Add chapter 2.1-end
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97
src/main.rs
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97
src/main.rs
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use rltk::{GameState, Rltk, RGB};
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use specs::prelude::*;
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use specs_derive::Component;
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use std::cmp::{max, min};
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#[derive(Component)]
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struct Position {
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x: i32,
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y: i32,
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}
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#[derive(Component)]
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struct Renderable {
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glyph: rltk::FontCharType,
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fg: RGB,
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bg: RGB,
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}
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#[derive(Component, Debug)]
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struct Player {}
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struct State {
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ecs: World,
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}
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impl State {
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fn run_systems(&mut self) {
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let mut lw = LeftWalker {};
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lw.run_now(&self.ecs);
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self.ecs.maintain();
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}
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}
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fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
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let mut positions = ecs.write_storage::<Position>();
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let mut players = ecs.write_storage::<Player>();
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for (_player, pos) in (&mut players, &mut positions).join() {
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pos.x = min(79, max(0, pos.x + delta_x));
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pos.y = min(49, max(0, pos.y + delta_y));
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}
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}
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fn player_input(gs: &mut State, ctx: &mut Rltk) {
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match ctx.key {
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None => {}
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Some(key) => match key {
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rltk::VirtualKeyCode::Left => try_move_player(-1, 0, &mut gs.ecs),
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rltk::VirtualKeyCode::Right => try_move_player(1, 0, &mut gs.ecs),
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rltk::VirtualKeyCode::Up => try_move_player(0, -1, &mut gs.ecs),
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rltk::VirtualKeyCode::Down => try_move_player(0, 1, &mut gs.ecs),
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_ => {}
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},
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}
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}
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impl GameState for State {
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fn tick(&mut self, ctx: &mut rltk::Rltk) {
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ctx.cls();
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player_input(self, ctx);
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self.run_systems();
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let positions = self.ecs.read_storage::<Position>();
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let renderables = self.ecs.read_storage::<Renderable>();
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for (pos, render) in (&positions, &renderables).join() {
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ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph)
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}
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}
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}
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fn main() -> rltk::BError {
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use rltk::RltkBuilder;
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let context = RltkBuilder::simple80x50()
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.with_title("Roguelike Tutorial")
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.build()?;
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let mut gs = State { ecs: World::new() };
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gs.ecs.register::<Position>();
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gs.ecs.register::<Renderable>();
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gs.ecs.register::<Player>();
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gs.ecs
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.create_entity()
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.with(Position { x: 40, y: 25 })
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.with(Renderable {
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glyph: rltk::to_cp437('@'),
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fg: RGB::named(rltk::YELLOW),
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bg: RGB::named(rltk::BLACK),
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})
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.with(Player {})
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.build();
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rltk::main_loop(context, gs)
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}
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