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|
use dungeon::{
Dungeon, UpdateResult, entity::Item, map::Tile, player::PLAYER_INVENTORY_SIZE_USIZE,
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
}
fn get_player_input(&mut self) -> PlayerInput {
let direction = self.player_dir();
let interact = self.window.is_key_pressed(Key::Return);
let use_item = self.window.is_key_pressed(Key::E);
let attack = self.window.is_key_pressed(Key::F);
let drop = self.window.is_key_pressed(Key::Q);
let inv_slot = (0..PLAYER_INVENTORY_SIZE_USIZE)
.find(|n| self.window.is_key_pressed(Key::Number(n + 1)));
PlayerInput {
direction,
interact,
use_item,
attack,
drop,
inv_slot,
}
}
pub fn run(&mut self) {
//// debug music
//let track = self.window.audio().data.test.clone();
//self.window.audio().schedule(track, 1, true);
// 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.floor.get_mut(self.dungeon.player.entity.pos) =
Tile::Chest(Some(Item::Bomb));
}
// Update game state
let inputs = self.get_player_input();
let result = self
.dungeon
.update(inputs, self.window.delta_time().as_secs_f32());
match result {
UpdateResult::Default(_action) => {
// TODO: make noises for player actions
}
UpdateResult::NextFloor => {
// TODO: stairs audio
}
UpdateResult::MessageUpdated(changed) => {
if changed {
//self.window.audio().speak.play();
}
}
UpdateResult::GameOver => {
// TODO: player game over music, very sad
}
UpdateResult::Nothing => {}
}
// Draw a single frame
self.window.draw_frame(&self.dungeon);
// Update audio
self.window.audio().update();
}
}
}
|