Migrate to Legion for ECS
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10
src/components.rs
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10
src/components.rs
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@ -0,0 +1,10 @@
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use crate::prelude::*;
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct Render {
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pub color: ColorPair,
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pub glyph: FontCharType,
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}
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct Player;
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36
src/main.rs
36
src/main.rs
@ -1,37 +1,51 @@
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mod camera;
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mod components;
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mod map;
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mod map_builder;
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mod player;
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mod spawner;
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mod systems;
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mod prelude {
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pub use bracket_lib::prelude::*;
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pub use legion::systems::CommandBuffer;
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pub use legion::world::SubWorld;
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pub use legion::*;
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pub const SCREEN_WIDTH: i32 = 80;
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pub const SCREEN_HEIGHT: i32 = 50;
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pub const DISPLAY_WIDTH: i32 = SCREEN_WIDTH / 2;
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pub const DISPLAY_HEIGHT: i32 = SCREEN_HEIGHT / 2;
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pub use crate::camera::*;
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pub use crate::components::*;
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pub use crate::map::*;
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pub use crate::map_builder::*;
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pub use crate::player::*;
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pub use crate::spawner::*;
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pub use crate::systems::*;
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}
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use prelude::*;
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struct State {
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map: Map,
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player: Player,
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camera: Camera,
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ecs: World,
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resources: Resources,
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systems: Schedule,
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}
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impl State {
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fn new() -> Self {
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let mut ecs = World::default();
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let mut resources = Resources::default();
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let mut rng = RandomNumberGenerator::new();
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let map_builder = MapBuilder::new(&mut rng);
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resources.insert(map_builder.map);
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resources.insert(Camera::new(map_builder.player_start));
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spawn_player(&mut ecs, map_builder.player_start);
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Self {
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map: map_builder.map,
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player: Player::new(map_builder.player_start),
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camera: Camera::new(map_builder.player_start),
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ecs,
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resources,
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systems: build_scheduler(),
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}
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}
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}
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@ -42,9 +56,9 @@ impl GameState for State {
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ctx.cls();
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ctx.set_active_console(1);
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ctx.cls();
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self.player.update(ctx, &self.map, &mut self.camera);
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self.map.render(ctx, &self.camera);
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self.player.render(ctx, &self.camera);
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self.resources.insert(ctx.key);
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self.systems.execute(&mut self.ecs, &mut self.resources);
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render_draw_buffer(ctx).expect("Render error");
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}
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}
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31
src/map.rs
31
src/map.rs
@ -23,37 +23,6 @@ impl Map {
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}
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}
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pub fn render(&self, ctx: &mut BTerm, camera: &Camera) {
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ctx.set_active_console(0);
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for y in camera.top_y..camera.bottom_y {
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for x in camera.left_x..camera.right_x {
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if self.in_bounds(Point::new(x, y)) {
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let idx = map_idx(x, y);
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match self.tiles[idx] {
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TileType::Floor => {
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ctx.set(
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x - camera.left_x,
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y - camera.top_y,
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WHITE,
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BLACK,
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to_cp437('.'),
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);
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}
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TileType::Wall => {
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ctx.set(
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x - camera.left_x,
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y - camera.top_y,
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WHITE,
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BLACK,
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to_cp437('#'),
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);
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}
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}
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}
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}
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}
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}
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pub fn in_bounds(&self, point: Point) -> bool {
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point.x >= 0 && point.x < SCREEN_WIDTH && point.y >= 0 && point.y < SCREEN_HEIGHT
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}
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@ -1,40 +0,0 @@
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use crate::prelude::*;
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pub struct Player {
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pub position: Point,
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}
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impl Player {
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pub fn new(position: Point) -> Self {
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Self { position }
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}
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pub fn render(&self, ctx: &mut BTerm, camera: &Camera) {
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ctx.set_active_console(1);
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ctx.set(
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self.position.x - camera.left_x,
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self.position.y - camera.top_y,
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WHITE,
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BLACK,
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to_cp437('@'),
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);
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}
