Map out common key combinations to quit

This commit is contained in:
Timothy Warren 2020-07-27 16:19:32 -04:00
parent 86872aaaf9
commit 63ab324052
5 changed files with 36 additions and 23 deletions

View File

@ -1,5 +1,5 @@
use ggez::{Context, audio};
use ggez::audio::SoundSource;
use ggez::{audio, Context};
use specs::{World, WorldExt};
use std::collections::HashMap;
@ -30,4 +30,4 @@ pub fn initialize_sounds(world: &mut World, context: &mut Context) {
audio_store.sounds.insert(sound_name, sound_source);
}
}
}

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@ -4,8 +4,8 @@ use ggez::event::KeyMods;
use ggez::{conf, event, timer, Context, GameResult};
use specs::{RunNow, World, WorldExt};
use std::io::prelude::*;
use std::fs::File;
use std::io::prelude::*;
use std::path;
mod audio;
@ -69,13 +69,23 @@ impl event::EventHandler for Game {
fn key_down_event(
&mut self,
_context: &mut Context,
context: &mut Context,
keycode: KeyCode,
_keymod: KeyMods,
keymod: KeyMods,
_repeat: bool,
) {
let mut input_queue = self.world.write_resource::<InputQueue>();
input_queue.keys_pressed.push(keycode);
// println!("Key pressed: {:?}, {:?}", keycode, _keymod);
match (keycode, keymod) {
// Map common keys to quit
(KeyCode::Escape, KeyMods::NONE)
| (KeyCode::Q, KeyMods::CTRL)
| (KeyCode::Q, KeyMods::LOGO) => ggez::event::quit(context),
_ => {
let mut input_queue = self.world.write_resource::<InputQueue>();
input_queue.keys_pressed.push(keycode);
}
}
}
}
@ -84,8 +94,8 @@ pub fn initialize_level(world: &mut World, level: u32) {
let mut file = File::open(&map_file).expect("Failed to open map file");
let mut map = String::new();
file.read_to_string(&mut map).expect("failed to read map file");
file.read_to_string(&mut map)
.expect("failed to read map file");
load_map(world, map);
}

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@ -28,7 +28,7 @@ pub fn load_map(world: &mut World, map_string: String) {
create_floor(world, position);
create_box(world, position, BoxColor::Blue);
}
"RB" => {
"+" => {
create_floor(world, position);
create_box(world, position, BoxColor::Red);
}
@ -36,11 +36,11 @@ pub fn load_map(world: &mut World, map_string: String) {
create_floor(world, position);
create_box_spot(world, position, BoxColor::Blue);
}
"RS" => {
"=" => {
create_floor(world, position);
create_box_spot(world, position, BoxColor::Red);
}
"N" | " " => (),
"-" => (),
c => panic!("unrecognized map item {}", c),
}
}

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@ -28,26 +28,29 @@ impl<'a> System<'a> for EventSystem {
let mut new_events = Vec::new();
for event in event_queue.events.drain(..) {
println!("New event: {:?}", event);
// println!("New event: {:?}", event);
match event {
Event::PlayerHistObstacle => {
// play sound here
// play sound here
audio_store.play_sound(&"wall".to_string());
}
Event::EntityMoved(EntityMoved { id }) => {
// An entity was just moved, check if it was a box and fire
// more events if it's been moved on a spot.
if let Some(the_box) = boxes.get(entities.entity(id)) {
let box_spots_with_positions: HashMap<(u8, u8), &BoxSpot> = (&box_spots, &positions)
.join()
.map(|t| ((t.1.x, t.1.y), t.0))
.collect();
let box_spots_with_positions: HashMap<(u8, u8), &BoxSpot> =
(&box_spots, &positions)
.join()
.map(|t| ((t.1.x, t.1.y), t.0))
.collect();
if let Some(box_position) = positions.get(entities.entity(id)) {
// Check if there is a spot on this position, and if there
// is, if it's the correct or incorrect type
if let Some(box_spot) = box_spots_with_positions.get(&(box_position.x, box_position.y)) {
if let Some(box_spot) =
box_spots_with_positions.get(&(box_position.x, box_position.y))
{
new_events.push(Event::BoxPlacedOnSpot(BoxPlacedOnSpot {
is_correct_spot: (box_spot.color == the_box.color),
}));

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@ -1,8 +1,8 @@
use ggez::graphics::spritebatch::SpriteBatch;
use ggez::graphics::Image;
use ggez::graphics::{Color, DrawParam};
use ggez::{nalgebra as na, timer};
use ggez::{graphics, Context};
use ggez::graphics::spritebatch::SpriteBatch;
use ggez::{nalgebra as na, timer};
use itertools::Itertools;
use specs::{Join, Read, ReadStorage, System};
@ -94,8 +94,8 @@ impl<'a> System<'a> for RenderingSystem<'a> {
// Iterate spritebatches ordered by z and actually render each of them
for (_z, group) in rendering_batches
.iter()
.sorted_by(|a, b| Ord::cmp(&a.0, &b.0)) {
.sorted_by(|a, b| Ord::cmp(&a.0, &b.0))
{
for (image_path, draw_params) in group {
let image = Image::new(self.context, image_path).expect("expected image");
let mut sprite_batch = SpriteBatch::new(image);