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- extern crate rltk;
- use rltk::{Console, GameState, Rltk, RGB, Point};
- 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;
- mod monster_ai_system;
- use monster_ai_system::MonsterAI;
- #[derive(PartialEq, Copy, Clone)]
- pub enum RunState { Paused, Running }
- pub struct State {
- pub ecs: World,
- pub systems: Dispatcher<'static, 'static>,
- pub runstate : RunState
- }
- impl GameState for State {
- fn tick(&mut self, ctx : &mut Rltk) {
- ctx.cls();
-
- if self.runstate == RunState::Running {
- self.systems.dispatch(&self.ecs);
- self.runstate = RunState::Paused;
- } else {
- self.runstate = player_input(self, ctx);
- }
- draw_map(&self.ecs, ctx);
- let positions = self.ecs.read_storage::<Position>();
- let renderables = self.ecs.read_storage::<Renderable>();
- let map = self.ecs.fetch::<Map>();
- for (pos, render) in (&positions, &renderables).join() {
- let idx = map.xy_idx(pos.x, pos.y);
- if map.visible_tiles[idx] { 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()
- .with(VisibilitySystem{}, "visibility_system", &[])
- .with(MonsterAI{}, "monster_ai", &["visibility_system"])
- .build(),
- runstate : RunState::Running
- };
- gs.ecs.register::<Position>();
- gs.ecs.register::<Renderable>();
- gs.ecs.register::<Player>();
- gs.ecs.register::<Viewshed>();
- gs.ecs.register::<Monster>();
- gs.ecs.register::<Name>();
- let map : Map = Map::new_map_rooms_and_corridors();
- let (player_x, player_y) = map.rooms[0].center();
- 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 })
- .with(Name{name: "Player".to_string() })
- .build();
- let mut rng = rltk::RandomNumberGenerator::new();
- for (i,room) in map.rooms.iter().skip(1).enumerate() {
- let (x,y) = room.center();
- let glyph : u8;
- let name : String;
- let roll = rng.roll_dice(1, 2);
- match roll {
- 1 => { glyph = rltk::to_cp437('g'); name = "Goblin".to_string(); }
- _ => { glyph = rltk::to_cp437('o'); name = "Orc".to_string(); }
- }
- gs.ecs.create_entity()
- .with(Position{ x, y })
- .with(Renderable{
- glyph,
- fg: RGB::named(rltk::RED),
- bg: RGB::named(rltk::BLACK),
- })
- .with(Viewshed{ visible_tiles : Vec::new(), range: 8, dirty: true })
- .with(Monster{})
- .with(Name{ name: format!("{} #{}", &name, i) })
- .build();
- }
- gs.ecs.insert(map);
- gs.ecs.insert(Point::new(player_x, player_y));
- rltk::main_loop(context, gs);
- }
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