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pub fn update(&mut self, ctx: &mut BTerm, map: &Map, camera: &mut Camera) {
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if let Some(key) = ctx.key {
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let delta = match key {
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VirtualKeyCode::Left | VirtualKeyCode::A => Point::new(-1, 0),
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VirtualKeyCode::Right | VirtualKeyCode::D => Point::new(1, 0),
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VirtualKeyCode::Up | VirtualKeyCode::W => Point::new(0, -1),
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VirtualKeyCode::Down | VirtualKeyCode::S => Point::new(0, 1),
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_ => Point::zero(),
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};
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let new_position = self.position + delta;
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if map.can_enter_tile(new_position) {
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self.position = new_position;
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camera.on_player_move(new_position);
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}
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}
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}
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}
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12
src/spawner.rs
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12
src/spawner.rs
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@ -0,0 +1,12 @@
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use crate::prelude::*;
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pub fn spawn_player(ecs: &mut World, pos: Point) {
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ecs.push((
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Player,
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pos,
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Render {
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color: ColorPair::new(WHITE, BLACK),
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glyph: to_cp437('@'),
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},
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));
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}
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17
src/systems/entity_render.rs
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17
src/systems/entity_render.rs
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@ -0,0 +1,17 @@
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use crate::prelude::*;
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#[system]
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#[read_component(Point)]
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#[read_component(Render)]
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pub fn entity_render(ecs: &SubWorld, #[resource] camera: &Camera) {
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let mut draw_batch = DrawBatch::new();
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let offset = Point::new(camera.left_x, camera.top_y);
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draw_batch.target(1);
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<(&Point, &Render)>::query()
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.iter(ecs)
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.for_each(|(pos, render)| {
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draw_batch.set(*pos - offset, render.color, render.glyph);
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});
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draw_batch.submit(5000).expect("Batch error");
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}
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22
src/systems/map_render.rs
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22
src/systems/map_render.rs
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@ -0,0 +1,22 @@
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use crate::prelude::*;
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#[system]
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pub fn map_render(#[resource] map: &Map, #[resource] camera: &Camera) {
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let mut draw_batch = DrawBatch::new();
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draw_batch.target(0);
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for y in camera.top_y..=camera.bottom_y {
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for x in camera.left_x..=camera.right_x {
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let pt = Point::new(x, y);
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let offset = Point::new(camera.left_x, camera.top_y);
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if map.in_bounds(pt) {
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let idx = map_idx(x, y);
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let glyph = match map.tiles[idx] {
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TileType::Floor => to_cp437('.'),
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TileType::Wall => to_cp437('#'),
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};
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draw_batch.set(pt - offset, ColorPair::new(WHITE, BLACK), glyph);
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}
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}
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}
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draw_batch.submit(0).expect("Batch error");
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}
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13
src/systems/mod.rs
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13
src/systems/mod.rs
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@ -0,0 +1,13 @@
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mod entity_render;
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mod map_render;
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mod player_input;
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use crate::prelude::*;
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pub fn build_scheduler() -> Schedule {
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Schedule::builder()
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.add_system(player_input::player_input_system())
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.add_system(map_render::map_render_system())
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.add_system(entity_render::entity_render_system())
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.build()
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}
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34
src/systems/player_input.rs
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34
src/systems/player_input.rs
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@ -0,0 +1,34 @@
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use crate::prelude::*;
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#[system]
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#[write_component(Point)]
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#[read_component(Player)]
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pub fn player_input(
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ecs: &mut SubWorld,
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#[resource] map: &Map,
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#[resource] key: &Option<VirtualKeyCode>,
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#[resource] camera: &mut Camera,
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) {
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if let Some(key) = key {
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let delta = match key {
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VirtualKeyCode::Left | VirtualKeyCode::A => Point::new(-1, 0),
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VirtualKeyCode::Right | VirtualKeyCode::D => Point::new(1, 0),
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VirtualKeyCode::Up | VirtualKeyCode::W => Point::new(0, -1),
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VirtualKeyCode::Down | VirtualKeyCode::S => Point::new(0, 1),
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_ => Point::zero(),
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};
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if delta.x != 0 || delta.y != 0 {
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let mut players = <&mut Point>::query().filter(component::<Player>());
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players.iter_mut(ecs).for_each(|pos| {
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let destination = *pos + delta;
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if map.can_enter_tile(destination) {
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*pos = destination;
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camera.on_player_move(destination);
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}
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});
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}
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}
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}
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