Complete chapter 2.2
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59a791de56
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123
src/main.rs
123
src/main.rs
@ -16,9 +16,6 @@ struct Renderable {
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bg: RGB,
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}
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#[derive(Component)]
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struct LeftMover {}
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#[derive(Component, Debug)]
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struct Player {}
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@ -26,14 +23,24 @@ struct State {
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ecs: World,
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}
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#[derive(PartialEq, Copy, Clone)]
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enum TileType {
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Wall,
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Floor,
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}
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fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
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let mut positions = ecs.write_storage::<Position>();
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let mut players = ecs.write_storage::<Player>();
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let map = ecs.fetch::<Vec<TileType>>();
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for (_player, pos) in (&mut players, &mut positions).join() {
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let destination_idx = xy_idx(pos.x + delta_x, pos.y + delta_y);
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if map[destination_idx] != TileType::Wall {
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pos.x = min(79, max(0, pos.x + delta_x));
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pos.y = min(49, max(0, pos.y + delta_y));
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}
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}
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}
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fn player_input(gs: &mut State, ctx: &mut Rltk) {
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@ -45,11 +52,76 @@ fn player_input(gs: &mut State, ctx: &mut Rltk) {
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VirtualKeyCode::Right => try_move_player(1, 0, &mut gs.ecs),
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VirtualKeyCode::Up => try_move_player(0, -1, &mut gs.ecs),
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VirtualKeyCode::Down => try_move_player(0, 1, &mut gs.ecs),
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_ => {},
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_ => {}
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},
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}
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}
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fn new_map() -> Vec<TileType> {
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let mut map = vec![TileType::Floor; 80 * 50];
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// Make the boundary walls
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for x in 0..80 {
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map[xy_idx(x, 0)] = TileType::Wall;
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map[xy_idx(x, 49)] = TileType::Wall;
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}
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for y in 0..50 {
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map[xy_idx(0, y)] = TileType::Wall;
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map[xy_idx(79, y)] = TileType::Wall;
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}
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// Now randomly add a bunch of walls.
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// First get the random number generator
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let mut rng = rltk::RandomNumberGenerator::new();
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for _i in 0..400 {
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let x = rng.roll_dice(1, 79);
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let y = rng.roll_dice(1, 49);
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let idx = xy_idx(x, y);
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if idx != xy_idx(40, 25) {
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map[idx] = TileType::Wall;
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}
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}
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map
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}
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fn draw_map(map: &[TileType], ctx: &mut Rltk) {
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let mut y = 0;
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let mut x = 0;
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for tile in map.iter() {
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match tile {
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TileType::Floor => {
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ctx.set(
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x,
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y,
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RGB::from_f32(0.5, 0.5, 0.5),
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RGB::from_f32(0., 0., 0.),
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rltk::to_cp437('.'),
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);
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}
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TileType::Wall => {
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ctx.set(
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x,
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y,
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RGB::from_f32(0.0, 1.0, 0.0),
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RGB::from_f32(0., 0., 0.),
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rltk::to_cp437('#'),
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);
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}
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}
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// Move to the next set of coordinates
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x += 1;
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if x > 79 {
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x = 0;
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y += 1;
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}
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}
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}
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impl GameState for State {
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fn tick(&mut self, ctx: &mut Rltk) {
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ctx.cls();
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@ -57,6 +129,9 @@ impl GameState for State {
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player_input(self, ctx);
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self.run_systems();
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let map = self.ecs.fetch::<Vec<TileType>>();
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draw_map(&map, ctx);
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let positions = self.ecs.read_storage::<Position>();
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let renderables = self.ecs.read_storage::<Renderable>();
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@ -66,28 +141,14 @@ impl GameState for State {
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}
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}
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struct LeftWalker {}
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impl<'a> System<'a> for LeftWalker {
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type SystemData = (ReadStorage<'a, LeftMover>, WriteStorage<'a, Position>);
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fn run(&mut self, (lefty, mut pos): Self::SystemData) {
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for (_lefty, pos) in (&lefty, &mut pos).join() {
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pos.x -= 1;
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if pos.x < 0 {
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pos.x = 79;
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}
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}
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impl State {
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fn run_systems(&mut self) {
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self.ecs.maintain();
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}
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}
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impl State {
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fn run_systems(&mut self) {
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let mut lw = LeftWalker{};
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lw.run_now(&self.ecs);
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self.ecs.maintain();
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}
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pub fn xy_idx(x: i32, y: i32) -> usize {
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(y as usize * 80) + x as usize
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}
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fn main() -> rltk::BError {
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@ -101,9 +162,10 @@ fn main() -> rltk::BError {
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gs.ecs.register::<Position>();
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gs.ecs.register::<Renderable>();
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gs.ecs.register::<LeftMover>();
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gs.ecs.register::<Player>();
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gs.ecs.insert(new_map());
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gs.ecs
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.create_entity()
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.with(Position { x: 40, y: 25 })
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@ -115,18 +177,5 @@ fn main() -> rltk::BError {
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.with(Player {})
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.build();
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for i in 0..10 {
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gs.ecs
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.create_entity()
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.with(Position { x: i * 7, y: 20 })
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.with(Renderable {
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glyph: rltk::to_cp437('☺'),
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fg: RGB::named(rltk::RED),
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bg: RGB::named(rltk::BLACK),
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})
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.with(LeftMover {})
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.build();
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}
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rltk::main_loop(context, gs)
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}
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