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- use rltk::{Console, GameState, Rltk, RGB, VirtualKeyCode};
- use specs::prelude::*;
- #[macro_use]
- extern crate specs_derive;
- 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<TileType> {
- 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::<Position>();
- let mut players = ecs.write_storage::<Player>();
- let map = ecs.fetch::<Vec<TileType>>();
- 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 += delta_x;
- pos.y += delta_y;
- if pos.x < 0 { pos.x = 0; }
- if pos.x > 79 { pos.y = 79; }
- if pos.y < 0 { pos.y = 0; }
- if pos.y > 49 { pos.y = 49; }
- }
- }
- }
- 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::<Vec<TileType>>();
- draw_map(&map, ctx);
- let positions = self.ecs.read_storage::<Position>();
- let renderables = self.ecs.read_storage::<Renderable>();
- 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::<Position>();
- gs.ecs.register::<Renderable>();
- gs.ecs.register::<Player>();
- 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);
- }
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