Begin work on player control
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parent
54b9f2778c
commit
42dc9a8625
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@ -16,8 +16,24 @@ pub struct CharRender {
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pub glyph: char,
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pub glyph: char,
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}
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}
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/// Entities that the user can control using the keyboard.
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#[derive(Component)]
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pub struct Player;
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/// Entities that take turns periodically.
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#[derive(Component)]
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pub struct TurnTaker {
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/// Amount of time from now until the next scheduled turn.
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pub next: u32,
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/// Amount of time between turns.
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pub maximum: u32,
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}
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/// Registers every existing component with the given ECS world.
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/// Registers every existing component with the given ECS world.
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pub fn register_all(world: &mut World) {
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pub fn register_all(world: &mut World) {
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world.register::<Position>();
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world.register::<Position>();
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world.register::<CharRender>();
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world.register::<CharRender>();
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world.register::<Player>();
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world.register::<TurnTaker>();
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}
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}
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12
src/main.rs
12
src/main.rs
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@ -1,8 +1,8 @@
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use components::{register_all, CharRender, Position};
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use components::{register_all, CharRender, Player, Position, TurnTaker};
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use game::{BranchConfig, DungeonLevel};
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use game::{BranchConfig, DungeonLevel};
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use specs::prelude::*;
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use specs::prelude::*;
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use systems::IOSystem;
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use systems::{IOSystem, TurnTickSystem};
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mod components;
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mod components;
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mod game;
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mod game;
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@ -24,10 +24,16 @@ fn main() {
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.create_entity()
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.create_entity()
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.with(Position { x: 5, y: 6 })
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.with(Position { x: 5, y: 6 })
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.with(CharRender { glyph: '@' })
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.with(CharRender { glyph: '@' })
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.with(Player)
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.with(TurnTaker {
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next: 0,
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maximum: 10,
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})
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.build();
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.build();
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let mut dispatcher = DispatcherBuilder::new()
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let mut dispatcher = DispatcherBuilder::new()
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.with(IOSystem::new(), "render_system", &[])
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.with(TurnTickSystem, "turn_tick", &[])
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.with(IOSystem::new(), "render", &["turn_tick"])
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.build();
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.build();
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loop {
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loop {
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@ -7,7 +7,7 @@ use pancurses::{endwin, initscr, Window};
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use specs::prelude::*;
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use specs::prelude::*;
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use crate::{
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use crate::{
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components::{CharRender, Position},
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components::{CharRender, Player, Position, TurnTaker},
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game::DungeonLevel,
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game::DungeonLevel,
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};
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};
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@ -51,9 +51,13 @@ impl<'a> System<'a> for IOSystem {
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ReadExpect<'a, DungeonLevel>,
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ReadExpect<'a, DungeonLevel>,
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ReadStorage<'a, CharRender>,
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ReadStorage<'a, CharRender>,
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ReadStorage<'a, Position>,
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ReadStorage<'a, Position>,
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ReadStorage<'a, Player>,
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ReadStorage<'a, TurnTaker>,
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);
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);
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fn run(&mut self, (level, renderables, positions): Self::SystemData) {
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fn run(&mut self, (level, renderables, positions, players, turns): Self::SystemData) {
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self.window.clear();
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// Draw the base level.
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// Draw the base level.
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level.draw(&self.window);
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level.draw(&self.window);
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@ -64,10 +68,28 @@ impl<'a> System<'a> for IOSystem {
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// Leave the cursor at the lower-left.
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// Leave the cursor at the lower-left.
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self.window.mv(0, 0);
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self.window.mv(0, 0);
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self.window.refresh();
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// For now, just get a character to avoid redrawing over and
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// On the player's turn, read input.
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// over.
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for (_player, turn) in (&players, &turns).join() {
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self.window.getch();
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if turn.next == 0 {
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self.window.refresh();
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self.window.getch();
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}
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}
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}
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}
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/// System for ticking the turn counter on every entity; this system
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/// implements the relationship between real-world time and in-game
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/// time.
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pub struct TurnTickSystem;
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impl<'a> System<'a> for TurnTickSystem {
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type SystemData = WriteStorage<'a, TurnTaker>;
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fn run(&mut self, mut turn_takers: Self::SystemData) {
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for ent in (&mut turn_takers).join() {
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ent.next = ent.next.checked_sub(1).unwrap_or(ent.maximum);
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}
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}
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}
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}
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}
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