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2 Commits

Author SHA1 Message Date
648040095d refactor map into struct with impl trait 2020-03-28 19:57:47 -04:00
afdb14ca77 locate player in room 2020-03-27 22:43:36 -04:00
2 changed files with 161 additions and 162 deletions

View File

@ -1,4 +1,4 @@
use rltk::{Console, GameState, Rltk, RGB, VirtualKeyCode};
use rltk::{Console, GameState, Rltk, VirtualKeyCode, RGB};
use specs::prelude::*;
use std::cmp::{max, min};
mod rect;
@ -10,52 +10,60 @@ pub use map::*;
extern crate specs_derive;
#[derive(Component)]
struct Position {
pub struct Position {
x: i32,
y: i32,
}
#[derive(Component)]
struct Renderable {
pub struct Renderable {
glyph: u8,
fg: RGB,
bg: RGB,
}
struct State {
ecs: World
pub struct State {
ecs: World,
}
#[derive(Component)]
struct LeftMover {}
pub struct LeftMover {}
#[derive(Component, Debug)]
struct Player {}
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;
}
}
}
fn player_input(gs: &mut State, ctx: &mut Rltk) {
pub 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::Numpad4 => try_move_player(-1, 0, &mut gs.ecs),
VirtualKeyCode::H => try_move_player(-1, 0, &mut gs.ecs),
VirtualKeyCode::Right => try_move_player(1, 0, &mut gs.ecs),
VirtualKeyCode::Numpad6 => try_move_player(1, 0, &mut gs.ecs),
VirtualKeyCode::L => try_move_player(1, 0, &mut gs.ecs),
VirtualKeyCode::Up => try_move_player(0, -1, &mut gs.ecs),
VirtualKeyCode::Numpad8 => try_move_player(0, -1, &mut gs.ecs),
VirtualKeyCode::K => try_move_player(0, -1, &mut gs.ecs),
VirtualKeyCode::Down => try_move_player(0, 1, &mut gs.ecs),
VirtualKeyCode::Numpad2 => try_move_player(0, 1, &mut gs.ecs),
VirtualKeyCode::J => try_move_player(0, 1, &mut gs.ecs),
_ => {}
},
}
@ -64,17 +72,17 @@ fn player_input(gs: &mut State, ctx: &mut Rltk) {
struct LeftWalker {}
impl<'a> System<'a> for LeftWalker {
type SystemData = (ReadStorage<'a, LeftMover>,
WriteStorage<'a, Position>);
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; }
if pos.x < 0 {
pos.x = 79;
}
}
}
}
impl State {
fn run_systems(&mut self) {
@ -89,8 +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>();
@ -105,9 +113,10 @@ fn main() {
let context = RltkBuilder::simple80x50()
.with_title("Roguelike Tutorial")
.build();
let mut gs = State {
ecs: World::new()
};
let mut gs = State { ecs: World::new() };
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>();
gs.ecs.register::<LeftMover>();
@ -115,7 +124,10 @@ fn main() {
gs.ecs
.create_entity()
.with(Position { x: 40, y: 25 })
.with(Position {
x: player_x,
y: player_y,
})
.with(Renderable {
glyph: rltk::to_cp437('@'),
fg: RGB::named(rltk::YELLOW),
@ -136,9 +148,7 @@ fn main() {
.with(LeftMover {})
.build();
}
gs.ecs.insert(new_map_rooms_and_corridors());
gs.ecs.insert(map);
rltk::main_loop(context, gs);
}

