main.rs 3.1 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127
  1. use rltk::{GameState, Rltk, RGB};
  2. use specs::prelude::*;
  3. mod components;
  4. pub use components::*;
  5. mod map;
  6. pub use map::*;
  7. mod player;
  8. use player::*;
  9. mod rect;
  10. pub use rect::Rect;
  11. mod visibility_system;
  12. use visibility_system::VisibilitySystem;
  13. mod monster_ai_system;
  14. use monster_ai_system::MonsterAI;
  15. // ***** //
  16. // STATE //
  17. #[derive(PartialEq, Copy, Clone)]
  18. pub enum RunState {
  19. Paused,
  20. Running
  21. }
  22. pub struct State {
  23. pub ecs: World,
  24. pub runstate: RunState
  25. }
  26. impl State {
  27. fn run_systems(&mut self) {
  28. let mut vis = VisibilitySystem{};
  29. vis.run_now(&self.ecs);
  30. let mut mob = MonsterAI{};
  31. mob.run_now(&self.ecs);
  32. self.ecs.maintain();
  33. }
  34. }
  35. impl GameState for State {
  36. fn tick(&mut self, ctx : &mut Rltk) {
  37. ctx.cls();
  38. if self.runstate == RunState::Running {
  39. self.run_systems();
  40. self.runstate = RunState::Paused;
  41. } else {
  42. self.runstate = player_input(self, ctx);
  43. }
  44. draw_map(&self.ecs, ctx);
  45. let positions = self.ecs.read_storage::<Position>();
  46. let renderables = self.ecs.read_storage::<Renderable>();
  47. let map = self.ecs.fetch::<Map>();
  48. for (pos, render) in (&positions, &renderables).join() {
  49. let idx = map.xy_idx(pos.x, pos.y);
  50. if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph) }
  51. }
  52. }
  53. }
  54. // ********
  55. // MAIN
  56. fn main() -> rltk::BError {
  57. use rltk::RltkBuilder;
  58. let context = RltkBuilder::simple80x50()
  59. .with_title("Roguelike Tutorial")
  60. .build()?;
  61. let mut gs = State{
  62. ecs: World::new(),
  63. runstate: RunState::Running
  64. };
  65. gs.ecs.register::<Position>();
  66. gs.ecs.register::<Renderable>();
  67. gs.ecs.register::<Player>();
  68. gs.ecs.register::<Viewshed>();
  69. gs.ecs.register::<Monster>();
  70. let map = Map::new_map_rooms_and_corridors();
  71. let (player_x, player_y) = map.rooms[0].center();
  72. let mut rng = rltk::RandomNumberGenerator::new();
  73. for room in map.rooms.iter().skip(1) {
  74. let (x,y) = room.center();
  75. let glyph : rltk::FontCharType;
  76. let roll = rng.roll_dice(1, 2);
  77. match roll {
  78. 1 => { glyph = rltk::to_cp437('g') }
  79. _ => { glyph = rltk::to_cp437('o') }
  80. }
  81. gs.ecs.create_entity()
  82. .with(Position{ x, y })
  83. .with(Renderable{
  84. glyph: glyph,
  85. fg: RGB::named(rltk::RED),
  86. bg: RGB::named(rltk::BLACK),
  87. })
  88. .with(Viewshed{ visible_tiles : Vec::new(), range: 8, dirty: true })
  89. .with(Monster{})
  90. .build();
  91. }
  92. gs.ecs.insert(map);
  93. gs.ecs
  94. .create_entity()
  95. .with(Position { x: player_x, y: player_y })
  96. .with(Renderable {
  97. glyph: rltk::to_cp437('@'),
  98. fg: RGB::named(rltk::YELLOW),
  99. bg: RGB::named(rltk::BLACK),
  100. })
  101. .with(Player{})
  102. .with(Viewshed{ visible_tiles : Vec::new(), range : 8, dirty: true })
  103. .build();
  104. rltk::main_loop(context, gs)
  105. }