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//! The `dungon` crate contains the core functionality for
//! interacting with a `Dungeon` and its components.
pub mod astar;
pub mod bsp;
pub mod entity;
pub mod map;
pub mod player_input;
pub mod pos;
pub use bsp::*;
pub use entity::*;
pub use map::*;
pub use player_input::*;
pub use pos::*;
use rand::{
SeedableRng, TryRngCore,
rngs::{OsRng, SmallRng},
};
/// The `Dungeon` type represents the game state of the
/// dungeon crawler.
#[derive(Debug, Clone)]
pub struct Dungeon {
pub floor: Floor,
pub player: Player,
pub enemies: Vec<Entity>,
}
impl Dungeon {
/// Creates a new `Dungeon` with a provided seed.
///
/// # Examples
///
/// ```no_run
/// use dungeon::Dungeon;
/// use rand::{SeedableRng, rngs::SmallRng};
///
/// let seed = 234690523482u64;
/// let rng = SmallRng::seed_from_u64(seed);
/// let dungeon = Dungeon::with_rng(seed, rng);
/// ```
#[must_use]
pub fn with_rng(seed: u64, rng: SmallRng) -> Self {
Self::from(bsp::generate(seed, rng))
}
/// Returns the current position of the camera (viewer)
#[must_use]
pub fn camera(&self) -> FPos {
self.player.entity.fpos
}
pub fn update(&mut self, player_input: PlayerInput, delta_time: f32) {
self.act_player(player_input, delta_time);
self.act_non_players(delta_time);
}
fn act_player(&mut self, player_input: PlayerInput, delta_time: f32) {
let mut move_distance = self.player.entity.kind.move_speed() * delta_time;
// having this be a loop is a *little* unnecessary,
// but is technically more correct if the entity is fast enough
// to move more than one tile in a single frame
// (plus, it was easier to write if i thought of this like a state machine)
loop {
match (self.player.moving_to, player_input.direction) {
(Some(pos), _) => {
move_distance -= self
.player
.entity
.fpos
.move_towards_manhattan(pos.into(), move_distance);
if move_distance == 0.0 {
// can't move any further
break;
}
// otherwise, reached `pos`
self.player.entity.pos = pos;
self.player.moving_to = None;
// continue moving
}
(None, Some(dir)) => {
// set direction & find out next position
self.player.entity.dir = dir;
if let Some(pos) = self.player.entity.pos.step(dir)
&& self.floor.get(pos).is_walkable()
{
self.player.moving_to = Some(pos);
} else {
break;
}
}
(None, None) => break,
}
}
// TODO: reuse a similar structure across all entities
}
fn act_non_players(&mut self, delta_time: f32) {
for enemy in self.enemies.iter_mut() {
enemy.handle_movement(self.player.entity.pos, &mut self.floor, delta_time);
}
}
}
impl Default for Dungeon {
/// Creates a new `Dungeon` with a default rng.
///
/// # Examples
///
/// ```no_run
/// use dungeon::Dungeon;
///
/// let dungeon = Dungeon::default();
/// ```
fn default() -> Self {
let seed = OsRng.try_next_u64().unwrap_or(0);
let rng = SmallRng::seed_from_u64(seed);
let floor = bsp::generate(seed, rng);
Self::from(floor)
}
}
impl From<Floor> for Dungeon {
fn from(mut floor: Floor) -> Self {
let player = Player::new(floor.player_start());
// TODO: initalize rest of game state
// TODO: Randomize enemy positions/types
let enemies = vec![Entity::zombie(floor.random_walkable_pos())];
Self {
floor,
player,
enemies,
}
}
}
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