From 6705af361125041c2227fce0be6331d26c633269 Mon Sep 17 00:00:00 2001 From: Peter Hart Date: Sun, 15 Mar 2020 16:25:37 -0400 Subject: [PATCH] movement and simple map drawing --- src/main.rs | 143 +++++++++++++++++++++++++++++++++++++++++++++++++--- 1 file changed, 135 insertions(+), 8 deletions(-) diff --git a/src/main.rs b/src/main.rs index bc21f88..3ad4c8f 100644 --- a/src/main.rs +++ b/src/main.rs @@ -22,9 +22,130 @@ struct State { ecs: World } +#[derive(Component)] +struct LeftMover {} + + +#[derive(PartialEq, Copy, Clone)] +enum TileType { + Wall, Floor +} + +pub fn xy_idx(x: i32, y: i32) -> usize { + (y as usize * 80) + x as usize +} + +fn new_map() -> Vec { + let mut map = vec![TileType::Floor; 80*50]; + + // Make the boundaries 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 we'll randomly splat a bunch of walls. It won't be pretty, but it's a decent illustration. + // First, obtain the thread-local RNG: + 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() { + // Render a tile depending upon the tile type + 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 the coordinates + x += 1; + if x > 79 { + x = 0; + y += 1; + } + } +} + + +#[derive(Component, Debug)] +struct Player {} + +fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) { + let mut positions = ecs.write_storage::(); + let mut players = ecs.write_storage::(); + + for (_player, pos) in (&mut players, &mut positions).join() { + 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), + _ => {} + }, + } +} + +struct LeftWalker {} + +impl<'a> System<'a> for LeftWalker { + type SystemData = (ReadStorage<'a, LeftMover>, + WriteStorage<'a, Position>); + + fn run(&mut self, (lefty, mut pos) : Self::SystemData) { + for (_lefty,pos) in (&lefty, &mut pos).join() { + pos.x -= 1; + if pos.x < 0 { pos.x = 79; } + } + } +} + + +impl State { + fn run_systems(&mut self) { + let mut lw = LeftWalker{}; + lw.run_now(&self.ecs); + self.ecs.maintain(); + } +} + impl GameState for State { fn tick(&mut self, ctx : &mut Rltk) { ctx.cls(); + self.run_systems(); + player_input(self, ctx); + let map = self.ecs.fetch::>(); + draw_map(&map, ctx); let positions = self.ecs.read_storage::(); let renderables = self.ecs.read_storage::(); @@ -44,6 +165,8 @@ fn main() { }; gs.ecs.register::(); gs.ecs.register::(); + gs.ecs.register::(); + gs.ecs.register::(); gs.ecs .create_entity() @@ -53,20 +176,24 @@ fn main() { fg: RGB::named(rltk::YELLOW), bg: RGB::named(rltk::BLACK), }) + .with(Player{}) .build(); for i in 0..10 { gs.ecs - .create_entity() - .with(Position { x: i * 7, y: 20 }) - .with(Renderable { - glyph: rltk::to_cp437('☺'), - fg: RGB::named(rltk::RED), - bg: RGB::named(rltk::BLACK), - }) - .build(); + .create_entity() + .with(Position { x: i * 7, y: 20 }) + .with(Renderable { + glyph: rltk::to_cp437('☺'), + fg: RGB::named(rltk::RED), + bg: RGB::named(rltk::BLACK), + }) + .with(LeftMover {}) + .build(); } + gs.ecs.insert(new_map()); + rltk::main_loop(context, gs); }