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::MeleeCombatSystem.run_now(&self.ecs);
  30. systems::DamageSystem.run_now(&self.ecs);
  31. self.ecs.maintain();
  32. }
  33. }
  34. impl GameState for State {
  35. fn tick(&mut self, ctx: &mut Rltk) {
  36. ctx.cls();
  37. let mut newrunstate = *self.ecs.fetch::<RunState>();
  38. match newrunstate {
  39. RunState::PreRun => {
  40. self.run_systems();
  41. newrunstate = RunState::AwaitingInput;
  42. }
  43. RunState::AwaitingInput => {
  44. newrunstate = player::player_input(self, ctx);
  45. }
  46. RunState::PlayerTurn => {
  47. self.run_systems();
  48. newrunstate = RunState::MonsterTurn;
  49. }
  50. RunState::MonsterTurn => {
  51. self.run_systems();
  52. newrunstate = RunState::AwaitingInput;
  53. }
  54. }
  55. player::HandleInputEvent.run_now(&self.ecs);
  56. systems::HandleMoveEvent.run_now(&self.ecs);
  57. *self.ecs.write_resource() = newrunstate;
  58. systems::CleanupDead.run_now(&self.ecs);
  59. map::draw_map(&self.ecs, ctx);
  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. let map: Map = Map::new_map_rooms_and_corridors();
  79. let (player_x, player_y) = map.rooms[0].center();
  80. let player_entity = gs
  81. .ecs
  82. .create_entity()
  83. .with(Position {
  84. x: player_x,
  85. y: player_y,
  86. })
  87. .with(Renderable {
  88. glyph: rltk::to_cp437('@'),
  89. fg: RGB::named(rltk::YELLOW),
  90. bg: RGB::named(rltk::BLACK),
  91. })
  92. .with(Player)
  93. .with(Viewshed {
  94. visible_tiles: Vec::new(),
  95. range: 8,
  96. dirty: true,
  97. })
  98. .with(Name {
  99. name: "Player".to_string(),
  100. })
  101. .with(CombatStats {
  102. max_hp: 30,
  103. hp: 30,
  104. defense: 2,
  105. power: 5,
  106. })
  107. .build();
  108. let mut rng = rltk::RandomNumberGenerator::new();
  109. for (i, room) in map.rooms.iter().skip(1).enumerate() {
  110. let (x, y) = room.center();
  111. let glyph: u8;
  112. let name: String;
  113. let roll = rng.roll_dice(1, 2);
  114. match roll {
  115. 1 => {
  116. glyph = rltk::to_cp437('g');
  117. name = "Goblin".to_string();
  118. }
  119. _ => {
  120. glyph = rltk::to_cp437('o');
  121. name = "Orc".to_string();
  122. }
  123. }
  124. gs.ecs
  125. .create_entity()
  126. .with(Position { x, y })
  127. .with(Renderable {
  128. glyph,
  129. fg: RGB::named(rltk::RED),
  130. bg: RGB::named(rltk::BLACK),
  131. })
  132. .with(Viewshed {
  133. visible_tiles: Vec::new(),
  134. range: 8,
  135. dirty: true,
  136. })
  137. .with(Monster)
  138. .with(Name {
  139. name: format!("{} #{}", &name, i),
  140. })
  141. .with(BlocksTile)
  142. .with(CombatStats {
  143. max_hp: 16,
  144. hp: 16,
  145. defense: 1,
  146. power: 4,
  147. })
  148. .build();
  149. }
  150. gs.ecs.insert(map);
  151. gs.ecs.insert(Point::new(player_x, player_y));
  152. gs.ecs.insert(player_entity);
  153. gs.ecs.insert(RunState::PreRun);
  154. rltk::main_loop(context, gs);
  155. }