forked from tutorials/rust-sokoban
Completed 2.4 Modules
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57
src/components.rs
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57
src/components.rs
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@ -0,0 +1,57 @@
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use specs::{Component, NullStorage, VecStorage, World, WorldExt};
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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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pub x: u8,
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pub y: u8,
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pub z: u8,
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}
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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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#[derive(Component)]
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#[storage(VecStorage)]
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pub struct Renderable {
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pub 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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#[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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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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world.register::<Movable>();
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world.register::<Immovable>();
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}
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3
src/constants.rs
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3
src/constants.rs
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@ -0,0 +1,3 @@
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pub const TILE_WIDTH: f32 = 32.0;
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pub const MAP_WIDTH: u8 = 8;
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pub const MAP_HEIGHT: u8 = 9;
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59
src/entities.rs
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59
src/entities.rs
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@ -0,0 +1,59 @@
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use crate::components::*;
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use specs::{Builder, World, WorldExt};
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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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.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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.with(Box {})
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.with(Movable)
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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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317
src/main.rs
317
src/main.rs
@ -1,201 +1,21 @@
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use ggez;
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use ggez::event::{KeyCode, KeyMods};
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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::event::KeyCode;
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use ggez::event::KeyMods;
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use ggez::{conf, event, Context, GameResult};
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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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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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use std::collections::HashMap;
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use specs::{RunNow, World, WorldExt};
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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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mod components;
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mod constants;
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mod entities;
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mod map;
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mod resources;
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mod systems;
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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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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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#[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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#[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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// 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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// 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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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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);
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fn run(&mut self, data: Self::SystemData) {
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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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for (position, _player) in (&positions, &players).join() {
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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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// 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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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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use crate::components::*;
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use crate::map::*;
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use crate::resources::*;
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use crate::systems::*;
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// All the game state
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struct Game {
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@ -230,122 +50,11 @@ impl event::EventHandler for Game {
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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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}
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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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world.register::<Movable>();
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world.register::<Immovable>();
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}
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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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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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.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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.with(Box {})
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.with(Movable)
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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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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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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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"N" => (),
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c => panic!("unrecognized map item {}", c),
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}
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}
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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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|
40
src/map.rs
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40
src/map.rs
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@ -0,0 +1,40 @@
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use crate::components::Position;
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use crate::entities::*;
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use specs::World;
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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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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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"N" => (),
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c => panic!("unrecognized map item {}", c),
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}
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}
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}
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}
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12
src/resources.rs
Normal file
12
src/resources.rs
Normal file
@ -0,0 +1,12 @@
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use ggez::event::KeyCode;
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use specs::World;
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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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pub fn register_resources(world: &mut World) {
|
||||
world.insert(InputQueue::default())
|
||||
}
|
99
src/systems/input_system.rs
Normal file
99
src/systems/input_system.rs
Normal file
@ -0,0 +1,99 @@
|
||||
use ggez::event::KeyCode;
|
||||
use specs::join::Join;
|
||||
use specs::world::Index;
|
||||
use specs::{Entities, ReadStorage, System, Write, WriteStorage};
|
||||
|
||||
use std::collections::HashMap;
|
||||
|
||||
use crate::components::{Immovable, Movable, Player, Position};
|
||||
use crate::constants::{MAP_HEIGHT, MAP_WIDTH};
|
||||
use crate::resources::InputQueue;
|
||||
|
||||
pub struct InputSystem {}
|
||||
|
||||
impl<'a> System<'a> for InputSystem {
|
||||
// Data
|
||||
type SystemData = (
|
||||
Write<'a, InputQueue>,
|
||||
Entities<'a>,
|
||||
WriteStorage<'a, Position>,
|
||||
ReadStorage<'a, Player>,
|
||||
ReadStorage<'a, Movable>,
|
||||
ReadStorage<'a, Immovable>,
|
||||
);
|
||||
|
||||
fn run(&mut self, data: Self::SystemData) {
|
||||
let (mut input_queue, entities, mut positions, players, movables, immovables) = data;
|
||||
|
||||
let mut to_move = Vec::new();
|
||||
|
||||
for (position, _player) in (&positions, &players).join() {
|
||||
// Get the first key pressed
|
||||
if let Some(key) = input_queue.keys_pressed.pop() {
|
||||
// get all the movables and immovables
|
||||
let mov: HashMap<(u8, u8), Index> = (&entities, &movables, &positions)
|
||||
.join()
|
||||
.map(|t| ((t.2.x, t.2.y), t.0.id()))
|
||||
.collect();
|
||||
let immov: HashMap<(u8, u8), Index> = (&entities, &immovables, &positions)
|
||||
.join()
|
||||
.map(|t| ((t.2.x, t.2.y), t.0.id()))
|
||||
.collect();
|
||||
|
||||
// Now iterate through current position to the end of the map
|
||||
// on the correct axis and check what needs to move.
