HGQBLQKZ52X34DL7DTPIHWVGO7MPIEPLN7B6IFDU2BBQVGOD7GCQC
mod player_input;
use crate::prelude::*;
pub fn build_scheduler () -> Schedule {
Schedule::builder().build()
}
use crate::prelude::*;
pub fn spawn_player (ecs: &mut World, pos: Point) {
ecs.push(
(
Player,
pos,
Render {
color: ColorPair::new(WHITE, BLACK),
glyph: to_cp437('@')
}
)
);
}
use crate::prelude::*;
const NUM_ROOMS: usize = 20;
pub struct MapBuilder {
pub map : Map,
pub rooms : Vec<Rect>,
pub player_start : Point,
}
impl MapBuilder {
pub fn new(rng: &mut RandomNumberGenerator) -> Self {
let mut mb = MapBuilder{
map : Map::new(),
rooms : Vec::new(),
player_start : Point::zero(),
};
mb.fill(TileType::Wall);
mb.build_random_rooms(rng);
mb.build_corridors(rng);
mb.player_start = mb.rooms[0].center();// (1)
mb
}
fn fill(&mut self, tile : TileType) {
self.map.tiles.iter_mut().for_each(|t| *t = tile);
}
fn build_random_rooms(&mut self, rng : &mut RandomNumberGenerator) {// (2)
while self.rooms.len() < NUM_ROOMS {// (3)
let room = Rect::with_size(// (4)
rng.range(1, SCREEN_WIDTH - 10),
rng.range(1, SCREEN_HEIGHT - 10),
rng.range(2, 10),
rng.range(2, 10),
);
let mut overlap = false;// (5)
for r in self.rooms.iter() {
if r.intersect(&room) {
overlap = true;
}
}
if !overlap {// (6)
room.for_each(|p| {
if p.x > 0 && p.x < SCREEN_WIDTH && p.y > 0
&& p.y < SCREEN_HEIGHT
{
let idx = map_idx(p.x, p.y);
self.map.tiles[idx] = TileType::Floor;
}
});
self.rooms.push(room)
}
}
}
fn apply_horizontal_tunnel(&mut self, x1:i32, x2:i32, y:i32) {
use std::cmp::{min, max};
for x in min(x1,x2) ..= max(x1,x2) {
if let Some(idx) = self.map.try_idx(Point::new(x, y)) {
self.map.tiles[idx as usize] = TileType::Floor;
}
}
}
fn apply_vertical_tunnel(&mut self, y1:i32, y2:i32, x:i32) {
use std::cmp::{min, max};
for y in min(y1,y2) ..= max(y1,y2) {
if let Some(idx) = self.map.try_idx(Point::new(x, y)) {
self.map.tiles[idx as usize] = TileType::Floor;
}
}
}
fn build_corridors(&mut self, rng: &mut RandomNumberGenerator) {
let mut rooms = self.rooms.clone();
rooms.sort_by(|a,b| a.center().x.cmp(&b.center().x));// (7)
for (i, room) in rooms.iter().enumerate().skip(1) {// (8)
let prev = rooms[i-1].center();// (9)
let new = room.center();
if rng.range(0,2) == 1 {// (10)
self.apply_horizontal_tunnel(prev.x, new.x, prev.y);
self.apply_vertical_tunnel(prev.y, new.y, new.x);
} else {
self.apply_vertical_tunnel(prev.y, new.y, prev.x);
self.apply_horizontal_tunnel(prev.x, new.x, new.y);
}
}
}
}
use crate::prelude::*;
const NUM_TILES: usize = (SCREEN_WIDTH * SCREEN_HEIGHT) as usize;
#[derive(Copy, Clone, PartialEq)]
pub enum TileType {
Wall,
Floor,
}
pub fn map_idx(x: i32, y: i32) -> usize {
((y * SCREEN_WIDTH) + x) as usize
}
pub struct Map {
pub tiles: Vec<TileType>,
}
impl Map {
pub fn new() -> Self {
Self {
tiles: vec![TileType::Floor; NUM_TILES],
}
}
pub fn in_bounds(&self, point : Point) -> bool {
point.x >= 0 && point.x < SCREEN_WIDTH && point.y >= 0 && point.y < SCREEN_HEIGHT
}
pub fn try_idx(&self, point : Point) -> Option<usize> {
if !self.in_bounds(point) {
None
} else {
Some(map_idx(point.x, point.y))
}
}
pub fn can_enter_tile(&self, point : Point) -> bool {
self.in_bounds(point) && self.tiles[map_idx(point.x, point.y)]==TileType::Floor
}
pub fn render(&self, ctx: &mut BTerm, camera: &Camera) {
// ctx.set_active_console(0);
// for y in camera.top_y .. camera.bottom_y {
// for x in camera.left_x .. camera.right_x {
// if self.in_bounds(Point::new(x, y)) {
// let idx = map_idx(x, y);
// match self.tiles[idx] {
// TileType::Floor => {
// ctx.set(
// x - camera.left_x,
// y - camera.top_y,
// WHITE,
// BLACK,
// to_cp437('.')
