use rltk::{GameState, Rltk, RGB}; use specs::prelude::*; mod components; pub use components::*; mod map; pub use map::*; mod player; use player::*; mod rect; mod visibility_system; use visibility_system::VisibilitySystem; pub use rect::Rect; pub struct State { ecs: World, } impl State { fn run_systems(&mut self) { let mut vis = VisibilitySystem {}; vis.run_now(&self.ecs); self.ecs.maintain(); } } impl GameState for State { fn tick(&mut self, ctx: &mut Rltk) { ctx.cls(); player_input(self, ctx); self.run_systems(); draw_map(&self.ecs, ctx); let positions = self.ecs.read_storage::(); let renderables = self.ecs.read_storage::(); let map = self.ecs.fetch::(); for (pos, render) in (&positions, &renderables).join() { let idx = map.xy_idx(pos.x, pos.y); if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph); } } } } fn main() -> rltk::BError { use rltk::RltkBuilder; let context = RltkBuilder::simple80x50() .with_title("Roguelike Tutorial") .build()?; let mut gs = State { ecs: World::new() }; gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); let map: Map = Map::new_map_rooms_and_corridors(); let (player_x, player_y) = map.rooms[0].center(); for room in map.rooms.iter().skip(1) { let (x, y) = room.center(); gs.ecs .create_entity() .with(Position { x, y }) .with(Renderable { glyph: rltk::to_cp437('g'), fg: RGB::named(rltk::RED), bg: RGB::named(rltk::BLACK), }) .with(Viewshed { visible_tiles: Vec::new(), range: 8, dirty: true, }) .build(); } gs.ecs .create_entity() .with(Position { x: player_x, y: player_y, }) .with(Renderable { glyph: rltk::to_cp437('@'), fg: RGB::named(rltk::YELLOW), bg: RGB::named(rltk::BLACK), }) .with(Player {}) .with(Viewshed { visible_tiles: Vec::new(), range: 8, dirty: true, }) .build(); gs.ecs.insert(map); rltk::main_loop(context, gs) }