use rltk::{GameState, Point, Rltk, RGB}; use specs::prelude::*; use specs::saveload::{SimpleMarker, SimpleMarkerAllocator}; use std::ops::Add; extern crate serde; mod components; pub use components::*; mod map; pub use map::*; mod player; use player::*; mod rect; pub use rect::Rect; mod gamelog; mod gui; mod saveload_system; mod spawner; 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; mod inventory_system; use inventory_system::*; mod particle_system; use particle_system::{ParticleBuilder, DEFAULT_PARTICLE_LIFETIME, LONG_PARTICLE_LIFETIME}; mod rex_assets; // Embedded resources for use in wasm build rltk::embedded_resource!(TERMINAL8X8, "../resources/terminal8x8.jpg"); rltk::embedded_resource!(SCANLINESFS, "../resources/scanlines.fs"); rltk::embedded_resource!(SCANLINESVS, "../resources/scanlines.vs"); #[derive(PartialEq, Copy, Clone)] pub enum RunState { AwaitingInput, PreRun, PlayerTurn, MonsterTurn, ShowInventory, ShowDropItem, ShowTargeting { range: i32, item: Entity, aoe: i32 }, MainMenu { menu_selection: gui::MainMenuSelection }, SaveGame, } 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); let mut inventory_system = ItemCollectionSystem {}; inventory_system.run_now(&self.ecs); let mut item_use_system = ItemUseSystem {}; item_use_system.run_now(&self.ecs); let mut drop_system = ItemDropSystem {}; drop_system.run_now(&self.ecs); let mut particle_system = particle_system::ParticleSpawnSystem {}; particle_system.run_now(&self.ecs); self.ecs.maintain(); } } impl GameState for State { fn tick(&mut self, ctx: &mut Rltk) { let mut new_runstate; { let runstate = self.ecs.fetch::(); new_runstate = *runstate; } // Clear screen ctx.cls(); particle_system::cull_dead_particles(&mut self.ecs, ctx); match new_runstate { RunState::MainMenu { .. } => {} _ => { // Draw map and ui draw_map(&self.ecs, ctx); { let positions = self.ecs.read_storage::(); let renderables = self.ecs.read_storage::(); let map = self.ecs.fetch::(); let mut data = (&positions, &renderables).join().collect::>(); data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order)); for (pos, render) in data.iter() { let idx = map.xy_idx(pos.x, pos.y); let offsets = RGB::from_u8(map.red_offset[idx], map.green_offset[idx], map.blue_offset[idx]); let mut bg = render.bg.add(RGB::from_u8(26, 45, 45)).add(offsets); //bg = bg.add(offsets); if map.bloodstains.contains(&idx) { bg = bg.add(RGB::from_f32(0.6, 0., 0.)); } if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, bg, render.glyph); } } gui::draw_ui(&self.ecs, ctx); } } } match new_runstate { RunState::PreRun => { self.run_systems(); self.ecs.maintain(); new_runstate = RunState::AwaitingInput; } RunState::AwaitingInput => { new_runstate = player_input(self, ctx); } RunState::PlayerTurn => { self.run_systems(); self.ecs.maintain(); new_runstate = RunState::MonsterTurn; } RunState::MonsterTurn => { self.run_systems(); self.ecs.maintain(); new_runstate = RunState::AwaitingInput; } RunState::ShowInventory => { let result = gui::show_inventory(self, ctx); match result.0 { gui::ItemMenuResult::Cancel => new_runstate = RunState::AwaitingInput, gui::ItemMenuResult::NoResponse => {} gui::ItemMenuResult::Selected => { let item_entity = result.1.unwrap(); let is_ranged = self.ecs.read_storage::(); let ranged_item = is_ranged.get(item_entity); if let Some(ranged_item) = ranged_item { let is_aoe = self.ecs.read_storage::(); let aoe_item = is_aoe.get(item_entity); if let Some(aoe_item) = aoe_item { new_runstate = RunState::ShowTargeting { range: ranged_item.range, item: