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bc3378505b
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.gitignore
vendored
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.gitignore
vendored
@ -9,3 +9,4 @@ Cargo.lock
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# These are backup files generated by rustfmt
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# These are backup files generated by rustfmt
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**/*.rs.bk
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**/*.rs.bk
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1758
Cargo.lock
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1758
Cargo.lock
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Load Diff
12
Cargo.toml
12
Cargo.toml
@ -1,12 +0,0 @@
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[package]
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name = "hellorust"
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version = "0.1.0"
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authors = ["Peter Hart <cinphart@gmail.com>"]
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edition = "2018"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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[dependencies]
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rltk = { version = "0.7.0" }
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specs = "0.16.1"
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specs-derive = "0.4.1"
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199
src/main.rs
199
src/main.rs
@ -1,199 +0,0 @@
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use rltk::{Console, GameState, Rltk, RGB, VirtualKeyCode};
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use specs::prelude::*;
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use std::cmp::{max, min};
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#[macro_use]
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extern crate specs_derive;
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#[derive(Component)]
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struct Position {
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x: i32,
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y: i32,
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}
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#[derive(Component)]
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struct Renderable {
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glyph: u8,
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fg: RGB,
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bg: RGB,
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}
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struct State {
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ecs: World
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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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fn tick(&mut self, ctx : &mut Rltk) {
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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 renderables = self.ecs.read_storage::<Renderable>();
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for (pos, render) in (&positions, &renderables).join() {
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ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph);
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}
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}
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}
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fn main() {
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use rltk::RltkBuilder;
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let context = RltkBuilder::simple80x50()
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.with_title("Roguelike Tutorial")
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.build();
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let mut gs = State {
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ecs: World::new()
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};
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gs.ecs.register::<Position>();
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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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.create_entity()
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.with(Position { x: 40, y: 25 })
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.with(Renderable {
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glyph: rltk::to_cp437('@'),
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fg: RGB::named(rltk::YELLOW),
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bg: RGB::named(rltk::BLACK),
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})
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.with(Player{})
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.build();
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for i in 0..10 {
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gs.ecs
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.create_entity()
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.with(Position { x: i * 7, y: 20 })
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.with(Renderable {
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glyph: rltk::to_cp437('☺'),
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fg: RGB::named(rltk::RED),
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bg: RGB::named(rltk::BLACK),
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})
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.with(LeftMover {})
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.build();
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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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}
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