use rltk::{VirtualKeyCode, Rltk}; use specs::prelude::*; use super::{Position, Player, TileType, Map, State, Viewshed, RunState}; use std::cmp::{min, max}; pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) { let mut positions = ecs.write_storage::(); let mut players = ecs.write_storage::(); let mut viewsheds = ecs.write_storage::(); let map = ecs.fetch::(); for (_player, pos, viewshed) in (&mut players, &mut positions, &mut viewsheds).join() { let destination_idx = map.xy_idx(pos.x + delta_x, pos.y + delta_y); if map.tiles[destination_idx] != TileType::Wall { pos.x = min(79 , max(0, pos.x + delta_x)); pos.y = min(49, max(0, pos.y + delta_y)); viewshed.dirty = true; } } } pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState { // Player movement match ctx.key { None => {} // Nothing happened Some(key) => match key { VirtualKeyCode::Left | VirtualKeyCode::Numpad4 | VirtualKeyCode::A | VirtualKeyCode::H => try_move_player(-1, 0, &mut gs.ecs), VirtualKeyCode::Right | VirtualKeyCode::Numpad6 | VirtualKeyCode::D | VirtualKeyCode::L => try_move_player(1, 0, &mut gs.ecs), VirtualKeyCode::Up | VirtualKeyCode::Numpad8 | VirtualKeyCode::W | VirtualKeyCode::K => try_move_player(0, -1, &mut gs.ecs), VirtualKeyCode::Down | VirtualKeyCode::Numpad2 | VirtualKeyCode::S | VirtualKeyCode::J => try_move_player(0, 1, &mut gs.ecs), _ => {} }, } RunState::Running }