View File

@ -8,63 +8,53 @@ pub enum TileType {
Floor,
}
pub fn xy_idx(x: i32, y: i32) -> usize {
(y as usize * 80) + x as usize
pub struct Map {
pub tiles: Vec<TileType>,
pub rooms: Vec<Rect>,
pub width: i32,
pub height: i32,
}
fn new_map_test() -> 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;
impl Map {
pub fn xy_idx(&self, x: i32, y: i32) -> usize {
((y * self.width) + x) as usize
}
// 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;
}
pub fn tile_at(&self, x: i32, y:i32) -> TileType {
self.tiles[self.xy_idx(x, y)]
}
map
}
fn apply_room_to_map(room: &Rect, map: &mut Vec<TileType>) {
fn apply_room_to_map(&mut self, room: &Rect) {
for x in room.x1..room.x2 {
for y in room.y1..room.y2 {
map[xy_idx(x, y)] = TileType::Floor
let idx = self.xy_idx(x,y);
self.tiles[idx] = TileType::Floor
}
}
}
fn apply_horizontal_tunnel(map: &mut Vec<TileType>, x1: i32, x2: i32, y: i32) {
fn apply_horizontal_tunnel(&mut self, x1: i32, x2: i32, y: i32) {
for x in min(x1, x2)..=max(x1, x2) {
map[xy_idx(x, y)] = TileType::Floor
let idx=self.xy_idx(x, y);
self.tiles[idx] = TileType::Floor
}
}
fn apply_vertical_tunnel(map: &mut Vec<TileType>, x: i32, y1: i32, y2: i32) {
fn apply_vertical_tunnel(&mut self, x: i32, y1: i32, y2: i32) {
for y in min(y1, y2)..=max(y1, y2) {
map[xy_idx(x, y)] = TileType::Floor
let idx=self.xy_idx(x, y);
self.tiles[idx] = TileType::Floor
}
}
pub fn new_map_rooms_and_corridors() -> Vec<TileType> {
let mut map = vec![TileType::Wall; 80 * 50];
pub fn new_map_rooms_and_corridors() -> Map {
let mut map = Map {
tiles: vec![TileType::Wall; 80 * 50],
rooms: Vec::new(),
width: 80,
height: 50,
};
let mut rooms: Vec<Rect> = Vec::new();
const MAX_ROOMS: i32 = 30;
const MIN_SIZE: i32 = 6;
const MAX_SIZE: i32 = 10;
@ -78,45 +68,43 @@ pub fn new_map_rooms_and_corridors() -> Vec<TileType> {
let y = rng.roll_dice(1, 50 - h - 1) - 1;
let new_room = Rect::new(x, y, w, h);
let mut ok = true;
for other_room in rooms.iter() {
for other_room in map.rooms.iter() {
if new_room.intersect(other_room) {
ok = false
}
}
if ok {
apply_room_to_map(&new_room, &mut map);
if rooms.len() > 0 {
map.apply_room_to_map(&new_room);
if map.rooms.len() > 0 {
let r1_center = new_room.center();
let r2_center = rooms[rooms.len() - 1].center();
let r2_center = map.rooms[map.rooms.len() - 1].center();
if rng.range(0, 2) == 1 {
apply_horizontal_tunnel(&mut map, r1_center.0, r2_center.0, r1_center.1);
apply_vertical_tunnel(
&mut map,
map.apply_horizontal_tunnel(r1_center.0, r2_center.0, r1_center.1);
map.apply_vertical_tunnel(
max(r1_center.0, r2_center.0),
r1_center.1,
r2_center.1,
);
} else {
apply_vertical_tunnel(&mut map, r1_center.0, r1_center.1, r2_center.1);
apply_horizontal_tunnel(
&mut map,
map.apply_vertical_tunnel(r1_center.0, r1_center.1, r2_center.1);
map.apply_horizontal_tunnel(
r1_center.0,
r2_center.0,
max(r1_center.1, r2_center.1),
);
}
}
rooms.push(new_room);
map.rooms.push(new_room);
}
}
map
}
pub fn draw_map(map: &[TileType], ctx: &mut Rltk) {
pub fn draw_map(&self, ctx: &mut Rltk) {
let mut y = 0;
let mut x = 0;
for tile in map.iter() {
for tile in self.tiles.iter() {
// Render a tile depending upon the tile type
match tile {
TileType::Floor => {
@ -147,3 +135,4 @@ pub fn draw_map(map: &[TileType], ctx: &mut Rltk) {
}
}
}
}