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Diffstat (limited to 'game/src/lib.rs')
| -rw-r--r-- | game/src/lib.rs | 103 |
1 files changed, 103 insertions, 0 deletions
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); + } + } +} |