2020-07-23 15:42:35 -04:00
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use ggez;
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use ggez::event::{KeyCode, KeyMods};
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2020-07-23 11:55:36 -04:00
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use ggez::graphics;
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use ggez::graphics::DrawParam;
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use ggez::graphics::Image;
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use ggez::nalgebra as na;
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use ggez::{conf, event, Context, GameResult};
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2020-07-23 16:35:54 -04:00
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use specs::world::Index;
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use specs::Entities;
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use specs::NullStorage;
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use specs::WriteStorage;
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2020-07-23 11:55:36 -04:00
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use specs::{
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join::Join, Builder, Component, ReadStorage, RunNow, System, VecStorage, World, WorldExt, Write,
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};
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2020-07-23 16:35:54 -04:00
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use std::collections::HashMap;
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2020-07-23 11:55:36 -04:00
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use std::path;
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const TILE_WIDTH: f32 = 32.0;
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const MAP_WIDTH: u8 = 8;
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const MAP_HEIGHT: u8 = 9;
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2020-07-23 11:55:36 -04:00
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// Components
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#[derive(Debug, Component, Clone, Copy)]
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#[storage(VecStorage)]
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pub struct Position {
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x: u8,
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y: u8,
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z: u8,
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}
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2020-07-23 14:01:14 -04:00
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impl Position {
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pub fn new(x: u8, y: u8) -> Self {
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Position { x, y, z: 0 }
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}
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}
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2020-07-23 11:55:36 -04:00
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#[derive(Component)]
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#[storage(VecStorage)]
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pub struct Renderable {
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path: String,
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}
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#[derive(Component)]
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#[storage(VecStorage)]
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pub struct Wall {}
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#[derive(Component)]
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#[storage(VecStorage)]
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pub struct Player {}
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#[derive(Component)]
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#[storage(VecStorage)]
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pub struct Box {}
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#[derive(Component)]
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#[storage(VecStorage)]
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pub struct BoxSpot {}
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2020-07-23 16:35:54 -04:00
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#[derive(Component, Default)]
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#[storage(NullStorage)]
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pub struct Movable;
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#[derive(Component, Default)]
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#[storage(NullStorage)]
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pub struct Immovable;
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2020-07-23 15:42:35 -04:00
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// Resources
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#[derive(Default)]
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pub struct InputQueue {
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pub keys_pressed: Vec<KeyCode>,
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}
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2020-07-23 11:55:36 -04:00
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// Systems
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pub struct RenderingSystem<'a> {
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context: &'a mut Context,
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}
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impl<'a> System<'a> for RenderingSystem<'a> {
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type SystemData = (ReadStorage<'a, Position>, ReadStorage<'a, Renderable>);
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fn run(&mut self, data: Self::SystemData) {
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let (positions, renderables) = data;
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// Clear the screen/set the background
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graphics::clear(self.context, graphics::Color::new(0.95, 0.95, 0.95, 1.0));
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// Get all the renderables with their positions and sort by the position z
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// This will allow us to have entities layered visually.
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let mut rendering_data = (&positions, &renderables).join().collect::<Vec<_>>();
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rendering_data.sort_by(|&a, &b| a.0.z.partial_cmp(&b.0.z).expect("expected comparison"));
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// Iterate through all paris of positions & renderables, load the image
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// and draw it at the specified position.
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for (position, renderable) in rendering_data.iter() {
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// Load the image
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let image = Image::new(self.context, renderable.path.clone()).expect("expected image");
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let x = position.x as f32 * TILE_WIDTH;
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let y = position.y as f32 * TILE_WIDTH;
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// draw
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let draw_params = DrawParam::new().dest(na::Point2::new(x, y));
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graphics::draw(self.context, &image, draw_params).expect("expected render");
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}
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// Finally, present the context, this will actually display everything
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// on the screen.
