use rltk::{GameState, Rltk, RGB}; use specs::prelude::*; mod components; pub use components::*; mod map; pub use map::*; mod player; use player::*; mod rect; pub use rect::Rect; // ***** // // STATE // pub struct State { pub ecs: World } impl GameState for State { fn tick(&mut self, ctx : &mut Rltk) { ctx.cls(); player_input(self, ctx); let map = self.ecs.fetch::>(); draw_map(&map, ctx); let positions = self.ecs.read_storage::(); let renderables = self.ecs.read_storage::(); for (pos, render) in (&positions, &renderables).join() { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph); } } } // ******** // MAIN fn main() -> rltk::BError { use rltk::RltkBuilder; let context = RltkBuilder::simple80x50() .with_title("Roguelike Tutorial") .build()?; let mut gs = State{ ecs: World::new() }; gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs .create_entity() .with(Position { x: 40, y: 25 }) .with(Renderable { glyph: rltk::to_cp437('@'), fg: RGB::named(rltk::YELLOW), bg: RGB::named(rltk::BLACK), }) .with(Player{}) .build(); gs.ecs.insert(new_map_rooms_and_corridors()); rltk::main_loop(context, gs) }