main.rs 4.5 KB

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  1. #[macro_use]
  2. extern crate specs_derive;
  3. mod components;
  4. mod map;
  5. mod player;
  6. mod rect;
  7. mod systems;
  8. pub use components::*;
  9. pub use map::Map;
  10. pub use rect::Rect;
  11. use rltk::{Console, GameState, Point, Rltk, RGB};
  12. use specs::prelude::*;
  13. rltk::add_wasm_support!();
  14. #[derive(PartialEq, Copy, Clone)]
  15. pub enum RunState {
  16. AwaitingInput,
  17. PreRun,
  18. PlayerTurn,
  19. MonsterTurn,
  20. }
  21. pub struct State {
  22. pub ecs: World,
  23. }
  24. impl State {
  25. fn run_systems(&mut self) {
  26. systems::MapIndexingSystem.run_now(&self.ecs);
  27. systems::VisibilitySystem.run_now(&self.ecs);
  28. systems::MonsterAI.run_now(&self.ecs);
  29. systems::MoveFollow.run_now(&self.ecs);
  30. systems::MeleeCombatSystem.run_now(&self.ecs);
  31. systems::DamageSystem.run_now(&self.ecs);
  32. self.ecs.maintain();
  33. }
  34. }
  35. impl GameState for State {
  36. fn tick(&mut self, ctx: &mut Rltk) {
  37. ctx.cls();
  38. let mut newrunstate = *self.ecs.fetch::<RunState>();
  39. match newrunstate {
  40. RunState::PreRun => {
  41. self.run_systems();
  42. newrunstate = RunState::AwaitingInput;
  43. }
  44. RunState::AwaitingInput => {
  45. newrunstate = player::player_input(self, ctx);
  46. }
  47. RunState::PlayerTurn => {
  48. self.run_systems();
  49. newrunstate = RunState::MonsterTurn;
  50. }
  51. RunState::MonsterTurn => {
  52. self.run_systems();
  53. newrunstate = RunState::AwaitingInput;
  54. }
  55. }
  56. player::HandleInputEvent.run_now(&self.ecs);
  57. systems::HandleMoveEvent.run_now(&self.ecs);
  58. *self.ecs.write_resource() = newrunstate;
  59. systems::CleanupDead.run_now(&self.ecs);
  60. systems::DrawRenderables { ctx }.run_now(&self.ecs);
  61. }
  62. }
  63. fn main() {
  64. let context = Rltk::init_simple8x8(80, 50, "Hello Rust World", "resources");
  65. let mut gs = State { ecs: World::new() };
  66. gs.ecs.register::<Position>();
  67. gs.ecs.register::<Renderable>();
  68. gs.ecs.register::<Player>();
  69. gs.ecs.register::<Viewshed>();
  70. gs.ecs.register::<Monster>();
  71. gs.ecs.register::<Name>();
  72. gs.ecs.register::<BlocksTile>();
  73. gs.ecs.register::<CombatStats>();
  74. gs.ecs.register::<WantsToMelee>();
  75. gs.ecs.register::<SufferDamage>();
  76. gs.ecs.register::<InputEvent>();
  77. gs.ecs.register::<MoveEvent>();
  78. gs.ecs.register::<Seek>();
  79. let map: Map = Map::new_map_rooms_and_corridors();
  80. let (player_x, player_y) = map.rooms[0].center();
  81. let player_entity = gs
  82. .ecs
  83. .create_entity()
  84. .with(Position {
  85. x: player_x,
  86. y: player_y,
  87. })
  88. .with(Renderable {
  89. glyph: rltk::to_cp437('@'),
  90. fg: RGB::named(rltk::YELLOW),
  91. bg: RGB::named(rltk::BLACK),
  92. })
  93. .with(Player)
  94. .with(Viewshed {
  95. visible_tiles: Vec::new(),
  96. range: 8,
  97. dirty: true,
  98. })
  99. .with(Name {
  100. name: "Player".to_string(),
  101. })
  102. .with(CombatStats {
  103. max_hp: 30,
  104. hp: 30,
  105. defense: 2,
  106. power: 5,
  107. })
  108. .build();
  109. let mut rng = rltk::RandomNumberGenerator::new();
  110. for (i, room) in map.rooms.iter().skip(1).enumerate() {
  111. let (x, y) = room.center();
  112. let glyph: u8;
  113. let name: String;
  114. let roll = rng.roll_dice(1, 2);
  115. match roll {
  116. 1 => {
  117. glyph = rltk::to_cp437('g');
  118. name = "Goblin".to_string();
  119. }
  120. _ => {
  121. glyph = rltk::to_cp437('o');
  122. name = "Orc".to_string();
  123. }
  124. }
  125. gs.ecs
  126. .create_entity()
  127. .with(Position { x, y })
  128. .with(Renderable {
  129. glyph,
  130. fg: RGB::named(rltk::RED),
  131. bg: RGB::named(rltk::BLACK),
  132. })
  133. .with(Viewshed {
  134. visible_tiles: Vec::new(),
  135. range: 8,
  136. dirty: true,
  137. })
  138. .with(Monster)
  139. .with(Name {
  140. name: format!("{} #{}", &name, i),
  141. })
  142. .with(BlocksTile)
  143. .with(CombatStats {
  144. max_hp: 16,
  145. hp: 16,
  146. defense: 1,
  147. power: 4,
  148. })
  149. .build();
  150. }
  151. gs.ecs.insert(map);
  152. gs.ecs.insert(Point::new(player_x, player_y));
  153. gs.ecs.insert(player_entity);
  154. gs.ecs.insert(RunState::PreRun);
  155. rltk::main_loop(context, gs);
  156. }