refactor map into struct with impl trait

This commit is contained in:
2020-03-28 19:57:47 -04:00
parent afdb14ca77
commit 648040095d
2 changed files with 117 additions and 101 deletions

View File

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