use super::{Map, Player, Position, State, TileType, Viewshed}; use crate::RunState; use rltk::{Point, Rltk, VirtualKeyCode}; use specs::prelude::*; use std::cmp::{max, min}; pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) { let mut positions = ecs.write_storage::(); let mut players = ecs.write_storage::(); let mut viewsheds = ecs.write_storage::(); let map = ecs.fetch::(); for (_player, pos, viewshed) in (&mut players, &mut positions, &mut viewsheds).join() { let destination_idx = map.xy_idx(pos.x + delta_x, pos.y + delta_y); if !map.blocked[destination_idx] { pos.x = min(79, max(0, pos.x + delta_x)); pos.y = min(49, max(0, pos.y + delta_y)); let mut ppos = ecs.write_resource::(); ppos.x = pos.x; ppos.y = pos.y; viewshed.dirty = true; } } } pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState { // Player movement match ctx.key { None => return RunState::Paused, // Nothing happened Some(key) => match key { VirtualKeyCode::Left | VirtualKeyCode::Numpad4 | VirtualKeyCode::H | VirtualKeyCode::A => try_move_player(-1, 0, &mut gs.ecs), VirtualKeyCode::Right | VirtualKeyCode::Numpad6 | VirtualKeyCode::L | VirtualKeyCode::D => try_move_player(1, 0, &mut gs.ecs), VirtualKeyCode::Up | VirtualKeyCode::Numpad8 | VirtualKeyCode::K | VirtualKeyCode::W => try_move_player(0, -1, &mut gs.ecs), VirtualKeyCode::Down | VirtualKeyCode::Numpad2 | VirtualKeyCode::J | VirtualKeyCode::S | VirtualKeyCode::X => try_move_player(0, 1, &mut gs.ecs), // Diagonals VirtualKeyCode::Numpad9 | VirtualKeyCode::Y | VirtualKeyCode::E => { try_move_player(1, -1, &mut gs.ecs) } VirtualKeyCode::Numpad7 | VirtualKeyCode::U | VirtualKeyCode::Q => { try_move_player(-1, -1, &mut gs.ecs) } VirtualKeyCode::Numpad3 | VirtualKeyCode::N | VirtualKeyCode::C => { try_move_player(1, 1, &mut gs.ecs) } VirtualKeyCode::Numpad1 | VirtualKeyCode::B | VirtualKeyCode::Z => { try_move_player(-1, 1, &mut gs.ecs) } _ => return RunState::Paused, }, } RunState::Running }