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- #[macro_use]
- extern crate itertools;
- #[macro_use]
- extern crate specs_derive;
- mod components;
- mod map;
- mod player;
- mod rect;
- mod systems;
- pub use components::*;
- pub use map::Map;
- pub use rect::Rect;
- use rltk::{Console, GameState, Point, Rltk, RGB};
- use specs::prelude::*;
- rltk::add_wasm_support!();
- #[derive(PartialEq, Copy, Clone)]
- pub enum RunState {
- AwaitingInput,
- PreRun,
- PlayerTurn,
- MonsterTurn,
- }
- pub struct State {
- pub ecs: World,
- }
- impl State {
- fn run_systems(&mut self) {
- systems::MapIndexingSystem.run_now(&self.ecs);
- systems::VisibilitySystem.run_now(&self.ecs);
- systems::MonsterAI.run_now(&self.ecs);
- systems::MoveFollow.run_now(&self.ecs);
- systems::MeleeCombatSystem.run_now(&self.ecs);
- systems::DamageSystem.run_now(&self.ecs);
- self.ecs.maintain();
- }
- }
- impl GameState for State {
- fn tick(&mut self, ctx: &mut Rltk) {
- ctx.cls();
- let mut newrunstate = *self.ecs.fetch::<RunState>();
- match newrunstate {
- RunState::PreRun => {
- self.run_systems();
- newrunstate = RunState::AwaitingInput;
- }
- RunState::AwaitingInput => {
- newrunstate = player::player_input(self, ctx);
- }
- RunState::PlayerTurn => {
- self.run_systems();
- newrunstate = RunState::MonsterTurn;
- }
- RunState::MonsterTurn => {
- self.run_systems();
- newrunstate = RunState::AwaitingInput;
- }
- }
- player::HandleInputEvent.run_now(&self.ecs);
- systems::HandleMoveEvent.run_now(&self.ecs);
- *self.ecs.write_resource() = newrunstate;
- systems::CleanupDead.run_now(&self.ecs);
- systems::DrawRenderables { ctx }.run_now(&self.ecs);
- }
- }
- 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.register::<Viewshed>();
- gs.ecs.register::<Monster>();
- gs.ecs.register::<Name>();
- gs.ecs.register::<BlocksTile>();
- gs.ecs.register::<CombatStats>();
- gs.ecs.register::<WantsToMelee>();
- gs.ecs.register::<SufferDamage>();
- gs.ecs.register::<InputEvent>();
- gs.ecs.register::<MoveEvent>();
- gs.ecs.register::<Seek>();
- let map: Map = Map::new_map_rooms_and_corridors();
- let (player_x, player_y) = map.rooms[0].center();
- let player_entity = gs
- .ecs
- .create_entity()
- .with(Position {
- x: player_x,
- y: player_y,
- })
- .with(Renderable {
- glyph: rltk::to_cp437('@'),
- fg: RGB::named(rltk::YELLOW),
- bg: RGB::named(rltk::BLACK),
- })
- .with(Player)
- .with(Viewshed {
- visible_tiles: Vec::new(),
- range: 8,
- dirty: true,
- })
- .with(Name {
- name: "Player".to_string(),
- })
- .with(CombatStats {
- max_hp: 30,
- hp: 30,
- defense: 2,
- power: 5,
- })
- .build();
- let mut rng = rltk::RandomNumberGenerator::new();
- for (i, room) in map.rooms.iter().skip(1).enumerate() {
- let (x, y) = room.center();
- let glyph: u8;
- let name: String;
- let roll = rng.roll_dice(1, 2);
- match roll {
- 1 => {
- glyph = rltk::to_cp437('g');
- name = "Goblin".to_string();
- }
- _ => {
- glyph = rltk::to_cp437('o');
- name = "Orc".to_string();
- }
- }
- gs.ecs
- .create_entity()
- .with(Position { x, y })
- .with(Renderable {
- glyph,
- fg: RGB::named(rltk::RED),
- bg: RGB::named(rltk::BLACK),
- })
- .with(Viewshed {
- visible_tiles: Vec::new(),
- range: 8,
- dirty: true,
- })
- .with(Monster)
- .with(Name {
- name: format!("{} #{}", &name, i),
- })
- .with(BlocksTile)
- .with(CombatStats {
- max_hp: 16,
- hp: 16,
- defense: 1,
- power: 4,
- })
- .build();
- }
- gs.ecs.insert(map);
- gs.ecs.insert(Point::new(player_x, player_y));
- gs.ecs.insert(player_entity);
- gs.ecs.insert(RunState::PreRun);
- rltk::main_loop(context, gs);
- }
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