use rltk::{Console, GameState, Rltk, RGB, VirtualKeyCode}; use specs::prelude::*; #[macro_use] extern crate specs_derive; use std::cmp::{min, max}; rltk::add_wasm_support!(); #[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 } 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 = min(79 , max(0, pos.x + delta_x)); pos.y = min(49, max(0, pos.y + delta_y)); } } } 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.run_systems(); 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); } } } impl State { fn run_systems(&mut self) { self.ecs.maintain(); } } fn main() { let context = Rltk::init_simple8x8(80, 50, "Hello Rust World", "resources"); let mut gs = State { ecs: World::new() }; 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); }