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graphics::present(self.context).expect("expected to present");
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}
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}
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2020-07-23 15:42:35 -04:00
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pub struct InputSystem {}
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impl<'a> System<'a> for InputSystem {
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// Data
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type SystemData = (
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Write<'a, InputQueue>,
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Entities<'a>,
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WriteStorage<'a, Position>,
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ReadStorage<'a, Player>,
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ReadStorage<'a, Movable>,
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ReadStorage<'a, Immovable>,
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2020-07-23 15:42:35 -04:00
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);
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fn run(&mut self, data: Self::SystemData) {
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2020-07-23 16:35:54 -04:00
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let (mut input_queue, entities, mut positions, players, movables, immovables) = data;
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let mut to_move = Vec::new();
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2020-07-23 15:42:35 -04:00
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2020-07-23 16:35:54 -04:00
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for (position, _player) in (&positions, &players).join() {
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2020-07-23 15:42:35 -04:00
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// Get the first key pressed
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if let Some(key) = input_queue.keys_pressed.pop() {
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2020-07-23 16:35:54 -04:00
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// get all the movables and immovables
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let mov: HashMap<(u8, u8), Index> = (&entities, &movables, &positions)
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.join()
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.map(|t| ((t.2.x, t.2.y), t.0.id()))
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.collect();
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let immov: HashMap<(u8, u8), Index> = (&entities, &immovables, &positions)
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.join()
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.map(|t| ((t.2.x, t.2.y), t.0.id()))
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.collect();
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// Now iterate through current position to the end of the map
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// on the correct axis and check what needs to move.
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let (start, end, is_x) = match key {
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KeyCode::Up => (position.y, 0, false),
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KeyCode::Down => (position.y, MAP_HEIGHT, false),
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KeyCode::Left => (position.x, 0, true),
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KeyCode::Right => (position.x, MAP_WIDTH, true),
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_ => continue,
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};
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let range: Vec<_> = if start < end {
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(start..=end).collect()
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} else {
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(end..=start).rev().collect()
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};
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for x_or_y in range {
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let pos = if is_x {
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(x_or_y, position.y)
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} else {
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(position.x, x_or_y)
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};
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// find a movable
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// if it exists, we try to move it and continue
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// if it doesn't exist, we continue and try to find an immovable instead
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match mov.get(&pos) {
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Some(id) => to_move.push((key, id.clone())),
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None => {
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// find an immovable
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// if it exists, we need to stop and not move anything
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// if it doesn't exist, we stop because we found a gap
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match immov.get(&pos) {
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Some(_) => to_move.clear(),
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None => break,
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}
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}
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}
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}
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}
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}
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// Now actually move what needs to be moved
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for (key, id) in to_move {
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let position = positions.get_mut(entities.entity(id));
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if let Some(position) = position {
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2020-07-23 15:42:35 -04:00
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match key {
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KeyCode::Up => position.y -= 1,
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KeyCode::Down => position.y += 1,
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KeyCode::Left => position.x -= 1,
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KeyCode::Right => position.x += 1,
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_ => (),
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}
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}
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}
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}
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}
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2020-07-23 11:55:36 -04:00
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// All the game state
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struct Game {
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world: World,
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}
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impl event::EventHandler for Game {
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fn update(&mut self, _context: &mut Context) -> GameResult {
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// Run input system
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{
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let mut is = InputSystem {};
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is.run_now(&self.world);
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}
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2020-07-23 11:55:36 -04:00
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Ok(())
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}
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fn draw(&mut self, context: &mut Context) -> GameResult {
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// Render gaem entities
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{
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let mut rs = RenderingSystem { context };
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rs.run_now(&self.world);
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}
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Ok(())
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}
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2020-07-23 15:42:35 -04:00
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fn key_down_event(
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&mut self,
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_context: &mut Context,
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keycode: KeyCode,
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_keymod: KeyMods,
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_repeat: bool,
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) {
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println!("Key pressed: {:?}", keycode);
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let mut input_queue = self.world.write_resource::<InputQueue>();
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input_queue.keys_pressed.push(keycode);
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}
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2020-07-23 11:55:36 -04:00
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}
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pub fn register_components(world: &mut World) {
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world.register::<Position>();
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world.register::<Renderable>();
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world.register::<Player>();
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world.register::<Wall>();
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world.register::<Box>();
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world.register::<BoxSpot>();
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2020-07-23 16:35:54 -04:00
