rust-sokoban/src/main.rs

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use ggez;
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use ggez::event::KeyCode;
use ggez::event::KeyMods;
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use ggez::{conf, event, timer, Context, GameResult};
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use specs::{RunNow, World, WorldExt};
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use std::path;
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mod audio;
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mod components;
mod constants;
mod entities;
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mod events;
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mod map;
mod resources;
mod systems;
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use crate::audio::initialize_sounds;
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use crate::components::*;
use crate::map::*;
use crate::resources::*;
use crate::systems::*;
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// All the game state
struct Game {
world: World,
}
impl event::EventHandler for Game {
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fn update(&mut self, context: &mut Context) -> GameResult {
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// Run input system
{
let mut is = InputSystem {};
is.run_now(&self.world);
}
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// Run gameplay state system
{
let mut gss = GameplayStateSystem {};
gss.run_now(&self.world);
}
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// Get an update time resource
{
let mut time = self.world.write_resource::<Time>();
time.delta += timer::delta(context);
}
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Ok(())
}
fn draw(&mut self, context: &mut Context) -> GameResult {
// Render gaem entities
{
let mut rs = RenderingSystem { context };
rs.run_now(&self.world);
}
Ok(())
}
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fn key_down_event(
&mut self,
_context: &mut Context,
keycode: KeyCode,
_keymod: KeyMods,
_repeat: bool,
) {
let mut input_queue = self.world.write_resource::<InputQueue>();
input_queue.keys_pressed.push(keycode);
}
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}
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pub fn initialize_level(world: &mut World) {
const MAP: &str = "
N N W W W W W W
W W W . . . . W
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W . . . BB . . W
W . . RB . . . W
W . P . . . . W
W . . . . RS . W
W . . BS . . . W
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W . . . . . . W
W W W W W W W W
";
load_map(world, MAP.to_string());
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}
pub fn main() -> GameResult {
let mut world = World::new();
register_components(&mut world);
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register_resources(&mut world);
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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()?;
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initialize_sounds(&mut world, context);
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// Create the game state
let game = &mut Game { world };
// Run the main event loop
event::run(context, event_loop, game)
}