Preparing for combat
This commit is contained in:
407
src/main.rs
407
src/main.rs
@@ -3,9 +3,11 @@
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#![allow(unused_mut)]
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#![allow(dead_code)]
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use rand::Rng;
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use std::cmp;
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use tcod::colors::*;
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use tcod::console::*;
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use tcod::map::{FovAlgorithm, Map as FovMap};
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const SCREEN_WIDTH: i32 = 80;
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const SCREEN_HEIGHT: i32 = 50;
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@@ -13,232 +15,325 @@ const FPS: i32 = 20;
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const MAP_WIDTH: i32 = 80;
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const MAP_HEIGHT: i32 = 45;
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const COLOR_DARK_WALL: Color = Color { r: 0, g: 0, b: 100 };
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const COLOR_DARK_GROUND: Color = Color {
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r: 50,
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g: 50,
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b: 150,
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const COLOR_LIGHT_WALL: Color = Color {
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r: 130,
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g: 110,
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b: 50,
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};
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const COLOR_DARK_GROUND: Color = Color {
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r: 50,
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g: 50,
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b: 150,
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};
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const COLOR_LIGHT_GROUND: Color = Color {
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r: 200,
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g: 180,
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b: 50,
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};
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const ROOM_MAX_SIZE: i32 = 10;
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const ROOM_MIN_SIZE: i32 = 6;
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const MAX_ROOMS: i32 = 30;
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const FOV_ALGO: FovAlgorithm = FovAlgorithm::Basic;
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const FOV_LIGHT_WALLS: bool = true;
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const TORCH_RADIUS: i32 = 10;
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struct Tcod {
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root: Root,
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con: Offscreen,
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root: Root,
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con: Offscreen,
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fov: FovMap,
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}
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#[derive(Debug)]
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struct Object {
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x: i32,
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y: i32,
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char: char,
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color: Color,
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x: i32,
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y: i32,
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char: char,
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color: Color,
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}
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impl Object {
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pub fn new(x: i32, y: i32, char: char, color: Color) -> Self {
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Object { x, y, char, color }
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}
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pub fn new(x: i32, y: i32, char: char, color: Color) -> Self {
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Object { x, y, char, color }
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}
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// Move by given amount, if the destination is not blocked
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pub fn move_by(&mut self, dx: i32, dy: i32, game: &Game) {
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if !game.map[(self.x + dx) as usize][(self.y + dy) as usize].blocked {
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self.x += dx;
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self.y += dy;
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}
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// Move by given amount, if the destination is not blocked
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pub fn move_by(&mut self, dx: i32, dy: i32, game: &Game) {
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if !game.map[(self.x + dx) as usize][(self.y + dy) as usize].blocked {
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self.x += dx;
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self.y += dy;
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}
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}
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// Set the color and then draw the character that represents this object at its position
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pub fn draw(&self, con: &mut dyn Console) {
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con.set_default_foreground(self.color);
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con.put_char(self.x, self.y, self.char, BackgroundFlag::None);
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}
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// Set the color and then draw the character that represents this object at its position
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pub fn draw(&self, con: &mut dyn Console) {
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con.set_default_foreground(self.color);
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con.put_char(self.x, self.y, self.char, BackgroundFlag::None);
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}
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}
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#[derive(Clone, Copy, Debug)]
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struct Tile {
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blocked: bool,
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block_sight: bool,
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blocked: bool,
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explored: bool,
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block_sight: bool,
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}
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impl Tile {
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pub fn empty() -> Self {
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Tile {
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blocked: false,
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block_sight: false,
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}
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pub fn empty() -> Self {
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Tile {
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blocked: false,
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explored: false,
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block_sight: false,
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}
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}
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pub fn wall() -> Self {
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Tile {
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blocked: true,
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block_sight: true,
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}
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pub fn wall() -> Self {
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Tile {
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blocked: true,
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explored: false,
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block_sight: true,
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}
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}
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}
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type Map = Vec<Vec<Tile>>;
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struct Game {
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map: Map,
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map: Map,
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}
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// A rectangle on the map, used to characterise a room.
