player.rs 1.8 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344
  1. use rltk::{VirtualKeyCode, Rltk};
  2. use specs::prelude::*;
  3. use super::{Position, Player, TileType, xy_idx, State};
  4. pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
  5. let mut positions = ecs.write_storage::<Position>();
  6. let mut players = ecs.write_storage::<Player>();
  7. let map = ecs.fetch::<Vec<TileType>>();
  8. for (_player, pos) in (&mut players, &mut positions).join() {
  9. let destination_idx = xy_idx(pos.x + delta_x, pos.y + delta_y);
  10. if map[destination_idx] != TileType::Wall {
  11. pos.x += delta_x;
  12. pos.y += delta_y;
  13. if pos.x < 0 { pos.x = 0; }
  14. if pos.x > 79 { pos.x = 79; }
  15. if pos.y < 0 { pos.y = 0; }
  16. if pos.y > 49 { pos.y = 49; }
  17. }
  18. }
  19. }
  20. pub fn player_input(gs: &mut State, ctx: &mut Rltk) {
  21. // Player movement
  22. match ctx.key {
  23. None => {} // Nothing happened
  24. Some(key) => match key {
  25. VirtualKeyCode::Left => try_move_player(-1, 0, &mut gs.ecs),
  26. VirtualKeyCode::Numpad4 => try_move_player(-1, 0, &mut gs.ecs),
  27. VirtualKeyCode::H => try_move_player(-1, 0, &mut gs.ecs),
  28. VirtualKeyCode::Right => try_move_player(1, 0, &mut gs.ecs),
  29. VirtualKeyCode::Numpad6 => try_move_player(1, 0, &mut gs.ecs),
  30. VirtualKeyCode::L => try_move_player(1, 0, &mut gs.ecs),
  31. VirtualKeyCode::Up => try_move_player(0, -1, &mut gs.ecs),
  32. VirtualKeyCode::Numpad8 => try_move_player(0, -1, &mut gs.ecs),
  33. VirtualKeyCode::K => try_move_player(0, -1, &mut gs.ecs),
  34. VirtualKeyCode::Down => try_move_player(0, 1, &mut gs.ecs),
  35. VirtualKeyCode::Numpad2 => try_move_player(0, 1, &mut gs.ecs),
  36. VirtualKeyCode::J => try_move_player(0, 1, &mut gs.ecs),
  37. _ => {}
  38. },
  39. }
  40. }