Complete chapter 2.3
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10
src/main.rs
10
src/main.rs
@ -8,7 +8,7 @@ pub use map::*;
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mod player;
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use player::*;
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mod rect;
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// pub use rect::Rect;
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pub use rect::Rect;
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pub struct State {
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ecs: World,
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@ -52,11 +52,15 @@ fn main() -> rltk::BError {
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gs.ecs.register::<Renderable>();
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gs.ecs.register::<Player>();
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gs.ecs.insert(new_map());
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let (rooms, map) = new_map_rooms_and_corridors();
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gs.ecs.insert(map);
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let (player_x, player_y) = rooms[0].center();
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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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.with(Position { x: player_x, y: player_y })
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.with(Renderable {
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glyph: rltk::to_cp437('@'),
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fg: RGB::named(rltk::YELLOW),
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82
src/map.rs
82
src/map.rs
@ -1,5 +1,5 @@
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use rltk::{ RGB, Rltk, RandomNumberGenerator };
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// use super::{Rect};
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use super::{Rect};
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use std::cmp::{min, max};
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#[derive(PartialEq, Copy, Clone)]
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@ -12,7 +12,9 @@ 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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pub fn new_map() -> Vec<TileType> {
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/// Makes a map with solid boundaries and 400 randomly placed walls.
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/// No guarantees that it won't look awful.
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pub fn new_map_text() -> 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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@ -42,6 +44,82 @@ pub fn new_map() -> Vec<TileType> {
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map
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}
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pub fn new_map_rooms_and_corridors() -> (Vec<Rect>, Vec<TileType>) {
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let mut map = vec![TileType::Wall; 80 * 50];
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let mut rooms: Vec<Rect> = Vec::new();
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const MAX_ROOMS :i32 = 30;
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const MIN_SIZE :i32 = 6;
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const MAX_SIZE :i32 = 10;
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let mut rng = RandomNumberGenerator::new();
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for _ in 0..MAX_ROOMS {
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let w = rng.range(MIN_SIZE, MAX_SIZE);
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let h = rng.range(MIN_SIZE, MAX_SIZE);
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let x = rng.roll_dice(1, 80 - w - 1) - 1;
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let y = rng.roll_dice(1, 50 - h - 1) - 1;
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let new_room = Rect::new(x, y, w, h);
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let mut ok = true;
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for other_room in rooms.iter() {
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if new_room.intersect(other_room) {
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ok = false;
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}
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}
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if ok {
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apply_room_to_map(&new_room, &mut map);
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if ! rooms.is_empty() {
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let (new_x, new_y) = new_room.center();
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let (prev_x, prev_y) = rooms[rooms.len()-1].center();
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if rng.range(0, 2) == 1 {
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apply_horizontal_tunnel(&mut map, prev_x, new_x, prev_y);
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apply_vertical_tunnel(&mut map, prev_y, new_y, new_x);
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} else {
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apply_vertical_tunnel(&mut map, prev_y, new_y, prev_x);
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apply_horizontal_tunnel(&mut map, prev_x, new_x, new_y);
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}
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}
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rooms.push(new_room);
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}
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}
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(rooms, map)
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}
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fn apply_room_to_map(room: &Rect, map: &mut [TileType]) {
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for y in room.y1+1 ..= room.y2 {
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for x in room.x1+1 ..= room.x2 {
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map[xy_idx(x, y)] = TileType::Floor;
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}
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}
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}
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fn apply_horizontal_tunnel(map: &mut [TileType], x1: i32, x2: i32, y: i32) {
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for x in min(x1, x2) ..= max(x1, x2) {
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let idx = xy_idx(x, y);
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if idx > 0 && idx < 80*50 {
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map[idx as usize] = TileType::Floor;
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}
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}
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}
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fn apply_vertical_tunnel(map: &mut [TileType], y1: i32, y2: i32, x: i32) {
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for y in min(y1, y2) ..= max(y1, y2) {
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let idx = xy_idx(x, y);
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if idx > 0 && idx < 80*50 {
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map[idx as usize] = TileType::Floor;
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}
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}
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}
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pub 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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@ -22,10 +22,22 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) {
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match ctx.key {
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None => {} // Nothing happened
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Some(key) => match key {
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VirtualKeyCode::Left => try_move_player(-1, 0, &mut gs.ecs),
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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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VirtualKeyCode::Left |
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VirtualKeyCode::Numpad4 |
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VirtualKeyCode::H => try_move_player(-1, 0, &mut gs.ecs),
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VirtualKeyCode::Right |
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VirtualKeyCode::Numpad6 |
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VirtualKeyCode::L=> try_move_player(1, 0, &mut gs.ecs),
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VirtualKeyCode::Up |
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VirtualKeyCode::Numpad8 |
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VirtualKeyCode::K => try_move_player(0, -1, &mut gs.ecs),
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VirtualKeyCode::Down |
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VirtualKeyCode::Numpad2 |
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VirtualKeyCode::J => try_move_player(0, 1, &mut gs.ecs),
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_ => {}
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},
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}
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26
src/rect.rs
26
src/rect.rs
@ -0,0 +1,26 @@
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pub struct Rect {
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pub x1: i32,
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pub x2: i32,
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pub y1: i32,
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pub y2: i32,
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}
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impl Rect {
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pub fn new(x: i32, y: i32, w: i32, h: i32) -> Rect {
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Rect{
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x1: x,
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y1: y,
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x2: x+w,
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y2: y+h,
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}
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}
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/// Returns true if this overlaps with other
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pub fn intersect(&self, other: &Rect) -> bool {
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self.x1 <= other.x2 && self.x2 >= other.x1 && self.y1 <= other.y2 && self.y2 >= other.y1
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}
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pub fn center(&self) -> (i32, i32) {
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((self.x1 + self.x2) / 2, (self.y1 + self.y2) / 2)
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}
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}
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