main.rs 3.2 KB

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  1. extern crate rltk;
  2. use rltk::{Console, GameState, Rltk, RGB, VirtualKeyCode};
  3. extern crate specs;
  4. use specs::prelude::*;
  5. #[macro_use]
  6. extern crate specs_derive;
  7. #[derive(Component)]
  8. struct Position {
  9. x: i32,
  10. y: i32,
  11. }
  12. #[derive(Component)]
  13. struct Renderable {
  14. glyph: u8,
  15. fg: RGB,
  16. bg: RGB,
  17. }
  18. #[derive(Component)]
  19. struct LeftMover {}
  20. #[derive(Component, Debug)]
  21. struct Player {}
  22. struct State {
  23. ecs: World,
  24. systems: Dispatcher<'static, 'static>
  25. }
  26. fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
  27. let mut positions = ecs.write_storage::<Position>();
  28. let mut players = ecs.write_storage::<Player>();
  29. for (_player, pos) in (&mut players, &mut positions).join() {
  30. pos.x += delta_x;
  31. pos.y += delta_y;
  32. if pos.x < 0 { pos.x = 0; }
  33. if pos.x > 79 { pos.y = 79; }
  34. if pos.y < 0 { pos.y = 0; }
  35. if pos.y > 49 { pos.y = 49; }
  36. }
  37. }
  38. fn player_input(gs: &mut State, ctx: &mut Rltk) {
  39. // Player movement
  40. match ctx.key {
  41. None => {} // Nothing happened
  42. Some(key) => match key {
  43. VirtualKeyCode::Left => try_move_player(-1, 0, &mut gs.ecs),
  44. VirtualKeyCode::Right => try_move_player(1, 0, &mut gs.ecs),
  45. VirtualKeyCode::Up => try_move_player(0, -1, &mut gs.ecs),
  46. VirtualKeyCode::Down => try_move_player(0, 1, &mut gs.ecs),
  47. _ => {}
  48. },
  49. }
  50. }
  51. impl GameState for State {
  52. fn tick(&mut self, ctx : &mut Rltk) {
  53. ctx.cls();
  54. player_input(self, ctx);
  55. self.systems.dispatch(&self.ecs);
  56. let positions = self.ecs.read_storage::<Position>();
  57. let renderables = self.ecs.read_storage::<Renderable>();
  58. for (pos, render) in (&positions, &renderables).join() {
  59. ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph);
  60. }
  61. }
  62. }
  63. struct LeftWalker {}
  64. impl<'a> System<'a> for LeftWalker {
  65. type SystemData = (ReadStorage<'a, LeftMover>,
  66. WriteStorage<'a, Position>);
  67. fn run(&mut self, (lefty, mut pos) : Self::SystemData) {
  68. for (_lefty,pos) in (&lefty, &mut pos).join() {
  69. pos.x -= 1;
  70. if pos.x < 0 { pos.x = 79; }
  71. }
  72. }
  73. }
  74. fn main() {
  75. let context = Rltk::init_simple8x8(80, 50, "Hello Rust World", "../resources");
  76. let mut gs = State {
  77. ecs: World::new(),
  78. systems : DispatcherBuilder::new()
  79. .with(LeftWalker{}, "left_walker", &[])
  80. .build()
  81. };
  82. gs.ecs.register::<Position>();
  83. gs.ecs.register::<Renderable>();
  84. gs.ecs.register::<LeftMover>();
  85. gs.ecs.register::<Player>();
  86. gs.ecs
  87. .create_entity()
  88. .with(Position { x: 40, y: 25 })
  89. .with(Renderable {
  90. glyph: rltk::to_cp437('@'),
  91. fg: RGB::named(rltk::YELLOW),
  92. bg: RGB::named(rltk::BLACK),
  93. })
  94. .with(Player{})
  95. .build();
  96. for i in 0..10 {
  97. gs.ecs
  98. .create_entity()
  99. .with(Position { x: i * 7, y: 20 })
  100. .with(Renderable {
  101. glyph: rltk::to_cp437('☺'),
  102. fg: RGB::named(rltk::RED),
  103. bg: RGB::named(rltk::BLACK),
  104. })
  105. .with(LeftMover{})
  106. .build();
  107. }
  108. rltk::main_loop(context, gs);
  109. }