use rltk::{GameState, Point, Rltk, VirtualKeyCode, RGB}; use specs::prelude::*; use std::cmp::{max, min}; mod rect; pub use rect::*; mod map; pub use map::*; mod components; pub use components::*; mod visibility_system; pub use visibility_system::VisibilitySystem; mod monster_ai_system; pub use monster_ai_system::MonsterAI; #[macro_use] extern crate specs_derive; #[derive(PartialEq, Copy, Clone)] pub enum RunState { Paused, Running, } pub struct State { ecs: World, runstate: RunState, } pub 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::(); let mut viewsheds = ecs.write_storage::(); let map = ecs.fetch::(); for (_player, pos, viewshed) in (&mut players, &mut positions, &mut viewsheds).join() { let destination_idx = map.xy_idx(pos.x + delta_x, pos.y + delta_y); if map.tiles[destination_idx] != TileType::Wall { pos.x = min(79, max(0, pos.x + delta_x)); pos.y = min(49, max(0, pos.y + delta_y)); let mut ppos = ecs.write_resource::(); ppos.x = pos.x; ppos.y = pos.y; viewshed.dirty = true; } } } pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState { // Player movement match ctx.key { None => return RunState::Paused, // 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), _ => return RunState::Paused, }, } RunState::Running } impl State { fn run_systems(&mut self) { let mut vis = VisibilitySystem {}; vis.run_now(&self.ecs); let mut mob = MonsterAI {}; mob.run_now(&self.ecs); self.ecs.maintain(); } } impl GameState for State { fn tick(&mut self, ctx: &mut Rltk) { ctx.cls(); if self.runstate == RunState::Running { self.run_systems(); self.runstate = RunState::Paused; } else { self.runstate = player_input(self, ctx); } draw_map(&self.ecs, ctx); let positions = self.ecs.read_storage::(); let renderables = self.ecs.read_storage::(); let map = self.ecs.fetch::(); for (pos, render) in (&positions, &renderables).join() { let idx = map.xy_idx(pos.x, pos.y); if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph); } } } } pub fn draw_map(ecs: &World, ctx: &mut Rltk) { let map = ecs.fetch::(); let mut y = 0; let mut x = 0; for (idx, tile) in map.tiles.iter().enumerate() { // Render a tile depending upon the tile type, if revealed if map.revealed_tiles[idx] { let glyph; let mut fg; match tile { TileType::Floor => { glyph = rltk::to_cp437('.'); fg = RGB::from_f32(0.5, 0.5, 0.5); } TileType::Wall => { glyph = rltk::to_cp437('#'); fg = RGB::from_f32(0.0, 1.0, 0.0); } } if !map.visible_tiles[idx] { fg = fg.to_greyscale() } ctx.set(x, y, fg, RGB::from_f32(0., 0., 0.), glyph); } // Move the coordinates x += 1; if x >= map.width { x = 0; y += 1; } } } fn main() -> rltk::BError { use rltk::RltkBuilder; let context = RltkBuilder::simple80x50() .with_title("Roguelike Tutorial") .build()?; let mut gs = State { ecs: World::new(), runstate: RunState::Running, }; let map = Map::new_map_rooms_and_corridors(); let (player_x, player_y) = map.rooms[0].center(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs .create_entity() .with(Position { x: player_x, y: player_y, }) .with(Renderable { glyph: rltk::to_cp437('@'), fg: RGB::named(rltk::YELLOW), bg: RGB::named(rltk::BLACK), }) .with(Player {}) .with(Viewshed { visible_tiles: Vec::new(), range: 8, dirty: true, }) .with(Name { name: "Player".to_string(), }) .build(); let mut rng = rltk::RandomNumberGenerator::new(); for (idx, room) in map.rooms.iter().skip(1).enumerate() { let (x, y) = room.center(); let (glyph, name): (u16, String) = match rng.roll_dice(1, 2) { 1 => (rltk::to_cp437('g'), "Goblin".to_string()), _ => (rltk::to_cp437('o'), "Orc".to_string()), }; gs.ecs .create_entity() .with(Position { x, y }) .with(Renderable { glyph, fg: RGB::named(rltk::RED), bg: RGB::named(rltk::BLACK), }) .with(Viewshed { visible_tiles: Vec::new(), range: 8, dirty: true, }) .with(Monster {}) .with(Name { name: format!("{} #{}", &name, idx), }) .build(); } gs.ecs.insert(map); gs.ecs.insert(Point::new(player_x, player_y)); rltk::main_loop(context, gs) }