Completed 2.4 Modules

This commit is contained in:
Timothy Warren 2020-07-23 18:12:52 -04:00
parent 5c99a24d4d
commit f7586c81e2
9 changed files with 333 additions and 304 deletions

57
src/components.rs Normal file
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@ -0,0 +1,57 @@
use specs::{Component, NullStorage, VecStorage, World, WorldExt};
// Components
#[derive(Debug, Component, Clone, Copy)]
#[storage(VecStorage)]
pub struct Position {
pub x: u8,
pub y: u8,
pub z: u8,
}
impl Position {
pub fn new(x: u8, y: u8) -> Self {
Position { x, y, z: 0 }
}
}
#[derive(Component)]
#[storage(VecStorage)]
pub struct Renderable {
pub path: String,
}
#[derive(Component)]
#[storage(VecStorage)]
pub struct Wall {}
#[derive(Component)]
#[storage(VecStorage)]
pub struct Player {}
#[derive(Component)]
#[storage(VecStorage)]
pub struct Box {}
#[derive(Component)]
#[storage(VecStorage)]
pub struct BoxSpot {}
#[derive(Component, Default)]
#[storage(NullStorage)]
pub struct Movable;
#[derive(Component, Default)]
#[storage(NullStorage)]
pub struct Immovable;
pub fn register_components(world: &mut World) {
world.register::<Position>();
world.register::<Renderable>();
world.register::<Player>();
world.register::<Wall>();
world.register::<Box>();
world.register::<BoxSpot>();
world.register::<Movable>();
world.register::<Immovable>();
}

3
src/constants.rs Normal file
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pub const TILE_WIDTH: f32 = 32.0;
pub const MAP_WIDTH: u8 = 8;
pub const MAP_HEIGHT: u8 = 9;

59
src/entities.rs Normal file
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use crate::components::*;
use specs::{Builder, World, WorldExt};
pub fn create_wall(world: &mut World, position: Position) {
world
.create_entity()
.with(Position { z: 10, ..position })
.with(Renderable {
path: "/images/wall.png".to_string(),
})
.with(Wall {})
.with(Immovable)
.build();
}
pub fn create_floor(world: &mut World, position: Position) {
world
.create_entity()
.with(Position { z: 5, ..position })
.with(Renderable {
path: "/images/floor.png".to_string(),
})
.build();
}
pub fn create_box(world: &mut World, position: Position) {
world
.create_entity()
.with(Position { z: 10, ..position })
.with(Renderable {
path: "/images/box.png".to_string(),
})
.with(Box {})
.with(Movable)
.build();
}
pub fn create_box_spot(world: &mut World, position: Position) {
world
.create_entity()
.with(Position { z: 9, ..position })
.with(Renderable {
path: "/images/box_spot.png".to_string(),
})
.with(BoxSpot {})
.build();
}
pub fn create_player(world: &mut World, position: Position) {
world
.create_entity()
.with(Position { z: 10, ..position })
.with(Renderable {
path: "/images/player.png".to_string(),
})
.with(Player {})
.with(Movable)
.build();
}

