mw-rl/src/main.rs

178 lines
4.8 KiB
Rust

use rand::Rng;
use rltk::{
Algorithm2D, BaseMap, Console, GameState, Point, Rltk,
VirtualKeyCode, RGB,
};
#[derive(PartialEq, Copy, Clone)]
enum TileType {
Wall,
Floor,
}
struct State {
map: Vec<TileType>,
player_position: usize,
visible: Vec<bool>,
}
fn xy_idx(x: i32, y: i32) -> usize {
(y as usize * 80) + x as usize
}
fn idx_xy(idx: usize) -> (i32, i32) {
(idx as i32 % 80, idx as i32 / 80)
}
impl State {
fn new() -> State {
let mut state = State {
map: vec![TileType::Floor; 80 * 50],
player_position: xy_idx(40, 25),
visible: vec![false; 80 * 50],
};
(0..80).into_iter().for_each(|x| {
state.map[xy_idx(x, 0)] = TileType::Wall;
state.map[xy_idx(x, 49)] = TileType::Wall;
});
(0..50).into_iter().for_each(|y| {
state.map[xy_idx(0, y)] = TileType::Wall;
state.map[xy_idx(79, y)] = TileType::Wall;
});
let mut rng = rand::thread_rng();
(0..400).into_iter().for_each(|_| {
let x = rng.gen_range(1, 79);
let y = rng.gen_range(1, 49);
let idx = xy_idx(x, y);
if state.player_position != idx {
state.map[idx] = TileType::Wall;
}
});
state
}
fn move_player(&mut self, dx: i32, dy: i32) {
let cur_pos = idx_xy(self.player_position);
let new_pos = (cur_pos.0 + dx, cur_pos.1 + dy);
let new_idx = xy_idx(new_pos.0, new_pos.1);
if self.map[new_idx] == TileType::Floor {
self.player_position = new_idx;
}
}
}
impl GameState for State {
#[allow(non_snake_case)]
fn tick(&mut self, ctx: &mut Rltk) {
match ctx.key {
None => {}
Some(key) => {
match key {
//numpad
VirtualKeyCode::Numpad8 => self.move_player(0, -1),
VirtualKeyCode::Numpad4 => self.move_player(-1, 0),
VirtualKeyCode::Numpad6 => self.move_player(1, 0),
VirtualKeyCode::Numpad2 => self.move_player(0, 1),
//diag
VirtualKeyCode::Numpad7 => self.move_player(-1, -1),
VirtualKeyCode::Numpad9 => self.move_player(1, -1),
VirtualKeyCode::Numpad1 => self.move_player(-1, 1),
VirtualKeyCode::Numpad3 => self.move_player(1, 1),
//arrows
VirtualKeyCode::Up => self.move_player(0, -1),
VirtualKeyCode::Down => self.move_player(0, 1),
VirtualKeyCode::Left => self.move_player(-1, 0),
VirtualKeyCode::Right => self.move_player(1, 0),
_ => {}
}
}
}
self.visible.iter_mut().for_each(|v| {
*v = false;
});
let player_position =
self.index_to_point2d(self.player_position as i32);
let fov = rltk::field_of_view(player_position, 8, self);
fov.iter().for_each(|idx| {
self.visible[xy_idx(idx.x, idx.y)] = true;
});
ctx.cls();
let mut y = 0;
let mut x = 0;
&self.map.iter().enumerate().for_each(|(i, tile)| {
let mut fg;
let mut glyph = ".";
match tile {
TileType::Floor => {
fg = RGB::from_f32(0.5, 0.5, 0.0);
}
TileType::Wall => {
fg = RGB::from_f32(0.0, 1.0, 0.0);
glyph = "#";
}
}
if !self.visible[i] {
fg = fg.to_greyscale();
}
ctx.print_color(x, y, fg, RGB::from_f32(0., 0., 0.), glyph);
x += 1;
if x > 79 {
x = 0;
y += 1;
}
});
let ppos = idx_xy(self.player_position);
ctx.print_color(
ppos.0,
ppos.1,
RGB::from_f32(1.0, 1.0, 0.0),
RGB::from_f32(0., 0., 0.),
"@",
);
}
}
impl BaseMap for State {
fn is_opaque(&self, idx: i32) -> bool {
self.map[idx as usize] == TileType::Wall
}
fn get_available_exits(&self, _idx: i32) -> Vec<(i32, f32)> {
Vec::new() // no exits? it's a trap!!!
}
fn get_pathing_distance(&self, _idx1: i32, _idx2: i32) -> f32 {
0.0
}
}
impl Algorithm2D for State {
fn point2d_to_index(&self, pt: Point) -> i32 {
xy_idx(pt.x, pt.y) as i32
}
fn index_to_point2d(&self, idx: i32) -> Point {
Point::new(idx % 80, idx / 80)
}
}
fn main() {
let context =
Rltk::init_simple8x8(80, 50, "Mortal Wombat", "resources");
let gs = State::new();
rltk::main_loop(context, gs);
}