|
||||
let (start, end, is_x) = match key {
|
||||
KeyCode::Up => (position.y, 0, false),
|
||||
KeyCode::Down => (position.y, MAP_HEIGHT, false),
|
||||
KeyCode::Left => (position.x, 0, true),
|
||||
KeyCode::Right => (position.x, MAP_WIDTH, true),
|
||||
_ => continue,
|
||||
};
|
||||
|
||||
let range: Vec<_> = if start < end {
|
||||
(start..=end).collect()
|
||||
} else {
|
||||
(end..=start).rev().collect()
|
||||
};
|
||||
|
||||
for x_or_y in range {
|
||||
let pos = if is_x {
|
||||
(x_or_y, position.y)
|
||||
} else {
|
||||
(position.x, x_or_y)
|
||||
};
|
||||
|
||||
// find a movable
|
||||
// if it exists, we try to move it and continue
|
||||
// if it doesn't exist, we continue and try to find an immovable instead
|
||||
match mov.get(&pos) {
|
||||
Some(id) => to_move.push((key, id.clone())),
|
||||
None => {
|
||||
// find an immovable
|
||||
// if it exists, we need to stop and not move anything
|
||||
// if it doesn't exist, we stop because we found a gap
|
||||
match immov.get(&pos) {
|
||||
Some(_) => to_move.clear(),
|
||||
None => break,
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Now actually move what needs to be moved
|
||||
for (key, id) in to_move {
|
||||
let position = positions.get_mut(entities.entity(id));
|
||||
if let Some(position) = position {
|
||||
match key {
|
||||
KeyCode::Up => position.y -= 1,
|
||||
KeyCode::Down => position.y += 1,
|
||||
KeyCode::Left => position.x -= 1,
|
||||
KeyCode::Right => position.x += 1,
|
||||
_ => (),
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
5
src/systems/mod.rs
Normal file
5
src/systems/mod.rs
Normal file
@ -0,0 +1,5 @@
|
||||
mod input_system;
|
||||
mod rendering_system;
|
||||
|
||||
pub use self::input_system::InputSystem;
|
||||
pub use self::rendering_system::RenderingSystem;
|
45
src/systems/rendering_system.rs
Normal file
45
src/systems/rendering_system.rs
Normal file
@ -0,0 +1,45 @@
|
||||
use ggez::graphics::DrawParam;
|
||||
use ggez::graphics::Image;
|
||||
use ggez::nalgebra as na;
|
||||
use ggez::{graphics, Context};
|
||||
use specs::{Join, ReadStorage, System};
|
||||
|
||||
use crate::components::{Position, Renderable};
|
||||
use crate::constants::TILE_WIDTH;
|
||||
|
||||
pub struct RenderingSystem<'a> {
|
||||
pub context: &'a mut Context,
|
||||
}
|
||||
|
||||
impl<'a> System<'a> for RenderingSystem<'a> {
|
||||
type SystemData = (ReadStorage<'a, Position>, ReadStorage<'a, Renderable>);
|
||||
|
||||
fn run(&mut self, data: Self::SystemData) {
|
||||
let (positions, renderables) = data;
|
||||
|
||||
// Clear the screen/set the background
|
||||
graphics::clear(self.context, graphics::Color::new(0.95, 0.95, 0.95, 1.0));
|
||||
|
||||
// Get all the renderables with their positions and sort by the position z
|
||||
// This will allow us to have entities layered visually.
|
||||
let mut rendering_data = (&positions, &renderables).join().collect::<Vec<_>>();
|
||||
rendering_data.sort_by(|&a, &b| a.0.z.partial_cmp(&b.0.z).expect("expected comparison"));
|
||||
|
||||
// Iterate through all paris of positions & renderables, load the image
|
||||
// and draw it at the specified position.
|
||||
for (position, renderable) in rendering_data.iter() {
|
||||
// Load the image
|
||||
let image = Image::new(self.context, renderable.path.clone()).expect("expected image");
|
||||
let x = position.x as f32 * TILE_WIDTH;
|
||||
let y = position.y as f32 * TILE_WIDTH;
|
||||
|
||||
// draw
|
||||
let draw_params = DrawParam::new().dest(na::Point2::new(x, y));
|
||||
graphics::draw(self.context, &image, draw_params).expect("expected render");
|
||||
}
|
||||
|
||||
// Finally, present the context, this will actually display everything
|
||||
// on the screen.
|
||||
graphics::present(self.context).expect("expected to present");
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user