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authorFreya Murphy <freya@freyacat.org>2025-11-17 10:02:56 -0500
committerFreya Murphy <freya@freyacat.org>2025-11-17 10:28:44 -0500
commitbaae7dbc38ad4e131c107d9f0f638530ac250e2e (patch)
treecb6c6dbab81424999617eef09885e798ee2c21c9 /game
parentFeedback and grade for Checkpoint (diff)
downloadDungeonCrawl-baae7dbc38ad4e131c107d9f0f638530ac250e2e.tar.gz
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DungeonCrawl-baae7dbc38ad4e131c107d9f0f638530ac250e2e.zip
wasm support!
Diffstat (limited to 'game')
-rw-r--r--game/Cargo.toml5
-rw-r--r--game/src/lib.rs103
-rw-r--r--game/src/main.rs159
-rw-r--r--game/www/index.html44
4 files changed, 190 insertions, 121 deletions
diff --git a/game/Cargo.toml b/game/Cargo.toml
index 5cdf4af..af4a533 100644
--- a/game/Cargo.toml
+++ b/game/Cargo.toml
@@ -8,7 +8,6 @@ publish.workspace = true
rust-version.workspace = true
[dependencies]
-argh.workspace = true
dungeon.workspace = true
graphics.workspace = true
@@ -21,3 +20,7 @@ x11 = ["graphics/x11"]
wayland = ["graphics/wayland"]
sdl = ["graphics/sdl"]
static = ["graphics/static"]
+
+# desktop dependencies
+[target.'cfg(not(target_arch = "wasm32"))'.dependencies]
+argh.workspace = true
diff --git a/game/src/lib.rs b/game/src/lib.rs
new file mode 100644
index 0000000..77942b4
--- /dev/null
+++ b/game/src/lib.rs
@@ -0,0 +1,103 @@
+use dungeon::{Dungeon, UpdateResult, player_input::PlayerInput, pos::Direction};
+use graphics::{Key, Window};
+
+pub struct Game {
+ window: Window,
+ dungeon: Dungeon,
+ // to ensure the most recently-pressed direction key is used:
+ current_dir: Option<(Direction, Key)>,
+}
+
+impl Game {
+ pub fn new(window: Window, seed: Option<u64>) -> Self {
+ let dungeon = match seed {
+ Some(s) => Dungeon::new(s),
+ None => Dungeon::random(),
+ };
+
+ Self {
+ window,
+ dungeon,
+ current_dir: None,
+ }
+ }
+
+ fn player_dir(&mut self) -> Option<Direction> {
+ const MOVE_KEYS: [(Direction, [Key; 2]); 4] = [
+ (Direction::North, [Key::Up, Key::W]),
+ (Direction::West, [Key::Left, Key::A]),
+ (Direction::South, [Key::Down, Key::S]),
+ (Direction::East, [Key::Right, Key::D]),
+ ];
+
+ // if a key was just pressed, use it for the new direction to move in
+ for (dir, keys) in MOVE_KEYS {
+ for key in keys {
+ if self.window.is_key_pressed(key) {
+ self.current_dir = Some((dir, key));
+ return Some(dir);
+ }
+ }
+ }
+ // otherwise, use existing direction, so long as the key is still down
+ match self.current_dir {
+ Some((dir, key)) if self.window.is_key_down(key) => return Some(dir),
+ _ => self.current_dir = None,
+ }
+ // otherwise, use any key that is already down
+ for (dir, keys) in MOVE_KEYS {
+ for key in keys {
+ if self.window.is_key_down(key) {
+ self.current_dir = Some((dir, key));
+ return Some(dir);
+ }
+ }
+ }
+ // otherwise, no direction key is pressed, so return None
+ None
+ }
+
+ pub fn run(&mut self) {
+ // Main game loop
+ while self.window.is_open() {
+ // Handle debug keys
+ if self.window.is_key_pressed(Key::F3) {
+ self.window.toggle_debug();
+ }
+ if self.window.is_key_pressed(Key::F4) {
+ self.dungeon
+ .msg
+ .set_message("Lorem ipsum dolor sit amet consectetur adipiscing elit");
+ }
+
+ let inputs = PlayerInput {
+ direction: self.player_dir(),
+ interact: self.window.is_key_pressed(Key::Return),
+ };
+
+ // Update game state
+ let result = self
+ .dungeon
+ .update(inputs, self.window.delta_time().as_secs_f32());
+ match result {
+ UpdateResult::EntityMovement => {}
+ UpdateResult::NextFloor => {
+ // TODO: stairs audio
+ }
+ UpdateResult::MessageUpdated(changed) => {
+ if changed {
+ self.window.audio().speak.play();
+ }
+ }
+ }
+
+ // Update on screen message
+ if self.dungeon.msg.update(inputs) {
+ self.window.audio().speak.play();
+ }
+
+ // Draw a single frame
+ self.window.draw_frame(&self.dungeon);
+ }
+ }
+}
diff --git a/game/src/main.rs b/game/src/main.rs
index 5446b5f..a44f317 100644
--- a/game/src/main.rs
+++ b/game/src/main.rs
@@ -1,130 +1,49 @@
-use argh::FromArgs;
-use dungeon::{Dungeon, UpdateResult, player_input::PlayerInput, pos::Direction};
-use graphics::{Key, Window, WindowBuilder};
+#[cfg(any(target_os = "linux", target_os = "macos", target_os = "windows"))]
+mod arch {
+ use argh::FromArgs;
+ use game::Game;
+ use graphics::WindowBuilder;
-struct Game {
- window: Window,
- dungeon: Dungeon,
- // to ensure the most recently-pressed direction key is used:
- current_dir: Option<(Direction, Key)>,
-}
-
-impl Game {
- fn new(window: Window, seed: Option<u64>) -> Self {
- let dungeon = match seed {
- Some(s) => Dungeon::new(s),
- None => Dungeon::random(),
- };
-
