player.rs 1.1 KB

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