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#[derive(Clone, Copy, Debug)]
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struct Rect {
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x1: i32,
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y1: i32,
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x2: i32,
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y2: i32,
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x1: i32,
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y1: i32,
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x2: i32,
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y2: i32,
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}
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impl Rect {
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pub fn new(x: i32, y: i32, w: i32, h: i32) -> Self {
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Rect {
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x1: x,
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y1: y,
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x2: x + w,
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y2: y + h,
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}
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pub fn new(x: i32, y: i32, w: i32, h: i32) -> Self {
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Rect {
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x1: x,
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y1: y,
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x2: x + w,
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y2: y + h,
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}
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}
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pub fn center(&self) -> (i32, i32) {
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let center_x = (self.x1 + self.x2) / 2;
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let center_y = (self.y1 + self.y2) / 2;
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(center_x, center_y)
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}
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pub fn intersects_with(&self, other: &Rect) -> bool {
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(self.x1 <= other.x2) && (self.x2 >= other.x1) && (self.y1 <= other.y2) && (self.y2 >= other.y1)
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}
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}
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fn handle_keys(tcod: &mut Tcod, game: &Game, player: &mut Object) -> bool {
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use tcod::input::Key;
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use tcod::input::KeyCode::*;
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use tcod::input::Key;
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use tcod::input::KeyCode::*;
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let key = tcod.root.wait_for_keypress(true);
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match key {
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Key {
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code: Enter,
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alt: true,
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..
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} => {
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// Alt+Enter: toggle fullscreen
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let fullscreen = tcod.root.is_fullscreen();
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tcod.root.set_fullscreen(!fullscreen);
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}
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Key { code: Escape, .. } => return true, // exit game
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Key { code: Up, .. } => player.move_by(0, -1, game),
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Key { code: Down, .. } => player.move_by(0, 1, game),
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Key { code: Left, .. } => player.move_by(-1, 0, game),
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Key { code: Right, .. } => player.move_by(1, 0, game),
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_ => {}
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let key = tcod.root.wait_for_keypress(true);
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match key {
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Key {
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code: Enter,
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alt: true,
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..
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} => {
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// Alt+Enter: toggle fullscreen
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let fullscreen = tcod.root.is_fullscreen();
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tcod.root.set_fullscreen(!fullscreen);
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}
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false
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Key { code: Escape, .. } => return true, // exit game
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Key { code: Up, .. } => player.move_by(0, -1, game),
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Key { code: Down, .. } => player.move_by(0, 1, game),
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Key { code: Left, .. } => player.move_by(-1, 0, game),
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Key { code: Right, .. } => player.move_by(1, 0, game),
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_ => {}
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}
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false
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}
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fn make_map() -> Map {
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// Fill the map with unblocked tiles
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let mut map = vec![vec![Tile::wall(); MAP_HEIGHT as usize]; MAP_WIDTH as usize];
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fn make_map(player: &mut Object) -> Map {
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// Fill the map with unblocked tiles
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let mut map = vec![vec![Tile::wall(); MAP_HEIGHT as usize]; MAP_WIDTH as usize];
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// Create two rooms
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let room1 = Rect::new(20, 15, 10, 15);
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let room2 = Rect::new(50, 15, 10, 15);
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create_room(room1, &mut map);
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create_room(room2, &mut map);
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create_h_tunnel(25, 55, 23, &mut map);
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let mut rooms = vec![];
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map
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for _ in 0..MAX_ROOMS {
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let w = rand::thread_rng().gen_range(ROOM_MIN_SIZE, ROOM_MAX_SIZE + 1);
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let h = rand::thread_rng().gen_range(ROOM_MIN_SIZE, ROOM_MAX_SIZE + 1);
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let x = rand::thread_rng().gen_range(0, MAP_WIDTH - w);
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let y = rand::thread_rng().gen_range(0, MAP_HEIGHT - h);
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let new_room = Rect::new(x, y, w, h);
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let failed = rooms
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.iter()