item_entity, aoe: aoe_item.radius, } } else { new_runstate = RunState::ShowTargeting { range: ranged_item.range, item: item_entity, aoe: 0 } } } else { let mut intent = self.ecs.write_storage::(); intent .insert(*self.ecs.fetch::(), WantsToUseItem { item: item_entity, target: None }) .expect("Unable to insert intent."); new_runstate = RunState::PlayerTurn; } } } } RunState::ShowDropItem => { let result = gui::drop_item_menu(self, ctx); match result.0 { gui::ItemMenuResult::Cancel => new_runstate = RunState::AwaitingInput, gui::ItemMenuResult::NoResponse => {} gui::ItemMenuResult::Selected => { let item_entity = result.1.unwrap(); let mut intent = self.ecs.write_storage::(); intent .insert(*self.ecs.fetch::(), WantsToDropItem { item: item_entity }) .expect("Unable to insert intent"); new_runstate = RunState::PlayerTurn; } } } RunState::ShowTargeting { range, item, aoe } => { let result = gui::ranged_target(self, ctx, range, aoe); match result.0 { gui::ItemMenuResult::Cancel => new_runstate = RunState::AwaitingInput, gui::ItemMenuResult::NoResponse => {} gui::ItemMenuResult::Selected => { let mut intent = self.ecs.write_storage::(); intent .insert(*self.ecs.fetch::(), WantsToUseItem { item, target: result.1 }) .expect("Unable to insert intent."); new_runstate = RunState::PlayerTurn; } } } RunState::MainMenu { .. } => { let result = gui::main_menu(self, ctx); match result { gui::MainMenuResult::NoSelection { selected } => { new_runstate = RunState::MainMenu { menu_selection: selected } } gui::MainMenuResult::Selected { selected } => match selected { gui::MainMenuSelection::NewGame => new_runstate = RunState::PreRun, gui::MainMenuSelection::LoadGame => { saveload_system::load_game(&mut self.ecs); new_runstate = RunState::AwaitingInput; saveload_system::delete_save(); } gui::MainMenuSelection::Quit => { ::std::process::exit(0); } }, } } RunState::SaveGame => { saveload_system::save_game(&mut self.ecs); new_runstate = RunState::MainMenu { menu_selection: gui::MainMenuSelection::LoadGame }; } } { let mut runwriter = self.ecs.write_resource::(); *runwriter = new_runstate; } damage_system::delete_the_dead(&mut self.ecs); } } const DISPLAYWIDTH: i32 = 80; const DISPLAYHEIGHT: i32 = 50; fn main() -> rltk::BError { use rltk::RltkBuilder; let mut context = RltkBuilder::new() .with_title("rust-rl") .with_dimensions(DISPLAYWIDTH, DISPLAYHEIGHT) .with_tile_dimensions(16, 16) .with_resource_path("resources/") .with_font("terminal8x8.jpg", 8, 8) .with_simple_console(DISPLAYWIDTH, DISPLAYHEIGHT, "terminal8x8.jpg") .with_simple_console_no_bg(DISPLAYWIDTH, DISPLAYHEIGHT, "terminal8x8.jpg") .build()?; context.with_post_scanlines(false); //context.screen_burn_color(RGB::named((150, 255, 255))); let mut gs = State { ecs: World::new() }; gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::(); gs.ecs.register::>(); gs.ecs.register::(); gs.ecs.insert(SimpleMarkerAllocator::::new()); let map = Map::new_map_rooms_and_corridors(); let (player_x, player_y) = map.rooms[0].centre(); let player_name = "wanderer".to_string(); let player_entity = spawner::player(&mut gs.ecs, player_x, player_y, player_name); gs.ecs.insert(rltk::RandomNumberGenerator::new()); for room in map.rooms.iter().skip(1) { spawner::spawn_room(&mut gs.ecs, room); } 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!["".to_string()], }); gs.ecs.insert(RunState::MainMenu { menu_selection: gui::MainMenuSelection::NewGame }); gs.ecs.insert(particle_system::ParticleBuilder::new()); gs.ecs.insert(rex_assets::RexAssets::new()); rltk::main_loop(context, gs) }