movement and simple map drawing

This commit is contained in:
Peter Hart 2020-03-15 16:25:37 -04:00
parent c4d6ff944c
commit 6705af3611

View File

@ -22,9 +22,130 @@ struct State {
ecs: World 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<TileType> {
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::<Position>();
let mut players = ecs.write_storage::<Player>();
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 { impl GameState for State {
fn tick(&mut self, ctx : &mut Rltk) { fn tick(&mut self, ctx : &mut Rltk) {
ctx.cls(); ctx.cls();
self.run_systems();
player_input(self, ctx);
let map = self.ecs.fetch::<Vec<TileType>>();
draw_map(&map, ctx);
let positions = self.ecs.read_storage::<Position>(); let positions = self.ecs.read_storage::<Position>();
let renderables = self.ecs.read_storage::<Renderable>(); let renderables = self.ecs.read_storage::<Renderable>();
@ -44,6 +165,8 @@ fn main() {
}; };
gs.ecs.register::<Position>(); gs.ecs.register::<Position>();
gs.ecs.register::<Renderable>(); gs.ecs.register::<Renderable>();
gs.ecs.register::<LeftMover>();
gs.ecs.register::<Player>();
gs.ecs gs.ecs
.create_entity() .create_entity()
@ -53,6 +176,7 @@ fn main() {
fg: RGB::named(rltk::YELLOW), fg: RGB::named(rltk::YELLOW),
bg: RGB::named(rltk::BLACK), bg: RGB::named(rltk::BLACK),
}) })
.with(Player{})
.build(); .build();
for i in 0..10 { for i in 0..10 {
@ -64,9 +188,12 @@ fn main() {
fg: RGB::named(rltk::RED), fg: RGB::named(rltk::RED),
bg: RGB::named(rltk::BLACK), bg: RGB::named(rltk::BLACK),
}) })
.with(LeftMover {})
.build(); .build();
} }
gs.ecs.insert(new_map());
rltk::main_loop(context, gs); rltk::main_loop(context, gs);
} }