roguelike-game/src/player.rs

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use rltk::{VirtualKeyCode, Rltk};
use specs::prelude::*;
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use super::{Position, Player, TileType, State, Map};
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use std::cmp::{min, max};
pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
let mut positions = ecs.write_storage::<Position>();
let mut players = ecs.write_storage::<Player>();
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let map = ecs.fetch::<Map>();
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for (_player, pos) in (&mut players, &mut positions).join() {
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let destination_idx = map.xy_idx(pos.x + delta_x, pos.y + delta_y);
if map.tiles[destination_idx] != TileType::Wall {
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pos.x = min(79, max(0, pos.x + delta_x));
pos.y = min(49, max(0, pos.y + delta_y));
}
}
}
pub fn player_input(gs: &mut State, ctx: &mut Rltk) {
// Player movement
match ctx.key {
None => {} // Nothing happened
Some(key) => match key {
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VirtualKeyCode::Left |
VirtualKeyCode::Numpad4 |
VirtualKeyCode::H => try_move_player(-1, 0, &mut gs.ecs),
VirtualKeyCode::Right |
VirtualKeyCode::Numpad6 |
VirtualKeyCode::L=> try_move_player(1, 0, &mut gs.ecs),
VirtualKeyCode::Up |
VirtualKeyCode::Numpad8 |
VirtualKeyCode::K => try_move_player(0, -1, &mut gs.ecs),
VirtualKeyCode::Down |
VirtualKeyCode::Numpad2 |
VirtualKeyCode::J => try_move_player(0, 1, &mut gs.ecs),
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_ => {}
},
}
}