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- use rltk::{VirtualKeyCode, Rltk};
- use specs::prelude::*;
- use super::{Position, Player, TileType, xy_idx, State};
- pub 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.x = 79; }
- if pos.y < 0 { pos.y = 0; }
- if pos.y > 49 { pos.y = 49; }
- }
- }
- }
- 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),
- _ => {}
- },
- }
- }
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