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.any(|other_room| new_room.intersects_with(other_room));
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if !failed {
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create_room(new_room, &mut map);
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let (new_x, new_y) = new_room.center();
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if rooms.is_empty() {
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player.x = new_x;
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player.y = new_y;
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} else {
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let (prev_x, prev_y) = rooms[rooms.len() - 1].center();
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if rand::random() {
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create_h_tunnel(prev_x, new_x, prev_y, &mut map);
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create_v_tunnel(prev_y, new_y, new_x, &mut map);
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} else {
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create_v_tunnel(prev_y, new_y, prev_x, &mut map);
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create_h_tunnel(prev_x, new_x, new_y, &mut map);
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}
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}
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rooms.push(new_room);
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}
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}
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map
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}
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fn create_room(room: Rect, map: &mut Map) {
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// Go through the tiles in the rectangle and make them passable
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for x in (room.x1 + 1)..room.x2 {
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for y in (room.y1 + 1)..room.y2 {
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map[x as usize][y as usize] = Tile::empty();
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}
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// Go through the tiles in the rectangle and make them passable
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for x in (room.x1 + 1)..room.x2 {
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for y in (room.y1 + 1)..room.y2 {
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map[x as usize][y as usize] = Tile::empty();
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}
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}
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}
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fn create_h_tunnel(x1: i32, x2: i32, y: i32, map: &mut Map) {
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// Horizontal tunnel. `min()` and `max()` are used in case
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// `x1 > x2`
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for x in cmp::min(x1, x2)..(cmp::max(x1, x2) + 1) {
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map[x as usize][y as usize] = Tile::empty();
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}
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// Horizontal tunnel. `min()` and `max()` are used in case
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// `x1 > x2`
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for x in cmp::min(x1, x2)..(cmp::max(x1, x2) + 1) {
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map[x as usize][y as usize] = Tile::empty();
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}
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}
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fn create_v_tunnel(y1: i32, y2: i32, x: i32, map: &mut Map) {
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// Vertical tunnel
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for y in cmp::min(y1, y2)..(cmp::max(y1, y2) + 1) {
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map[x as usize][y as usize] = Tile::empty();
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}
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// Vertical tunnel
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for y in cmp::min(y1, y2)..(cmp::max(y1, y2) + 1) {
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map[x as usize][y as usize] = Tile::empty();
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}
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}
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fn render_all(tcod: &mut Tcod, game: &Game, objects: &[Object]) {
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// Draw all objects in the list
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for object in objects {
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object.draw(&mut tcod.con);
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}
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fn render_all(tcod: &mut Tcod, game: &mut Game, objects: &[Object], fov_recompute: bool) {
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if fov_recompute {
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let player = &objects[0];
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tcod
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.fov
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.compute_fov(player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO);
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}
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// Go through all tiles and set their background color
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for y in 0..MAP_HEIGHT {
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for x in 0..MAP_WIDTH {
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let wall = game.map[x as usize][y as usize].block_sight;
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if wall {
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tcod.con
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.set_char_background(x, y, COLOR_DARK_WALL, BackgroundFlag::Set);
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} else {
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tcod.con
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.set_char_background(x, y, COLOR_DARK_GROUND, BackgroundFlag::Set)
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}
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}
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// Draw all objects in the list
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for object in objects {
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if tcod.fov.is_in_fov(object.x, object.y) {
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object.draw(&mut tcod.con);
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}
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}
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// Blit contents of "con" to the root console
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blit(
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&tcod.con,
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(0, 0),
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(MAP_WIDTH, MAP_HEIGHT),
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&mut tcod.root,
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(0, 0),
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1.0,
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1.0,
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);
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// Go through all tiles and set their background color
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for y in 0..MAP_HEIGHT {
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for x in 0..MAP_WIDTH {
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let visible = tcod.fov.is_in_fov(x, y);
