# Chapter 3 - Walking a Map --- ***About this tutorial*** *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!* *If you enjoy this and would like me to keep writing, please consider supporting [my Patreon](https://www.patreon.com/blackfuture).* --- 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. ## Defining the map tiles We'll start by allowing two tile types: walls and floors. We can represent this with an `enum`: ```rust #[derive(PartialEq, Copy, Clone)] enum TileType { Wall, Floor } ``` 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. ## Building a simple map 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`: ```rust pub fn xy_idx(x: i32, y: i32) -> usize { (y as usize * 80) + x as usize } ``` 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. Then we write the map function: ```rust fn new_map() -> Vec { 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; } // 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; } } map } ``` 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. ## Making the map visible to the world 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: ```rust gs.ecs.insert(new_map()); ``` 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::>();`; it's available to systems in an easier fashion. ## Draw the map 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: ```rust fn draw_map(map: &[TileType], ctx : &mut Rltk) { let mut y = 0; let mut x = 0; for tile in map.iter() { // Render a tile depending upon the tile type match tile { TileType::Floor => { ctx.set(x, y, RGB::from_f32(0.5, 0.5, 0.5), RGB::from_f32(0., 0., 0.), rltk::to_cp437('.')); } TileType::Wall => { ctx.set(x, y, RGB::from_f32(0.0, 1.0, 0.0), RGB::from_f32(0., 0., 0.), rltk::to_cp437('#')); } } // Move the coordinates x += 1; if x > 79 { x = 0; y += 1; } } } ``` This is mostly straightforward. In the declaration, we pass the map as `&[TileType]` rather than `&Vec`; 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. 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. We should also call the function! In our `tick` function, add: ```rust let map = self.ecs.fetch::>(); draw_map(&map, ctx); ``` ## Making walls solid 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. To accomplish this, we modify the `try_move_player` to read the map and check that the destination is open: ```rust 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 map = ecs.fetch::>(); for (_player, pos) in (&mut players, &mut positions).join() { let destination_idx = xy_idx(pos.x + delta_x, pos.y + delta_y); if map[destination_idx] != TileType::Wall { pos.x += delta_x; pos.y += delta_y; if pos.x < 0 { pos.x = 0; } if pos.x > 79 { pos.y = 79; } if pos.y < 0 { pos.y = 0; } if pos.y > 49 { pos.y = 49; } } } } ``` 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. Run the program (`cargo run`) now, and you have a player in a map - and can move around, properly obstructed by walls. ![Screenshot](./c3-s1.gif) The full program now looks like this: ```rust extern crate rltk; use rltk::{Console, GameState, Rltk, RGB, VirtualKeyCode}; extern crate specs; use specs::prelude::*; #[macro_use] extern crate specs_derive; #[derive(Component)] struct Position { x: i32, y: i32, } #[derive(Component)] struct Renderable { glyph: u8, fg: RGB, bg: RGB, } #[derive(Component, Debug)] struct Player {} #[derive(PartialEq, Copy, Clone)] enum TileType { Wall, Floor } struct State { ecs: World, systems: Dispatcher<'static, 'static> } pub fn xy_idx(x: i32, y: i32) -> usize { (y as usize * 80) + x as usize } fn new_map() -> Vec { 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; } // 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; } } map } 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 map = ecs.fetch::>(); for (_player, pos) in (&mut players, &mut positions).join() { let destination_idx = xy_idx(pos.x + delta_x, pos.y + delta_y); if map[destination_idx] != TileType::Wall { pos.x += delta_x; pos.y += delta_y; if pos.x < 0 { pos.x = 0; } if pos.x > 79 { pos.y = 79; } if pos.y < 0 { pos.y = 0; } if pos.y > 49 { pos.y = 49; } } } } 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::Right => try_move_player(1, 0, &mut gs.ecs), VirtualKeyCode::Up => try_move_player(0, -1, &mut gs.ecs), VirtualKeyCode::Down => try_move_player(0, 1, &mut gs.ecs), _ => {} }, } } fn draw_map(map: &[TileType], ctx : &mut Rltk) { let mut y = 0; let mut x = 0; for tile in map.iter() { // Render a tile depending upon the tile type match tile { TileType::Floor => { ctx.set(x, y, RGB::from_f32(0.5, 0.5, 0.5), RGB::from_f32(0., 0., 0.), rltk::to_cp437('.')); } TileType::Wall => { ctx.set(x, y, RGB::from_f32(0.0, 1.0, 0.0), RGB::from_f32(0., 0., 0.), rltk::to_cp437('#')); } } // Move the coordinates x += 1; if x > 79 { x = 0; y += 1; } } } impl GameState for State { fn tick(&mut self, ctx : &mut Rltk) { ctx.cls(); player_input(self, ctx); self.systems.dispatch(&self.ecs); let map = self.ecs.fetch::>(); draw_map(&map, ctx); let positions = self.ecs.read_storage::(); let renderables = self.ecs.read_storage::(); for (pos, render) in (&positions, &renderables).join() { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph); } } } fn main() { let context = Rltk::init_simple8x8(80, 50, "Hello Rust World", "../resources"); let mut gs = State { ecs: World::new(), systems : DispatcherBuilder::new() .build() }; gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.insert(new_map()); gs.ecs .create_entity() .with(Position { x: 40, y: 25 }) .with(Renderable { glyph: rltk::to_cp437('@'), fg: RGB::named(rltk::YELLOW), bg: RGB::named(rltk::BLACK), }) .with(Player{}) .build(); rltk::main_loop(context, gs); } ``` **The source code for this chapter may be found [here](https://github.com/thebracket/rustrogueliketutorial/tree/master/chapter-03-walkmap)** --- Copyright (C) 2019, Herbert Wolverson. ---