extern crate rltk; use rltk::{Console, GameState, Rltk, RGB}; extern crate specs; use specs::prelude::*; #[macro_use] extern crate specs_derive; mod components; pub use components::*; mod map; pub use map::*; mod player; use player::*; mod rect; pub use rect::Rect; mod visibility_system; use visibility_system::VisibilitySystem; rltk::add_wasm_support!(); pub struct State { pub ecs: World } impl State { fn run_systems(&mut self) { let mut vis = VisibilitySystem{}; vis.run_now(&self.ecs); self.ecs.maintain(); } } impl GameState for State { fn tick(&mut self, ctx : &mut Rltk) { ctx.cls(); player_input(self, ctx); self.run_systems(); draw_map(&self.ecs, 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() }; gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); let map : Map = Map::new_map_rooms_and_corridors(); let (player_x, player_y) = map.rooms[0].center(); gs.ecs.insert(map); 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 }) .build(); rltk::main_loop(context, gs); }