find an immovable // if it exists, we need to stop and not move anything // if it doesn't exist, we stop because we found a gap match immov.get(&pos) { Some(_) => to_move.clear(), None => break, } } } } } } // Now actually move what needs to be moved for (key, id) in to_move { let position = positions.get_mut(entities.entity(id)); if let Some(position) = position { match key { KeyCode::Up => position.y -= 1, KeyCode::Down => position.y += 1, KeyCode::Left => position.x -= 1, KeyCode::Right => position.x += 1, _ => (), } } } } } // All the game state struct Game { world: World, } impl event::EventHandler for Game { fn update(&mut self, _context: &mut Context) -> GameResult { // Run input system { let mut is = InputSystem {}; is.run_now(&self.world); } Ok(()) } fn draw(&mut self, context: &mut Context) -> GameResult { // Render gaem entities { let mut rs = RenderingSystem { context }; rs.run_now(&self.world); } Ok(()) } fn key_down_event( &mut self, _context: &mut Context, keycode: KeyCode, _keymod: KeyMods, _repeat: bool, ) { println!("Key pressed: {:?}", keycode); let mut input_queue = self.world.write_resource::(); input_queue.keys_pressed.push(keycode); } } pub fn register_components(world: &mut World) { world.register::(); world.register::(); world.register::(); world.register::(); world.register::(); world.register::(); world.register::(); world.register::(); } pub fn register_resources(world: &mut World) { world.insert(InputQueue::default()) } pub fn create_wall(world: &mut World, position: Position) { world .create_entity() .with(Position { z: 10, ..position }) .with(Renderable { path: "/images/wall.png".to_string(), }) .with(Wall {}) .with(Immovable) .build(); } pub fn create_floor(world: &mut World, position: Position) { world .create_entity() .with(Position { z: 5, ..position }) .with(Renderable { path: "/images/floor.png".to_string(), }) .build(); } pub fn create_box(world: &mut World, position: Position) { world .create_entity() .with(Position { z: 10, ..position }) .with(Renderable { path: "/images/box.png".to_string(), }) .with(Box {}) .with(Movable) .build(); } pub fn create_box_spot(world: &mut World, position: Position) { world .create_entity() .with(Position { z: 9, ..position }) .with(Renderable { path: "/images/box_spot.png".to_string(), }) .with(BoxSpot {}) .build(); } pub fn create_player(world: &mut World, position: Position) { world .create_entity() .with(Position { z: 10, ..position }) .with(Renderable { path: "/images/player.png".to_string(), }) .with(Player {}) .with(Movable) .build(); } pub fn load_map(world: &mut World, map_string: String) { // read all lines let rows: Vec<&str> = map_string.trim().split('\n').map(|x| x.trim()).collect(); for (y, row) in rows.iter().enumerate() { let columns: Vec<&str> = row.split(' ').collect(); for (x, column) in columns.iter().enumerate() { // Create the position at which to create something on the map let position = Position::new(x as u8, y as u8); // Figure out which object to create match *column { "." => create_floor(world, position), "W" => { create_floor(world, position); create_wall(world, position); } "P" => { create_floor(world, position); create_player(world, position); } "B" => { create_floor(world, position); create_box(world, position); } "S" => { create_floor(world, position); create_box_spot(world, position); } "N" => (), c => panic!("unrecognized map item {}", c), } } } } pub fn initialize_level(world: &mut World) { const MAP: &str = " N N W W W W W W W W W . . . . W W . . . B . . W W . . . . . . W W . P . . . . W W . . . . . . W W . . S . . . W W . . . . . . W W W W W W W W W "; load_map(world, MAP.to_string()); } pub fn main() -> GameResult { let mut world = World::new(); register_components(&mut world); register_resources(&mut world); initialize_level(&mut world); // Create a game context and event loop let context_builder = ggez::ContextBuilder::new("rust_sokoban", "Timothy J. Warren") .window_setup(conf::WindowSetup::default().title("Rust Sokoban!")) .window_mode(conf::WindowMode::default().dimensions(800.0, 600.0)) .add_resource_path(path::PathBuf::from("./resources")); let (context, event_loop) = &mut context_builder.build()?; // Create the game state let game = &mut Game { world }; // Run the main event loop event::run(context, event_loop, game) }