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; mod visibility_system; use visibility_system::VisibilitySystem; mod monster_ai_system; use monster_ai_system::MonsterAI; // ***** // // STATE // #[derive(PartialEq, Copy, Clone)] pub enum RunState { Paused, Running } pub struct State { pub ecs: World, pub runstate: RunState } impl State { fn run_systems(&mut self) { let mut vis = VisibilitySystem{}; vis.run_now(&self.ecs); let mut mob = MonsterAI{}; mob.run_now(&self.ecs); self.ecs.maintain(); } } impl GameState for State { fn tick(&mut self, ctx : &mut Rltk) { ctx.cls(); if self.runstate == RunState::Running { self.run_systems(); self.runstate = RunState::Paused; } else { self.runstate = player_input(self, ctx); } draw_map(&self.ecs, ctx); let positions = self.ecs.read_storage::(); let renderables = self.ecs.read_storage::(); let map = self.ecs.fetch::(); for (pos, render) in (&positions, &renderables).join() { let idx = map.xy_idx(pos.x, pos.y); if map.visible_tiles[idx] { 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(), runstate: RunState::Running }; gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); let map = Map::new_map_rooms_and_corridors(); let (player_x, player_y) = map.rooms[0].center(); let mut rng = rltk::RandomNumberGenerator::new(); for room in map.rooms.iter().skip(1) { let (x,y) = room.center(); let glyph : rltk::FontCharType; let roll = rng.roll_dice(1, 2); match roll { 1 => { glyph = rltk::to_cp437('g') } _ => { glyph = rltk::to_cp437('o') } } gs.ecs.create_entity() .with(Position{ x, y }) .with(Renderable{ glyph: glyph, fg: RGB::named(rltk::RED), bg: RGB::named(rltk::BLACK), }) .with(Viewshed{ visible_tiles : Vec::new(), range: 8, dirty: true }) .with(Monster{}) .build(); } gs.ecs.insert(map); gs.ecs .create_entity() .with(Position { x: player_x, y: player_y }) .with(Renderable { glyph: rltk::to_cp437('@'), fg: RGB::named(rltk::YELLOW), bg: RGB::named(rltk::BLACK), }) .with(Player{}) .with(Viewshed{ visible_tiles : Vec::new(), range : 8, dirty: true }) .build(); rltk::main_loop(context, gs) }