refactor map into struct with impl trait
This commit is contained in:
14
src/main.rs
14
src/main.rs
@@ -35,12 +35,12 @@ pub struct Player {}
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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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let map = ecs.fetch::<Map>();
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for (_player, pos) in (&mut players, &mut positions).join() {
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let x = min(79, max(0, pos.x + delta_x));
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let y = min(49, max(0, pos.y + delta_y));
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if map[xy_idx(x, y)] != TileType::Wall {
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if map.tile_at(x,y) != TileType::Wall {
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pos.x = x;
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pos.y = y;
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}
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@@ -97,8 +97,8 @@ impl GameState for State {
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ctx.cls();
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self.run_systems();
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player_input(self, ctx);
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let map = self.ecs.fetch::<Vec<TileType>>();
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draw_map(&map, ctx);
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let map = self.ecs.fetch::<Map>();
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map.draw_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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@@ -114,8 +114,8 @@ fn main() {
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.with_title("Roguelike Tutorial")
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.build();
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let mut gs = State { ecs: World::new() };
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let (rooms, map) = new_map_rooms_and_corridors();
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let (player_x, player_y) = rooms[0].center();
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let map = Map::new_map_rooms_and_corridors();
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let (player_x, player_y) = map.rooms[0].center();
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gs.ecs.register::<Position>();
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gs.ecs.register::<Renderable>();
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@@ -148,8 +148,6 @@ fn main() {
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.with(LeftMover {})
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.build();
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}
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gs.ecs.insert(rooms);
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gs.ecs.insert(map);
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rltk::main_loop(context, gs);
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