initial commit

using rltk
This commit is contained in:
Llywelwyn 2023-07-06 16:47:07 +01:00
parent 40a2ac07be
commit d3a09df7a8
29 changed files with 3323 additions and 0 deletions

176
src/main.rs Normal file
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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 gamelog;
use gamelog::GameLog;
mod gui;
mod visibility_system;
use visibility_system::VisibilitySystem;
mod monster_ai_system;
use monster_ai_system::MonsterAI;
mod map_indexing_system;
use map_indexing_system::MapIndexingSystem;
mod damage_system;
use damage_system::*;
mod melee_combat_system;
use melee_combat_system::MeleeCombatSystem;
#[derive(PartialEq, Copy, Clone)]
pub enum RunState {
AwaitingInput,
PreRun,
PlayerTurn,
MonsterTurn,
}
pub struct State {
pub ecs: World,
}
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);
let mut melee_system = MeleeCombatSystem {};
melee_system.run_now(&self.ecs);
let mut damage_system = DamageSystem {};
damage_system.run_now(&self.ecs);
self.ecs.maintain();
}
}
impl GameState for State {
fn tick(&mut self, ctx: &mut Rltk) {
ctx.cls();
let mut new_runstate;
{
let runstate = self.ecs.fetch::<RunState>();
new_runstate = *runstate;
}
match new_runstate {
RunState::PreRun => {
self.run_systems();
new_runstate = RunState::AwaitingInput;
}
RunState::AwaitingInput => {
new_runstate = player_input(self, ctx);
}
RunState::PlayerTurn => {
self.run_systems();
new_runstate = RunState::MonsterTurn;
}
RunState::MonsterTurn => {
self.run_systems();
new_runstate = RunState::AwaitingInput;
}
}
{
let mut runwriter = self.ecs.write_resource::<RunState>();
*runwriter = new_runstate;
}
damage_system::delete_the_dead(&mut self.ecs);
draw_map(&self.ecs, ctx);
let positions = self.ecs.read_storage::<Position>();
let renderables = self.ecs.read_storage::<Renderable>();
let map = self.ecs.fetch::<Map>();
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);
}
}
gui::draw_ui(&self.ecs, ctx);
}
}
fn main() -> rltk::BError {
use rltk::RltkBuilder;
let mut context = RltkBuilder::simple80x50()
.with_gutter(0)
.with_tile_dimensions(16, 16)
//.with_fitscreen(true)
.with_title("Roguelike Tutorial")
.build()?;
context.with_post_scanlines(true);
let mut gs = State { ecs: World::new() };
gs.ecs.register::<Position>();
gs.ecs.register::<Renderable>();
gs.ecs.register::<Player>();
gs.ecs.register::<Monster>();
gs.ecs.register::<Viewshed>();
gs.ecs.register::<Name>();
gs.ecs.register::<BlocksTile>();
gs.ecs.register::<CombatStats>();
gs.ecs.register::<WantsToMelee>();
gs.ecs.register::<SufferDamage>();
let map = Map::new_map_rooms_and_corridors();
let (player_x, player_y) = map.rooms[0].centre();
let player_entity = 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() })
.with(CombatStats { max_hp: 30, hp: 30, defence: 2, power: 5 })
.build();
let mut rng = rltk::RandomNumberGenerator::new();
for (i, room) in map.rooms.iter().skip(1).enumerate() {
let (x, y) = room.centre();
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: 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 {})
.with(CombatStats { max_hp: 16, hp: 16, defence: 1, power: 4 })
.build();
}
gs.ecs.insert(map);
gs.ecs.insert(Point::new(player_x, player_y));
gs.ecs.insert(player_entity);
gs.ecs.insert(gamelog::GameLog { entries: vec!["Here's your welcome message.".to_string()] });
gs.ecs.insert(RunState::PreRun);
rltk::main_loop(context, gs)
}