roguelike-game/src/main.rs

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Rust
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use rltk::{GameState, Rltk, RGB};
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use specs::prelude::*;
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mod components;
pub use components::*;
mod map;
pub use map::*;
mod player;
use player::*;
mod rect;
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mod visibility_system;
use visibility_system::VisibilitySystem;
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pub use rect::Rect;
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pub struct State {
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ecs: World,
}
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impl State {
fn run_systems(&mut self) {
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let mut vis = VisibilitySystem {};
vis.run_now(&self.ecs);
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self.ecs.maintain();
}
}
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impl GameState for State {
fn tick(&mut self, ctx: &mut Rltk) {
ctx.cls();
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player_input(self, ctx);
self.run_systems();
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draw_map(&self.ecs, ctx);
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let positions = self.ecs.read_storage::<Position>();
let renderables = self.ecs.read_storage::<Renderable>();
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let map = self.ecs.fetch::<Map>();
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for (pos, render) in (&positions, &renderables).join() {
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let idx = map.xy_idx(pos.x, pos.y);
if map.visible_tiles[idx] {
ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph);
}
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}
}
}
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fn main() -> rltk::BError {
use rltk::RltkBuilder;
let context = RltkBuilder::simple80x50()
.with_title("Roguelike Tutorial")
.build()?;
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let mut gs = State { ecs: World::new() };
gs.ecs.register::<Position>();
gs.ecs.register::<Renderable>();
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gs.ecs.register::<Player>();
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gs.ecs.register::<Viewshed>();
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let map: Map = Map::new_map_rooms_and_corridors();
let (player_x, player_y) = map.rooms[0].center();
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for room in map.rooms.iter().skip(1) {
let (x, y) = room.center();
gs.ecs
.create_entity()
.with(Position { x, y })
.with(Renderable {
glyph: rltk::to_cp437('g'),
fg: RGB::named(rltk::RED),
bg: RGB::named(rltk::BLACK),
})
.with(Viewshed {
visible_tiles: Vec::new(),
range: 8,
dirty: true,
})
.build();
}
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gs.ecs
.create_entity()
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.with(Position {
x: player_x,
y: player_y,
})
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.with(Renderable {
glyph: rltk::to_cp437('@'),
fg: RGB::named(rltk::YELLOW),
bg: RGB::named(rltk::BLACK),
})
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.with(Player {})
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.with(Viewshed {
visible_tiles: Vec::new(),
range: 8,
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dirty: true,
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})
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.build();
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gs.ecs.insert(map);
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rltk::main_loop(context, gs)
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}