movement and simple map drawing
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c4d6ff944c
commit
6705af3611
127
src/main.rs
127
src/main.rs
@ -22,9 +22,130 @@ struct State {
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ecs: World
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ecs: World
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}
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}
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#[derive(Component)]
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struct LeftMover {}
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#[derive(PartialEq, Copy, Clone)]
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enum TileType {
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Wall, Floor
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}
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pub fn xy_idx(x: i32, y: i32) -> usize {
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(y as usize * 80) + x as usize
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}
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fn new_map() -> Vec<TileType> {
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let mut map = vec![TileType::Floor; 80*50];
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// Make the boundaries walls
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for x in 0..80 {
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map[xy_idx(x, 0)] = TileType::Wall;
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map[xy_idx(x, 49)] = TileType::Wall;
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}
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for y in 0..50 {
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map[xy_idx(0, y)] = TileType::Wall;
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map[xy_idx(79, y)] = TileType::Wall;
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}
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// Now we'll randomly splat a bunch of walls. It won't be pretty, but it's a decent illustration.
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// First, obtain the thread-local RNG:
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let mut rng = rltk::RandomNumberGenerator::new();
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for _i in 0..400 {
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let x = rng.roll_dice(1, 79);
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let y = rng.roll_dice(1, 49);
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let idx = xy_idx(x, y);
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if idx != xy_idx(40, 25) {
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map[idx] = TileType::Wall;
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}
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}
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map
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}
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fn draw_map(map: &[TileType], ctx : &mut Rltk) {
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let mut y = 0;
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let mut x = 0;
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for tile in map.iter() {
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// Render a tile depending upon the tile type
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match tile {
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TileType::Floor => {
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ctx.set(x, y, RGB::from_f32(0.5, 0.5, 0.5), RGB::from_f32(0., 0., 0.), rltk::to_cp437('.'));
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}
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TileType::Wall => {
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ctx.set(x, y, RGB::from_f32(0.0, 1.0, 0.0), RGB::from_f32(0., 0., 0.), rltk::to_cp437('#'));
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}
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}
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// Move the coordinates
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x += 1;
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if x > 79 {
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x = 0;
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y += 1;
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}
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}
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}
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#[derive(Component, Debug)]
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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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for (_player, pos) in (&mut players, &mut positions).join() {
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pos.x = min(79 , max(0, pos.x + delta_x));
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pos.y = min(49, max(0, pos.y + delta_y));
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}
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}
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fn player_input(gs: &mut State, ctx: &mut Rltk) {
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// Player movement
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match ctx.key {
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None => {} // Nothing happened
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Some(key) => match key {
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VirtualKeyCode::Left => try_move_player(-1, 0, &mut gs.ecs),
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VirtualKeyCode::Right => try_move_player(1, 0, &mut gs.ecs),
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VirtualKeyCode::Up => try_move_player(0, -1, &mut gs.ecs),
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VirtualKeyCode::Down => try_move_player(0, 1, &mut gs.ecs),
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_ => {}
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},
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}
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}
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struct LeftWalker {}
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impl<'a> System<'a> for LeftWalker {
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type SystemData = (ReadStorage<'a, LeftMover>,
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WriteStorage<'a, Position>);
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fn run(&mut self, (lefty, mut pos) : Self::SystemData) {
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for (_lefty,pos) in (&lefty, &mut pos).join() {
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pos.x -= 1;
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if pos.x < 0 { pos.x = 79; }
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}
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}
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}
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impl State {
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fn run_systems(&mut self) {
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let mut lw = LeftWalker{};
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lw.run_now(&self.ecs);
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self.ecs.maintain();
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}
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}
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impl GameState for State {
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impl GameState for State {
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fn tick(&mut self, ctx : &mut Rltk) {
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fn tick(&mut self, ctx : &mut Rltk) {
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ctx.cls();
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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 positions = self.ecs.read_storage::<Position>();
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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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let renderables = self.ecs.read_storage::<Renderable>();
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@ -44,6 +165,8 @@ fn main() {
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};
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};
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gs.ecs.register::<Position>();
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gs.ecs.register::<Position>();
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gs.ecs.register::<Renderable>();
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gs.ecs.register::<Renderable>();
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gs.ecs.register::<LeftMover>();
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gs.ecs.register::<Player>();
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gs.ecs
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gs.ecs
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.create_entity()
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.create_entity()
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@ -53,6 +176,7 @@ fn main() {
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fg: RGB::named(rltk::YELLOW),
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fg: RGB::named(rltk::YELLOW),
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bg: RGB::named(rltk::BLACK),
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bg: RGB::named(rltk::BLACK),
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})
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})
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.with(Player{})
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.build();
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.build();
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for i in 0..10 {
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for i in 0..10 {
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@ -64,9 +188,12 @@ fn main() {
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fg: RGB::named(rltk::RED),
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fg: RGB::named(rltk::RED),
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bg: RGB::named(rltk::BLACK),
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bg: RGB::named(rltk::BLACK),
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})
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})
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.with(LeftMover {})
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.build();
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.build();
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}
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}
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gs.ecs.insert(new_map());
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rltk::main_loop(context, gs);
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rltk::main_loop(context, gs);
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}
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}
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