diff options
Diffstat (limited to 'game/src/main.rs')
| -rw-r--r-- | game/src/main.rs | 159 |
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() } |