player.rs 2.0 KB

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  1. extern crate rltk;
  2. use rltk::{VirtualKeyCode, Rltk};
  3. extern crate specs;
  4. use specs::prelude::*;
  5. use super::{Position, Player, Viewshed, TileType, State, Map};
  6. pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
  7. let mut positions = ecs.write_storage::<Position>();
  8. let mut players = ecs.write_storage::<Player>();
  9. let mut viewsheds = ecs.write_storage::<Viewshed>();
  10. let map = ecs.fetch::<Map>();
  11. for (_player, pos, viewshed) in (&mut players, &mut positions, &mut viewsheds).join() {
  12. let destination_idx = map.xy_idx(pos.x + delta_x, pos.y + delta_y);
  13. if map.tiles[destination_idx] != TileType::Wall {
  14. pos.x += delta_x;
  15. pos.y += delta_y;
  16. if pos.x < 0 { pos.x = 0; }
  17. if pos.x > 79 { pos.x = 79; }
  18. if pos.y < 0 { pos.y = 0; }
  19. if pos.y > 49 { pos.y = 49; }
  20. viewshed.dirty = true;
  21. }
  22. }
  23. }
  24. pub fn player_input(gs: &mut State, ctx: &mut Rltk) {
  25. // Player movement
  26. match ctx.key {
  27. None => {} // Nothing happened
  28. Some(key) => match key {
  29. VirtualKeyCode::Left => try_move_player(-1, 0, &mut gs.ecs),
  30. VirtualKeyCode::Numpad4 => try_move_player(-1, 0, &mut gs.ecs),
  31. VirtualKeyCode::H => try_move_player(-1, 0, &mut gs.ecs),
  32. VirtualKeyCode::Right => try_move_player(1, 0, &mut gs.ecs),
  33. VirtualKeyCode::Numpad6 => try_move_player(1, 0, &mut gs.ecs),
  34. VirtualKeyCode::L => try_move_player(1, 0, &mut gs.ecs),
  35. VirtualKeyCode::Up => try_move_player(0, -1, &mut gs.ecs),
  36. VirtualKeyCode::Numpad8 => try_move_player(0, -1, &mut gs.ecs),
  37. VirtualKeyCode::K => try_move_player(0, -1, &mut gs.ecs),
  38. VirtualKeyCode::Down => try_move_player(0, 1, &mut gs.ecs),
  39. VirtualKeyCode::Numpad2 => try_move_player(0, 1, &mut gs.ecs),
  40. VirtualKeyCode::J => try_move_player(0, 1, &mut gs.ecs),
  41. _ => {}
  42. },
  43. }
  44. }