extern crate rltk; use rltk::{VirtualKeyCode, Rltk}; extern crate specs; use specs::prelude::*; use std::cmp::{max, min}; use super::{Position, Player, Viewshed, TileType, State, Map}; pub 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 mut viewsheds = ecs.write_storage::(); let map = ecs.fetch::(); for (_player, pos, viewshed) in (&mut players, &mut positions, &mut viewsheds).join() { let destination_idx = map.xy_idx(pos.x + delta_x, pos.y + delta_y); if map.tiles[destination_idx] != TileType::Wall { pos.x = min(79 , max(0, pos.x + delta_x)); pos.y = min(49, max(0, pos.y + delta_y)); viewshed.dirty = true; } } } pub 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::Numpad4 => try_move_player(-1, 0, &mut gs.ecs), VirtualKeyCode::H => try_move_player(-1, 0, &mut gs.ecs), VirtualKeyCode::Right => try_move_player(1, 0, &mut gs.ecs), VirtualKeyCode::Numpad6 => try_move_player(1, 0, &mut gs.ecs), VirtualKeyCode::L => try_move_player(1, 0, &mut gs.ecs), VirtualKeyCode::Up => try_move_player(0, -1, &mut gs.ecs), VirtualKeyCode::Numpad8 => try_move_player(0, -1, &mut gs.ecs), VirtualKeyCode::K => try_move_player(0, -1, &mut gs.ecs), VirtualKeyCode::Down => try_move_player(0, 1, &mut gs.ecs), VirtualKeyCode::Numpad2 => try_move_player(0, 1, &mut gs.ecs), VirtualKeyCode::J => try_move_player(0, 1, &mut gs.ecs), _ => {} }, } }