use rltk::{GameState, Point, Rltk, RGB}; use specs::prelude::*; mod components; pub use components::*; mod map; pub use map::*; mod player; use player::*; mod rect; pub use rect::Rect; mod visibility_system; use visibility_system::VisibilitySystem; mod monster_ai_system; use monster_ai_system::*; mod map_indexing_system; use map_indexing_system::*; pub const MAP_SIZE: usize = 80 * 50; #[derive(PartialEq, Copy, Clone)] pub enum RunState { Paused, Running, } pub struct State { pub ecs: World, pub runstate: RunState, } impl State { fn run_systems(&mut self) { let mut vis = VisibilitySystem {}; vis.run_now(&self.ecs); let mut mob = MonsterAI {}; mob.run_now(&self.ecs); let mut mapindex = MapIndexingSystem {}; mapindex.run_now(&self.ecs); self.ecs.maintain(); } } impl GameState for State { fn tick(&mut self, ctx: &mut Rltk) { ctx.cls(); if self.runstate == RunState::Running { self.run_systems(); self.runstate = RunState::Paused; } else { self.runstate = player_input(self, ctx); } draw_map(&self.ecs, ctx); let positions = self.ecs.read_storage::(); let renderables = self.ecs.read_storage::(); let map = self.ecs.fetch::(); for (pos, render) in (&positions, &renderables).join() { 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); } } } } fn main() -> rltk::BError { use rltk::RltkBuilder; let context = RltkBuilder::simple80x50() .with_title("Roguelike Tutorial") .build()?; let mut gs = State { ecs: World::new(), runstate: RunState::Running, }; gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); let map: Map = Map::new_map_rooms_and_corridors(); let (player_x, player_y) = map.rooms[0].center(); let mut rng = rltk::RandomNumberGenerator::new(); for (i, room) in map.rooms.iter().skip(1).enumerate() { let (x, y) = room.center(); let glyph: rltk::FontCharType; let name: String; let roll = rng.roll_dice(1, 2); match roll { 1 => { glyph = rltk::to_cp437('g'); name = "Goblin".to_string(); } _ => { glyph = rltk::to_cp437('o'); name = "Orc".to_string(); } } gs.ecs .create_entity() .with(Position { x, y }) .with(Renderable { glyph, fg: RGB::named(rltk::RED), bg: RGB::named(rltk::BLACK), }) .with(Viewshed { visible_tiles: Vec::new(), range: 8, dirty: true, }) .with(Monster {}) .with(Name { name: format!("{} #{}", &name, i), }) .with(BlocksTile {}) .build(); } gs.ecs .create_entity() .with(Position { x: player_x, y: player_y, }) .with(Renderable { glyph: rltk::to_cp437('@'), fg: RGB::named(rltk::YELLOW), bg: RGB::named(rltk::BLACK), }) .with(Player {}) .with(Viewshed { visible_tiles: Vec::new(), range: 8, dirty: true, }) .with(Name { name: "Player".to_string(), }) .build(); gs.ecs.insert(map); gs.ecs.insert(Point::new(player_x, player_y)); rltk::main_loop(context, gs) }