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let wall = game.map[x as usize][y as usize].block_sight;
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let color = match (visible, wall) {
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// Outside fov:
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(false, true) => COLOR_DARK_WALL,
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(false, false) => COLOR_DARK_GROUND,
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// INside fov:
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(true, true) => COLOR_LIGHT_WALL,
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(true, false) => COLOR_LIGHT_GROUND,
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};
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let explored = &mut game.map[x as usize][y as usize].explored;
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if visible {
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*explored = true;
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}
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if *explored {
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tcod
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.con
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.set_char_background(x, y, color, BackgroundFlag::Set);
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}
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}
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}
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// Blit contents of "con" to the root console
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blit(
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&tcod.con,
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(0, 0),
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(MAP_WIDTH, MAP_HEIGHT),
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&mut tcod.root,
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(0, 0),
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1.0,
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1.0,
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);
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}
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fn main() {
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tcod::system::set_fps(FPS);
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tcod::system::set_fps(FPS);
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let root = Root::initializer()
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.font("arial10x10.png", FontLayout::Tcod)
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.font_type(FontType::Greyscale)
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.size(SCREEN_WIDTH, SCREEN_HEIGHT)
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.title("Rust/libtcod tutorial")
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.init();
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let root = Root::initializer()
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.font("arial10x10.png", FontLayout::Tcod)
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.font_type(FontType::Greyscale)
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.size(SCREEN_WIDTH, SCREEN_HEIGHT)
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.title("Rust/libtcod tutorial")
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.init();
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let con = Offscreen::new(MAP_WIDTH, MAP_HEIGHT);
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let mut tcod = Tcod {
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root,
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con: Offscreen::new(MAP_WIDTH, MAP_HEIGHT),
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fov: FovMap::new(MAP_WIDTH, MAP_HEIGHT),
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};
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let mut tcod = Tcod { root, con };
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// Create player object
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let player = Object::new(0, 0, '@', WHITE);
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// Create player object
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let player = Object::new(25, 23, '@', WHITE);
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// // Create an NPC
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let npc = Object::new(SCREEN_WIDTH / 2 - 5, SCREEN_HEIGHT / 2, '@', YELLOW);
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// // Create an NPC
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let npc = Object::new(SCREEN_WIDTH / 2 - 5, SCREEN_HEIGHT / 2, '@', YELLOW);
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// List of objects in the world
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let mut objects = [player, npc];
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// List of objects in the world
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let mut objects = [player, npc];
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let mut game = Game {
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// Generate map
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map: make_map(&mut objects[0]),
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};
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let game = Game {
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// Generate map
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map: make_map(),
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};
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while !tcod.root.window_closed() {
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tcod.con.clear();
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for object in &objects {
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object.draw(&mut tcod.con)
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}
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render_all(&mut tcod, &game, &objects);
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tcod.root.flush();
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let player = &mut objects[0];
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let exit = handle_keys(&mut tcod, &game, player);
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if exit {
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break;
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}
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// Populate FOV map, according to generated map
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for y in 0..MAP_HEIGHT {
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for x in 0..MAP_WIDTH {
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tcod.fov.set(
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x,
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y,
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!game.map[x as usize][y as usize].block_sight,
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!game.map[x as usize][y as usize].blocked,
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)
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}
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||||
}
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||||
let mut previous_player_position = (-1, -1);
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|
||||
// Main game loop
|
||||
while !tcod.root.window_closed() {
|
||||
tcod.con.clear();
|
||||
|
||||
let fov_recompute = previous_player_position != (objects[0].x, objects[0].y);
|
||||
render_all(&mut tcod, &mut game, &objects, fov_recompute);
|
||||
tcod.root.flush();
|
||||
|
||||
let player = &mut objects[0];
|
||||
previous_player_position = (player.x, player.y);
|
||||
let exit = handle_keys(&mut tcod, &game, player);
|
||||
if exit {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user