main.rs 3.1 KB

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