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world.register::<Movable>();
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world.register::<Immovable>();
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2020-07-23 11:55:36 -04:00
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}
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2020-07-23 15:42:35 -04:00
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pub fn register_resources(world: &mut World) {
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world.insert(InputQueue::default())
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}
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2020-07-23 11:55:36 -04:00
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pub fn create_wall(world: &mut World, position: Position) {
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world
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.create_entity()
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.with(Position { z: 10, ..position })
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.with(Renderable {
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path: "/images/wall.png".to_string(),
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})
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.with(Wall {})
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.with(Immovable)
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2020-07-23 11:55:36 -04:00
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.build();
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}
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pub fn create_floor(world: &mut World, position: Position) {
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world
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.create_entity()
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.with(Position { z: 5, ..position })
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.with(Renderable {
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path: "/images/floor.png".to_string(),
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})
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.build();
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}
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pub fn create_box(world: &mut World, position: Position) {
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world
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.create_entity()
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.with(Position { z: 10, ..position })
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.with(Renderable {
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path: "/images/box.png".to_string(),
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})
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2020-07-23 16:35:54 -04:00
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.with(Box {})
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.with(Movable)
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2020-07-23 11:55:36 -04:00
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.build();
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}
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pub fn create_box_spot(world: &mut World, position: Position) {
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world
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.create_entity()
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.with(Position { z: 9, ..position })
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.with(Renderable {
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path: "/images/box_spot.png".to_string(),
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})
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.with(BoxSpot {})
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.build();
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}
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pub fn create_player(world: &mut World, position: Position) {
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world
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.create_entity()
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.with(Position { z: 10, ..position })
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.with(Renderable {
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path: "/images/player.png".to_string(),
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})
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.with(Player {})
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.with(Movable)
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.build();
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}
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2020-07-23 14:01:14 -04:00
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pub fn load_map(world: &mut World, map_string: String) {
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// read all lines
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let rows: Vec<&str> = map_string.trim().split('\n').map(|x| x.trim()).collect();
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2020-07-23 14:01:14 -04:00
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for (y, row) in rows.iter().enumerate() {
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let columns: Vec<&str> = row.split(' ').collect();
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for (x, column) in columns.iter().enumerate() {
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// Create the position at which to create something on the map
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let position = Position::new(x as u8, y as u8);
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// Figure out which object to create
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match *column {
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"." => create_floor(world, position),
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"W" => {
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create_floor(world, position);
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create_wall(world, position);
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}
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"P" => {
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create_floor(world, position);
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create_player(world, position);
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}
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"B" => {
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create_floor(world, position);
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create_box(world, position);
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}
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"S" => {
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create_floor(world, position);
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create_box_spot(world, position);
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}
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2020-07-23 14:01:14 -04:00
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"N" => (),
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c => panic!("unrecognized map item {}", c),
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}
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2020-07-23 13:24:12 -04:00
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}
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2020-07-23 14:01:14 -04:00
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}
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}
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pub fn initialize_level(world: &mut World) {
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const MAP: &str = "
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N N W W W W W W
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W W W . . . . W
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W . . . B . . W
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W . . . . . . W
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W . P . . . . W
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W . . . . . . W
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W . . S . . . W
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W . . . . . . W
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W W W W W W W W
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";
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load_map(world, MAP.to_string());
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2020-07-23 11:55:36 -04:00
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}
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pub fn main() -> GameResult {
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let mut world = World::new();
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register_components(&mut world);
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2020-07-23 15:42:35 -04:00
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register_resources(&mut world);
|
2020-07-23 11:55:36 -04:00
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initialize_level(&mut world);
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// Create a game context and event loop
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|
|
let context_builder = ggez::ContextBuilder::new("rust_sokoban", "Timothy J. Warren")
|
|
|
|
.window_setup(conf::WindowSetup::default().title("Rust Sokoban!"))
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|
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.window_mode(conf::WindowMode::default().dimensions(800.0, 600.0))
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|
|
.add_resource_path(path::PathBuf::from("./resources"));
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let (context, event_loop) = &mut context_builder.build()?;
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|
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|
|
// Create the game state
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let game = &mut Game { world };
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// Run the main event loop
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|
|
event::run(context, event_loop, game)
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|
|
}
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