player.rs 1.7 KB

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