player.rs 1.9 KB

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  1. extern crate rltk;
  2. use rltk::{VirtualKeyCode, Rltk};
  3. extern crate specs;
  4. use specs::prelude::*;
  5. use std::cmp::{max, min};
  6. use super::{Position, Player, Viewshed, TileType, State, Map};
  7. pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
  8. let mut positions = ecs.write_storage::<Position>();
  9. let mut players = ecs.write_storage::<Player>();
  10. let mut viewsheds = ecs.write_storage::<Viewshed>();
  11. let map = ecs.fetch::<Map>();
  12. for (_player, pos, viewshed) in (&mut players, &mut positions, &mut viewsheds).join() {
  13. let destination_idx = map.xy_idx(pos.x + delta_x, pos.y + delta_y);
  14. if map.tiles[destination_idx] != TileType::Wall {
  15. pos.x = min(79 , max(0, pos.x + delta_x));
  16. pos.y = min(49, max(0, pos.y + delta_y));
  17. viewshed.dirty = true;
  18. }
  19. }
  20. }
  21. pub fn player_input(gs: &mut State, ctx: &mut Rltk) {
  22. // Player movement
  23. match ctx.key {
  24. None => {} // Nothing happened
  25. Some(key) => match key {
  26. VirtualKeyCode::Left => try_move_player(-1, 0, &mut gs.ecs),
  27. VirtualKeyCode::Numpad4 => try_move_player(-1, 0, &mut gs.ecs),
  28. VirtualKeyCode::H => try_move_player(-1, 0, &mut gs.ecs),
  29. VirtualKeyCode::Right => try_move_player(1, 0, &mut gs.ecs),
  30. VirtualKeyCode::Numpad6 => try_move_player(1, 0, &mut gs.ecs),
  31. VirtualKeyCode::L => try_move_player(1, 0, &mut gs.ecs),
  32. VirtualKeyCode::Up => try_move_player(0, -1, &mut gs.ecs),
  33. VirtualKeyCode::Numpad8 => try_move_player(0, -1, &mut gs.ecs),
  34. VirtualKeyCode::K => try_move_player(0, -1, &mut gs.ecs),
  35. VirtualKeyCode::Down => try_move_player(0, 1, &mut gs.ecs),
  36. VirtualKeyCode::Numpad2 => try_move_player(0, 1, &mut gs.ecs),
  37. VirtualKeyCode::J => try_move_player(0, 1, &mut gs.ecs),
  38. _ => {}
  39. },
  40. }
  41. }