dungeon-game/src/main.rs

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1.9 KiB
Rust
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use std::process::exit;
use components::{register_all, CharRender, MobAction, Mobile, Player, Position, TurnTaker};
use game::DungeonLevel;
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use pancurses::{endwin, initscr, noecho, Window};
use player::player_turn;
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use specs::prelude::*;
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use systems::{MobSystem, TimeSystem};
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mod components;
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mod game;
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mod player;
mod rooms;
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mod systems;
mod util;
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fn main() {
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let mut world = World::new();
register_all(&mut world);
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let level = DungeonLevel::new();
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let spawn_pos = level.upstairs()[0];
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world.insert(level);
world
.create_entity()
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.with(Position {
x: spawn_pos.0,
y: spawn_pos.1,
})
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.with(CharRender { glyph: '@' })
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.with(Player)
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.with(Mobile {
next_action: MobAction::Nop,
})
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.with(TurnTaker {
next: 0,
maximum: 10,
})
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.build();
let mut dispatcher = DispatcherBuilder::new()
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.with(TimeSystem, "time", &[])
.with(MobSystem, "mobs", &[])
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.build();
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let mut window = init_window();
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loop {
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dispatcher.dispatch(&world);
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if (
&world.read_storage::<Player>(),
&world.read_storage::<TurnTaker>(),
)
.join()
.any(|(_plr, turn)| turn.next == 0)
{
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player_turn(&mut world, &mut window);
}
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}
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}
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/// Initializes the terminal to accept user input, and creates a new
/// Window.
fn init_window() -> Window {
// Create a new window over the terminal.
let window = initscr();
// Enable keypad mode (off by default for historical reasons), so
// we can read special keycodes other than just characters.
window.keypad(true);
// Disable echoing so the user doesn't see flickering in the
// upper-left corner of the screen when they type a character.
noecho();
window
}
/// Cleans everything up and exits the game.
fn quit() -> ! {
endwin();
exit(0)
}