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-rw-r--r--game/src/lib.rs103
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);
+ }
+ }
+}