- Self {
- window,
- dungeon,
- current_dir: None,
- }
+ /// Play a dungeon crawl game
+ #[derive(FromArgs)]
+ struct Args {
+ /// enable vsync
+ #[argh(switch)]
+ vsync: bool,
+ /// enable verbose logging
+ #[argh(switch, short = 'v')]
+ verbose: bool,
+ /// set the map seed
+ #[argh(option)]
+ seed: Option<u64>,
}
- fn player_dir(&mut self) -> Option<Direction> {
- const MOVE_KEYS: [(Direction, [Key; 2]); 4] = [
- (Direction::North, [Key::Up, Key::W]),
- (Direction::West, [Key::Left, Key::A]),
- (Direction::South, [Key::Down, Key::S]),
- (Direction::East, [Key::Right, Key::D]),
- ];
-
- // if a key was just pressed, use it for the new direction to move in
- for (dir, keys) in MOVE_KEYS {
- for key in keys {
- if self.window.is_key_pressed(key) {
- self.current_dir = Some((dir, key));
- return Some(dir);
- }
- }
- }
- // otherwise, use existing direction, so long as the key is still down
- match self.current_dir {
- Some((dir, key)) if self.window.is_key_down(key) => return Some(dir),
- _ => self.current_dir = None,
- }
- // otherwise, use any key that is already down
- for (dir, keys) in MOVE_KEYS {
- for key in keys {
- if self.window.is_key_down(key) {
- self.current_dir = Some((dir, key));
- return Some(dir);
- }
- }
- }
- // otherwise, no direction key is pressed, so return None
- None
+ pub fn main() -> graphics::Result<()> {
+ // Parse arguments
+ let args: Args = argh::from_env();
+ // Load the window
+ let window = WindowBuilder::new()
+ .vsync(args.vsync)
+ .verbose(args.verbose)
+ .build()?;
+ Game::new(window, args.seed).run();
+ Ok(())
}
+}
- fn run(&mut self) {
- // Main game loop
- while self.window.is_open() {
- // Handle debug keys
- if self.window.is_key_pressed(Key::F3) {
- self.window.toggle_debug();
- }
- if self.window.is_key_pressed(Key::F4) {
- self.dungeon
- .msg
- .set_message("Lorem ipsum dolor sit amet consectetur adipiscing elit");
- }
-
- let inputs = PlayerInput {
- direction: self.player_dir(),
- interact: self.window.is_key_pressed(Key::Return),
- };
-
- // Update game state
- let result = self
- .dungeon
- .update(inputs, self.window.delta_time().as_secs_f32());
- match result {
- UpdateResult::EntityMovement => {}
- UpdateResult::NextFloor => {
- // TODO: stairs audio
- }
- UpdateResult::MessageUpdated(changed) => {
- if changed {
- self.window.audio().speak.play();
- }
- }
- }
-
- // Update on screen message
- if self.dungeon.msg.update(inputs) {
- self.window.audio().speak.play();
- }
+#[cfg(not(any(target_os = "linux", target_os = "macos", target_os = "windows")))]
+mod arch {
+ use game::Game;
+ use graphics::WindowBuilder;
- // Draw a single frame
- self.window.draw_frame(&self.dungeon);
- }
+ pub fn main() -> graphics::Result<()> {
+ // Load the window
+ let window = WindowBuilder::new().build()?;
+ Game::new(window, None).run();
+ Ok(())
}
}
-/// Play a dungeon crawl game
-#[derive(FromArgs)]
-struct Args {
- /// enable vsync
- #[argh(switch)]
- vsync: bool,
- /// enable verbose logging
- #[argh(switch, short = 'v')]
- verbose: bool,
- /// set the map seed
- #[argh(option)]
- seed: Option<u64>,
-}
-
-fn main() -> graphics::Result<()> {
- // Parse arguments
- let args: Args = argh::from_env();
- // Load the window
- let window = WindowBuilder::new()
- .vsync(args.vsync)
- .verbose(args.verbose)
- .build()?;
- Game::new(window, args.seed).run();
- Ok(())
+pub fn main() -> graphics::Result<()> {
+ arch::main()
}
diff --git a/game/www/index.html b/game/www/index.html
new file mode 100644
index 0000000..2181c25
--- /dev/null
+++ b/game/www/index.html
@@ -0,0 +1,44 @@
+<!doctype html>
+<html lang="en-us">
+ <head>
+ <meta charset="utf-8">
+ <meta http-equiv="Content-Type" content="text/html; charset=utf-8">
+ <meta name="viewport" content="width=device-width">
+ <meta property="og:title" content="Dungeon Crawl">
+ <meta property="og:description" content="Dungeon Crawl game!">
+ <title>Dungeon Crawl</title>
+ <style>
+ * {
+ margin: 0;
+ padding: none;
+ border: none;
+ }
+
+ canvas {
+ width: 100%;
+ height: 100%;
+ display: block;
+ background: black;
+ }
+ </style>
+ </head>
+ <body>
+ <canvas id="canvas" oncontextmenu="event.preventDefault()" tabindex=-1></canvas>
+ <script type='text/javascript'>
+ var Module = {
+ canvas: (function () {
+ var canvas = document.querySelector('#canvas');
+ canvas.addEventListener("webglcontextlost", function (e) {
+ alert('WebGL context lost. You will need to reload the page.');
+ e.preventDefault();
+ }, false);
+ return canvas;
+ })(),
+ print: console.log,
+ printErr: console.error,
+ setStatus: console.debug,
+ };
+ </script>
+ <script src="game.js"></script>
+ </body>
+</html>