// );
// }
// TileType::Wall => {
// ctx.set(
// x - camera.left_x,
// y - camera.top_y,
// WHITE,
// BLACK,
// to_cp437('#')
// );
// }
// }
// }
// }
// }
}
}
#![warn(clippy::pedantic)]
mod map;
mod map_builder;
mod camera;
mod components;
mod spawner;
mod systems;
mod prelude {
pub use bracket_lib::prelude::*;
pub use legion::*;
pub use legion::world::SubWorld;
pub use legion::systems::CommandBuffer;
pub const SCREEN_WIDTH: i32 = 80;
pub const SCREEN_HEIGHT: i32 = 50;
pub const DISPLAY_WIDTH: i32 = SCREEN_WIDTH / 2;
pub const DISPLAY_HEIGHT: i32 = SCREEN_HEIGHT / 2;
pub use crate::map::*;
pub use crate::map_builder::*;
pub use crate::camera::*;
pub use crate::components::*;
pub use crate::spawner::*;
pub use crate::systems::*;
}
use prelude::*;
struct State {
ecs: World,
resources: Resources,
systems: Schedule
}
impl State {
fn new () -> Self {
let mut ecs = World::default();
let mut resources = Resources::default();
let mut rng = RandomNumberGenerator::new();
let map_builder = MapBuilder::new(&mut rng);
spawn_player(&mut ecs, map_builder.player_start);
resources.insert(map_builder.map);
resources.insert(Camera::new(map_builder.player_start));
Self {
ecs,
resources,
systems: build_scheduler()
}
}
}
impl GameState for State {
fn tick (&mut self, ctx: &mut BTerm) {
ctx.set_active_console(0);
ctx.cls();
ctx.set_active_console(1);
ctx.cls();
self.resources.insert(ctx.key);
self.systems.execute(&mut self.ecs, &mut self.resources);
}
}
fn main() -> BError {
let context = BTermBuilder::new()
.with_title("Dungeon Crawler")
.with_fps_cap(30.0)
.with_dimensions(DISPLAY_WIDTH, DISPLAY_HEIGHT)
.with_tile_dimensions(32, 32)
.with_resource_path("resources/")
.with_font("dungeonfont.png", 32, 32)
.with_simple_console(DISPLAY_WIDTH, DISPLAY_HEIGHT, "dungeonfont.png")
.with_simple_console_no_bg(DISPLAY_WIDTH, DISPLAY_HEIGHT, "dungeonfont.png")
.build()?;
main_loop(context, State::new())
}
pub use crate::prelude::*;
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct Render {
pub color: ColorPair,
pub glyph: FontCharType
}
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct Player;
use crate::prelude::*;
pub struct Camera {
pub left_x: i32,
pub right_x: i32,
pub top_y: i32,
pub bottom_y: i32
}
impl Camera {
pub fn new (player_position: Point) -> Self {
Self {
left_x: player_position.x - DISPLAY_WIDTH / 2,
right_x: player_position.x + DISPLAY_WIDTH / 2,
top_y: player_position.y - DISPLAY_HEIGHT / 2,
bottom_y: player_position.y + DISPLAY_HEIGHT / 2
}
}
pub fn on_player_move (&mut self, player_position: Point) {
self.left_x = player_position.x - DISPLAY_WIDTH / 2;
self.right_x = player_position.x + DISPLAY_WIDTH / 2;
self.top_y = player_position.y - DISPLAY_HEIGHT / 2;
self.bottom_y = player_position.y + DISPLAY_HEIGHT / 2;
}
}