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-rw-r--r--game/src/main.rs159
1 files changed, 39 insertions, 120 deletions
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()
}