player.rs 1.7 KB

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  1. use rltk::{VirtualKeyCode, Rltk};
  2. use specs::prelude::*;
  3. use super::{Position, Player, TileType, Map, State, Viewshed, RunState};
  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 mut viewsheds = ecs.write_storage::<Viewshed>();
  9. let map = ecs.fetch::<Map>();
  10. for (_player, pos, viewshed) in (&mut players, &mut positions, &mut viewsheds).join() {
  11. let destination_idx = map.xy_idx(pos.x + delta_x, pos.y + delta_y);
  12. if map.tiles[destination_idx] != TileType::Wall {
  13. pos.x = min(79 , max(0, pos.x + delta_x));
  14. pos.y = min(49, max(0, pos.y + delta_y));
  15. viewshed.dirty = true;
  16. }
  17. }
  18. }
  19. pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
  20. // Player movement
  21. match ctx.key {
  22. None => {} // Nothing happened
  23. Some(key) => match key {
  24. VirtualKeyCode::Left |
  25. VirtualKeyCode::Numpad4 |
  26. VirtualKeyCode::A |
  27. VirtualKeyCode::H => try_move_player(-1, 0, &mut gs.ecs),
  28. VirtualKeyCode::Right |
  29. VirtualKeyCode::Numpad6 |
  30. VirtualKeyCode::D |
  31. VirtualKeyCode::L => try_move_player(1, 0, &mut gs.ecs),
  32. VirtualKeyCode::Up |
  33. VirtualKeyCode::Numpad8 |
  34. VirtualKeyCode::W |
  35. VirtualKeyCode::K => try_move_player(0, -1, &mut gs.ecs),
  36. VirtualKeyCode::Down |
  37. VirtualKeyCode::Numpad2 |
  38. VirtualKeyCode::S |
  39. VirtualKeyCode::J => try_move_player(0, 1, &mut gs.ecs),
  40. _ => {}
  41. },
  42. }
  43. RunState::Running
  44. }