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roguelike-game/src/main.rs

182 lines
4.3 KiB
Rust

use rltk::{GameState, Rltk, VirtualKeyCode, RGB};
use specs::prelude::*;
use specs_derive::Component;
use std::cmp::{max, min};
#[derive(Component)]
struct Position {
x: i32,
y: i32,
}
#[derive(Component)]
struct Renderable {
glyph: rltk::FontCharType,
fg: RGB,
bg: RGB,
}
#[derive(Component, Debug)]
struct Player {}
struct State {
ecs: World,
}
#[derive(PartialEq, Copy, Clone)]
enum TileType {
Wall,
Floor,
}
fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
let mut positions = ecs.write_storage::<Position>();
let mut players = ecs.write_storage::<Player>();
let map = ecs.fetch::<Vec<TileType>>();
for (_player, pos) in (&mut players, &mut positions).join() {
let destination_idx = xy_idx(pos.x + delta_x, pos.y + delta_y);
if map[destination_idx] != TileType::Wall {
pos.x = min(79, max(0, pos.x + delta_x));
pos.y = min(49, max(0, pos.y + delta_y));
}
}
}
fn player_input(gs: &mut State, ctx: &mut Rltk) {
// Player movement
match ctx.key {
None => {} // Nothing happened
Some(key) => match key {
VirtualKeyCode::Left => try_move_player(-1, 0, &mut gs.ecs),
VirtualKeyCode::Right => try_move_player(1, 0, &mut gs.ecs),
VirtualKeyCode::Up => try_move_player(0, -1, &mut gs.ecs),
VirtualKeyCode::Down => try_move_player(0, 1, &mut gs.ecs),
_ => {}
},
}
}
fn new_map() -> Vec<TileType> {
let mut map = vec![TileType::Floor; 80 * 50];
// Make the boundary walls
for x in 0..80 {
map[xy_idx(x, 0)] = TileType::Wall;
map[xy_idx(x, 49)] = TileType::Wall;
}
for y in 0..50 {
map[xy_idx(0, y)] = TileType::Wall;
map[xy_idx(79, y)] = TileType::Wall;
}
// Now randomly add a bunch of walls.
// First get the random number generator
let mut rng = rltk::RandomNumberGenerator::new();
for _i in 0..400 {
let x = rng.roll_dice(1, 79);
let y = rng.roll_dice(1, 49);
let idx = xy_idx(x, y);
if idx != xy_idx(40, 25) {
map[idx] = TileType::Wall;
}
}
map
}
fn draw_map(map: &[TileType], ctx: &mut Rltk) {
let mut y = 0;
let mut x = 0;
for tile in map.iter() {
match tile {
TileType::Floor => {
ctx.set(
x,
y,
RGB::from_f32(0.5, 0.5, 0.5),
RGB::from_f32(0., 0., 0.),
rltk::to_cp437('.'),
);
}
TileType::Wall => {
ctx.set(
x,
y,
RGB::from_f32(0.0, 1.0, 0.0),
RGB::from_f32(0., 0., 0.),
rltk::to_cp437('#'),
);
}
}
// Move to the next set of coordinates
x += 1;
if x > 79 {
x = 0;
y += 1;
}
}
}
impl GameState for State {
fn tick(&mut self, ctx: &mut Rltk) {
ctx.cls();
player_input(self, ctx);
self.run_systems();
let map = self.ecs.fetch::<Vec<TileType>>();
draw_map(&map, ctx);
let positions = self.ecs.read_storage::<Position>();
let renderables = self.ecs.read_storage::<Renderable>();
for (pos, render) in (&positions, &renderables).join() {
ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph);
}
}
}
impl State {
fn run_systems(&mut self) {
self.ecs.maintain();
}
}
pub fn xy_idx(x: i32, y: i32) -> usize {
(y as usize * 80) + x as usize
}
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::<Position>();
gs.ecs.register::<Renderable>();
gs.ecs.register::<Player>();
gs.ecs.insert(new_map());
gs.ecs
.create_entity()
.with(Position { x: 40, y: 25 })
.with(Renderable {
glyph: rltk::to_cp437('@'),
fg: RGB::named(rltk::YELLOW),
bg: RGB::named(rltk::BLACK),
})
.with(Player {})
.build();
rltk::main_loop(context, gs)
}