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+# Chapter 3 - Walking a Map
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+
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+---
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+
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+***About this tutorial***
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+
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+*This tutorial is free and open source, and all code uses the MIT license - so you are free to do with it as you like. My hope is that you will enjoy the tutorial, and make great games!*
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+
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+*If you enjoy this and would like me to keep writing, please consider supporting [my Patreon](https://www.patreon.com/blackfuture).*
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+
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+---
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+
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+A Roguelike without a map to explore is a bit pointless, so in this chapter we'll put together a basic map, draw it, and let your player walk around a bit. We're starting with the code from chapter 2, but with the red smiley faces (and their leftward tendencies) removed.
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+
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+## Defining the map tiles
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+
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+We'll start by allowing two tile types: walls and floors. We can represent this with an `enum`:
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+
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+```rust
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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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+```
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+
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+Notice that we've included some derived features: `Copy` and `Clone` allow this to be used as a "value" type (that is, it just passes around the value instead of pointers), and `PartialEq` allows us to use `==` to see if two tile types match.
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+
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+## Building a simple map
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+
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+Now we'll make a function that returns a `vec` (vector) of tiles, representing a simple map. We'll use a vector sized to the whole map, which means we need a way to figure out which array index is at a given x/y position. So first, we make a new function `xy_idx`:
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+
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+```rust
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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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+```
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+
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+This is simple: it multiplies the `y` position by the map width (80), and adds `x`. This guarantees one tile per location, and efficiently maps it in memory for left-to-right reading.
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+
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+Then we write the map function:
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+```rust
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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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+
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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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+
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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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+
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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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+
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+ map
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+}
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+```
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+
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+It's pretty simple: it places walls around the outer edges of the map, and then adds 400 random walls anywhere that isn't the player's starting point.
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+
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+## Making the map visible to the world
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+
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+Specs includes a concept of "resources" - shared data the whole ECS can use. So in our `main` function, we add a randomly generated map to the world:
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+
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+```rust
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+gs.ecs.insert(new_map());
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+```
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+
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+The map is now available from anywhere the ECS can see! Now inside your code, you can access the map with the rather unwieldy `let map = self.ecs.get_mut::<Vec<TileType>>();`; it's available to systems in an easier fasion.
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+
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+## Draw the map
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+
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+Now that we have a map available, we should put it on the screen! The complete code for the new `draw_map` function looks like this:
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+
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+```rust
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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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+
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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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+```
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+
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+This is mostly straightforward. In the declaration, we pass the map as `&[TileType]` rather than `&Vec<TileType>`; this allows us to pass in "slices" (parts of) a map if we so choose. We won't do that yet, but it may be useful later. It's also considered a more "rustic" (that is: idiomatic Rust) way to do things, and the linter (`clippy`) warns about it.
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+
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+Otherwise, it takes advantage of the way we are storing our map - rows together, one after the other. So it iterates through the entire map structure, adding 1 to the `x` position for each tile. If it hits the map width, it zeroes `x` and adds one to `y`. This way we aren't repeatedly reading all over the array - which can get slow. The actual rendering is very simple: we `match` the tile type, and draw either a period or a hash for walls/floors.
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+
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+We should also call the function! In our `tick` function, add:
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+
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+```rust
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+let map = self.ecs.fetch::<Vec<TileType>>();
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+draw_map(&map, ctx);
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+```
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+
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+## Making walls solid
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+
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+So now if you run the program (`cargo run`), you'll have a green and grey map with a yellow `@` who can move around. Unfortunately, you'll quickly notice that the player can walk through walls! Fortunately, that's pretty easy to rectify.
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+
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+To accomplish this, we modify the `try_move_player` to read the map and check that the destination is open:
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+
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+```rust
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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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+ let map = ecs.fetch::<Vec<TileType>>();
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+
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+ for (_player, pos) in (&mut players, &mut positions).join() {
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+ let destination_idx = xy_idx(pos.x + delta_x, pos.y + delta_y);
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+ if map[destination_idx] != TileType::Wall {
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+ pos.x += delta_x;
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+ pos.y += delta_y;
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+
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+ if pos.x < 0 { pos.x = 0; }
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+ if pos.x > 79 { pos.y = 79; }
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+ if pos.y < 0 { pos.y = 0; }
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+ if pos.y > 49 { pos.y = 49; }
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+ }
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+ }
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+}
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+```
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+
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+The new parts are the `let map = ...` part, which uses `fetch` just the same way as the main loop (this is the advantage of storing it in the ECS - you can get to it everywhere without trying to coerce Rust into letting you use global variables!). We calculate the cell index of the player's destination with `let destination_idx = xy_idx(pos.x + delta_x, pos.y + delta_y);` - and if it isn't a wall, we move as normal.
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+
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+Run the program (`cargo run`) now, and you have a player in a map - and can move around, properly obstructed by walls.
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+
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+The full program now looks like this:
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+
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+```rust
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+extern crate rltk;
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+use rltk::{Console, GameState, Rltk, RGB, VirtualKeyCode};
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+extern crate specs;
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+use specs::prelude::*;
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+#[macro_use]
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+extern crate specs_derive;
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+
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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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+
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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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+
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+#[derive(Component, Debug)]
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+struct Player {}
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+
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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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+
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+struct State {
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+ ecs: World,
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+ systems: Dispatcher<'static, 'static>
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+}
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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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+
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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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+
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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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+
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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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+
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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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+
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+ map
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+}
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+
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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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+ let map = ecs.fetch::<Vec<TileType>>();
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+
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+ for (_player, pos) in (&mut players, &mut positions).join() {
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+ let destination_idx = xy_idx(pos.x + delta_x, pos.y + delta_y);
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+ if map[destination_idx] != TileType::Wall {
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+ pos.x += delta_x;
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+ pos.y += delta_y;
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+
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+ if pos.x < 0 { pos.x = 0; }
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+ if pos.x > 79 { pos.y = 79; }
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+ if pos.y < 0 { pos.y = 0; }
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+ if pos.y > 49 { pos.y = 49; }
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+ }
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+ }
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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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+
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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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+
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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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+
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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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+
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+ player_input(self, ctx);
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+ self.systems.dispatch(&self.ecs);
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+
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+ let map = self.ecs.fetch::<Vec<TileType>>();
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+ draw_map(&map, ctx);
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+
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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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+
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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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+
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+fn main() {
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+ let context = Rltk::init_simple8x8(80, 50, "Hello Rust World", "../resources");
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+ let mut gs = State {
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+ ecs: World::new(),
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+ systems : DispatcherBuilder::new()
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+ .build()
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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::<Player>();
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+
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+ gs.ecs.insert(new_map());
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+
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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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+
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+ rltk::main_loop(context, gs);
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+}
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+```
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+
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+---
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+
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+Copyright (C) 2019, Herbert Wolverson.
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+
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+---
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