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Build a simple example to show using entities as events

Getty Ritter 1 year ago
commit
497283f083
4 changed files with 3013 additions and 0 deletions
  1. 2 0
      .gitignore
  2. 2513 0
      Cargo.lock
  3. 15 0
      Cargo.toml
  4. 483 0
      src/main.rs

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+ 15 - 0
Cargo.toml

@@ -0,0 +1,15 @@
+[package]
+name = "evented-sample"
+version = "0.1.0"
+authors = ["Getty Ritter <gettylefou@gmail.com>"]
+edition = "2018"
+
+# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
+
+[dependencies]
+ggez = "*"
+specs = "*"
+specs-derive = "*"
+specs-system-macro = { git = "https://git.infinitenegativeutility.com/getty/specs-system-macro.git" }
+winit = "*"
+rand = "*"

+ 483 - 0
src/main.rs

@@ -0,0 +1,483 @@
+#[macro_use] extern crate specs_derive;
+#[macro_use] extern crate specs_system_macro;
+
+use ggez::graphics::Drawable;
+use specs::prelude::*;
+use specs::world::WorldExt;
+
+// * constants
+
+const WIDTH: f32 = 640.0;
+const HEIGHT: f32 = 480.0;
+const MAX_HP: u32 = 100;
+
+// * utility functions
+
+fn clamp(x: f32, min: f32, max: f32) -> f32 {
+    if x < min {
+        min
+    } else if x > max {
+        max
+    } else {
+        x
+    }
+}
+
+// * components
+
+/// This is a component for things which can appear on the screen
+#[derive(Component)]
+pub struct Drawn {
+    sprite: Sprite,
+}
+
+/// We only have three things which appear: the player, the hostile
+/// red dots, and the green 'collision' that appears when they hit
+/// each other
+pub enum Sprite {
+    Player,
+    Hostile,
+    Kaboom,
+}
+
+impl Sprite {
+    /// Convert one of the pre-known sprites to is intended visual appearance
+    fn to_mesh(&self, ctx: &mut ggez::Context) -> ggez::GameResult<ggez::graphics::Mesh> {
+        match self {
+            Sprite::Player => {
+                ggez::graphics::Mesh::new_circle(
+                    ctx,
+                    ggez::graphics::DrawMode::fill(),
+                    [0.0, 0.0],
+                    10.0,
+                    0.1,
+                    ggez::graphics::WHITE,
+                )
+            },
+            Sprite::Hostile => {
+                ggez::graphics::Mesh::new_circle(
+                    ctx,
+                    ggez::graphics::DrawMode::fill(),
+                    [0.0, 0.0],
+                    10.0,
+                    0.1,
+                    (1.0, 0.0, 0.0).into(),
+                )
+            },
+            Sprite::Kaboom => {
+                ggez::graphics::Mesh::new_circle(
+                    ctx,
+                    ggez::graphics::DrawMode::stroke(1.0),
+                    [0.0, 0.0],
+                    20.0,
+                    0.1,
+                    (0.0, 1.0, 0.0).into(),
+                )
+            },
+        }
+    }
+}
+
+/// A component for things which can be positioned somewhere on the
+/// screen
+#[derive(Component, Copy, Clone)]
+pub struct Position {
+    x: f32,
+    y: f32,
+}
+
+impl Position {
+    /// Lazy collision detection: returns true if the two points are
+    /// within 20 units of each other
+    fn close_to(&self, other: &Position) -> bool{
+        let dx = self.x - other.x;
+        let dy = self.y - other.y;
+        (dx * dx + dy * dy).sqrt() < 20.0
+    }
+}
+
+/// A component for things which move around the screen at a specific
+/// velocity
+#[derive(Component)]
+pub struct Velocity {
+    dx: f32,
+    dy: f32,
+}
+
+/// A component for things which are player-controlled: that is, the
+/// player.
+#[derive(Component)]
+pub struct Controlled;
+
+/// A component for apply damage events
+#[derive(Component)]
+pub struct AppliesDamage {
+    target: specs::Entity,
+}
+
+/// A component for things which are ephemeral: when lifetime hits 0,
+/// the thing is removed
+#[derive(Component)]
+pub struct Lifetime {
+    lifetime: usize,
+}
+
+#[derive(Component)]
+pub struct HP {
+    hp: u32,
+}
+
+// * KeyState impl
+
+
+/// A KeyState contains four bools that indicate whether particular
+/// keys are held (the only four keys we care about, the famous
+/// Gamer's Square: W, A, S, and who can forget D?)
+pub struct KeyState {
+    w_pressed: bool,
+    a_pressed: bool,
+    s_pressed: bool,
+    d_pressed: bool,
+}
+
+impl KeyState {
+    /// By default, none of them are held down
+    fn new() -> KeyState {
+        KeyState {
+            w_pressed: false,
+            a_pressed: false,
+            s_pressed: false,
+            d_pressed: false,
+        }
+    }
+
+    /// On a key-down event, we might flip some to true
+    fn handle_down(&mut self, kc: winit::VirtualKeyCode) {
+        if kc == winit::VirtualKeyCode::W {
+            self.w_pressed = true;
+        }
+        if kc == winit::VirtualKeyCode::A {