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@ -1,201 +1,21 @@
use ggez;
use ggez::event::{KeyCode, KeyMods};
use ggez::graphics;
use ggez::graphics::DrawParam;
use ggez::graphics::Image;
use ggez::nalgebra as na;
use ggez::event::KeyCode;
use ggez::event::KeyMods;
use ggez::{conf, event, Context, GameResult};
use specs::world::Index;
use specs::Entities;
use specs::NullStorage;
use specs::WriteStorage;
use specs::{
join::Join, Builder, Component, ReadStorage, RunNow, System, VecStorage, World, WorldExt, Write,
};
use std::collections::HashMap;
use specs::{RunNow, World, WorldExt};
use std::path;
const TILE_WIDTH: f32 = 32.0;
const MAP_WIDTH: u8 = 8;
const MAP_HEIGHT: u8 = 9;
mod components;
mod constants;
mod entities;
mod map;
mod resources;
mod systems;
// Components
#[derive(Debug, Component, Clone, Copy)]
#[storage(VecStorage)]
pub struct Position {
x: u8,
y: u8,
z: u8,
}
impl Position {
pub fn new(x: u8, y: u8) -> Self {
Position { x, y, z: 0 }
}
}
#[derive(Component)]
#[storage(VecStorage)]
pub struct Renderable {
path: String,
}
#[derive(Component)]
#[storage(VecStorage)]
pub struct Wall {}
#[derive(Component)]
#[storage(VecStorage)]
pub struct Player {}
#[derive(Component)]
#[storage(VecStorage)]
pub struct Box {}
#[derive(Component)]
#[storage(VecStorage)]
pub struct BoxSpot {}
#[derive(Component, Default)]
#[storage(NullStorage)]
pub struct Movable;
#[derive(Component, Default)]
#[storage(NullStorage)]
pub struct Immovable;
// Resources
#[derive(Default)]
pub struct InputQueue {
pub keys_pressed: Vec<KeyCode>,
}
// Systems
pub struct RenderingSystem<'a> {
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");
}
}
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,
_ => (),
}
}
}
}
}
use crate::components::*;
use crate::map::*;
use crate::resources::*;
use crate::systems::*;
// All the game state
struct Game {
@ -230,122 +50,11 @@ impl event::EventHandler for Game {
_keymod: KeyMods,
_repeat: bool,
) {
println!("Key pressed: {:?}", keycode);
let mut input_queue = self.world.write_resource::<InputQueue>();
input_queue.keys_pressed.push(keycode);
}
}
pub fn register_components(world: &mut World) {
world.register::<Position>();
world.register::<Renderable>();
world.register::<Player>();
world.register::<Wall>();
world.register::<Box>();
world.register::<BoxSpot>();
world.register::<Movable>();
world.register::<Immovable>();
}
pub fn register_resources(world: &mut World) {
world.insert(InputQueue::default())
}
pub fn create_wall(world: &mut World, position: Position) {
world
.create_entity()
.with(Position { z: 10, ..position })
.with(Renderable {
path: "/images/wall.png".to_string(),
})
.with(Wall {})
.with(Immovable)
.build();
}
pub fn create_floor(world: &mut World, position: Position) {
world
.create_entity()
.with(Position { z: 5, ..position })
.with(Renderable {
path: "/images/floor.png".to_string(),
})
.build();
}
pub fn create_box(world: &mut World, position: Position) {
world
.create_entity()
.with(Position { z: 10, ..position })
.with(Renderable {
path: "/images/box.png".to_string(),
})
.with(Box {})
.with(Movable)
.build();
}
pub fn create_box_spot(world: &mut World, position: Position) {
world
.create_entity()
.with(Position { z: 9, ..position })
.with(Renderable {
path: "/images/box_spot.png".to_string(),
})
.with(BoxSpot {})
.build();
}
pub fn create_player(world: &mut World, position: Position) {
world
.create_entity()
.with(Position { z: 10, ..position })
.with(Renderable {
path: "/images/player.png".to_string(),
})
.with(Player {})
.with(Movable)
.build();
}
pub fn load_map(world: &mut World, map_string: String) {
// read all lines
let rows: Vec<&str> = map_string.trim().split('\n').map(|x| x.trim()).collect();
for (y, row) in rows.iter().enumerate() {
let columns: Vec<&str> = row.split(' ').collect();
for (x, column) in columns.iter().enumerate() {
// Create the position at which to create something on the map
let position = Position::new(x as u8, y as u8);
// Figure out which object to create
match *column {
"." => create_floor(world, position),
"W" => {
create_floor(world, position);
create_wall(world, position);
}
"P" => {
create_floor(world, position);
create_player(world, position);
}
"B" => {
create_floor(world, position);
create_box(world, position);
}
"S" => {
create_floor(world, position);
create_box_spot(world, position);
}
"N" => (),
c => panic!("unrecognized map item {}", c),
}
}
}
}
pub fn initialize_level(world: &mut World) {
const MAP: &str = "
N N W W W W W W

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src/map.rs Normal file
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use crate::components::Position;
use crate::entities::*;
use specs::World;
pub fn load_map(world: &mut World, map_string: String) {
// read all lines
let rows: Vec<&str> = map_string.trim().split('\n').map(|x| x.trim()).collect();
for (y, row) in rows.iter().enumerate() {
let columns: Vec<&str> = row.split(' ').collect();
for (x, column) in columns.iter().enumerate() {
// Create the position at which to create something on the map
let position = Position::new(x as u8, y as u8);
// Figure out which object to create
match *column {
"." => create_floor(world, position),
"W" => {
create_floor(world, position);
create_wall(world, position);
}
"P" => {
create_floor(world, position);
create_player(world, position);
}
"B" => {
create_floor(world, position);
create_box(world, position);
}
"S" => {
create_floor(world, position);
create_box_spot(world, position);
}
"N" => (),
c => panic!("unrecognized map item {}", c),
}
}
}
}

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src/resources.rs Normal file
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use ggez::event::KeyCode;
use specs::World;
// Resources
#[derive(Default)]
pub struct InputQueue {
pub keys_pressed: Vec<KeyCode>,
}
pub fn register_resources(world: &mut World) {
world.insert(InputQueue::default())
}

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@ -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,
_ => (),
}
}
}
}
}

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src/systems/mod.rs Normal file
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mod input_system;
mod rendering_system;
pub use self::input_system::InputSystem;
pub use self::rendering_system::RenderingSystem;

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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");
}
}