+            self.a_pressed = true;
+        }
+        if kc == winit::VirtualKeyCode::S {
+            self.s_pressed = true;
+        }
+        if kc == winit::VirtualKeyCode::D {
+            self.d_pressed = true;
+        }
+    }
+
+    /// On a key-up event, we might flip some to false
+    fn handle_up(&mut self, kc: winit::VirtualKeyCode) {
+        if kc == winit::VirtualKeyCode::W {
+            self.w_pressed = false;
+        }
+        if kc == winit::VirtualKeyCode::A {
+            self.a_pressed = false;
+        }
+        if kc == winit::VirtualKeyCode::S {
+            self.s_pressed = false;
+        }
+        if kc == winit::VirtualKeyCode::D {
+            self.d_pressed = false;
+        }
+    }
+
+}
+
+// * systems
+
+/// The Draw system, which needs access to the ggez context in order
+/// to, uh, draw stuff
+struct Draw<'t> {
+    pub ctx: &'t mut ggez::Context,
+}
+
+impl<'a, 't> specs::System<'a> for Draw<'t> {
+    type SystemData = (
+        // Position and Drawn are for the usual screen entities
+        specs::ReadStorage<'a, Position>,
+        specs::ReadStorage<'a, Drawn>,
+        // HP and Controlled is so we can display the player HP
+        specs::ReadStorage<'a, HP>,
+        specs::ReadStorage<'a, Controlled>,
+    );
+
+    fn run(&mut self, (pos, draw, hp, controlled): Self::SystemData) {
+        // clear to black
+        ggez::graphics::clear(self.ctx, ggez::graphics::BLACK);
+        // draw all the drawable things
+        for (pos, draw) in (&pos, &draw).join() {
+            let param = ggez::graphics::DrawParam {
+                dest: [pos.x, pos.y].into(),
+                ..ggez::graphics::DrawParam::default()
+            };
+            draw.sprite.to_mesh(self.ctx).unwrap().draw(self.ctx, param).unwrap();
+        }
+        // find the HP of the player and print it on the screen
+        for (hp, _) in (&hp, &controlled).join() {
+            let player_hp = format!("HP: {}/{}", hp.hp, MAX_HP);
+            let display = ggez::graphics::Text::new(player_hp);
+            display.draw(self.ctx, ([50.0, 50.0],).into()).unwrap();
+        }
+        // show it, yo
+        ggez::graphics::present(self.ctx).unwrap();
+    }
+}
+
+// The Control system is for adjusting the current velocity of things
+// based on the current state of the keys. The longer you hold keys,
+// the more it'll accelerate, up to some fixed speed (20 units per
+// tick)
+system!{
+    Control(resource kc: KeyState, _c: Controlled, mut v: Velocity) {
+        const SPEEDUP: f32 = 0.2;
+        if kc.w_pressed {
+            v.dy -= SPEEDUP;
+        }
+        if kc.a_pressed {
+            v.dx -= SPEEDUP;
+        }
+        if kc.s_pressed {
+            v.dy += SPEEDUP;
+        }
+        if kc.d_pressed {
+            v.dx += SPEEDUP;
+        }
+        v.dx = clamp(v.dx, -20.0, 20.0);
+        v.dy = clamp(v.dy, -20.0, 20.0);
+    }
+}
+
+
+// This applies friction to components, currently by a global amount
+system!{
+    Slowdown(mut v: Velocity, _c: Controlled) {
+        const ROUNDING: f32 = 0.01;
+        const FRICTION: f32 = 0.95;
+        if v.dx.abs() < ROUNDING {
+            v.dx = 0.0;
+        } else {
+            v.dx *= FRICTION;
+        }
+        if v.dy.abs() < ROUNDING {
+            v.dy = 0.0
+        } else {
+            v.dy *= FRICTION;
+        }
+    }
+}
+
+// This moves components around and handles wrapping them
+system!{
+    Move(mut pos: Position, v: Velocity) {
+        pos.x += v.dx;
+        pos.y += v.dy;
+        if pos.x < 0.0 {
+            pos.x += WIDTH;
+        } else if pos.x > WIDTH {
+            pos.x -= WIDTH;
+        }
+        if pos.y < 0.0 {
+            pos.y += HEIGHT;
+        } else if pos.y > HEIGHT {
+            pos.y -= HEIGHT;
+        }
+    }
+}
+
+// This naively handles collision detection in a shitty way that
+// would never scale for anything real
+system_impl!{
+    Collision(
+        en: Entity,
+        mut pos: Position,
+        hp: HP,
+        mut lifetime: Lifetime,
+        mut drawn: Drawn,
+        mut damage: AppliesDamage,
+    ) {
+        let mut seen = std::collections::HashMap::new();
+        // just compare every entity to every other one
+        for (e1, p1, _) in (&en, &pos, &hp).join() {
+            for (e2, p2, _) in (&en, &pos, &hp).join() {
+                // don't collide with ourselves, that's stupid
+                if e1 == e2 {
+                    continue;
+                }
+                // if they're close and we haven't already looked at
+                // this one (which we might have!) then add it to the
+                // set of collisions
+                if p1.close_to(p2) && !seen.contains_key(&(e1, e2)) {
+                    seen.insert((e1, e2), p1.clone());
+                }
+            }
+        }