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use argh::FromArgs;
use dungeon::{Dungeon, UpdateResult, player_input::PlayerInput, pos::Direction};
use graphics::{Key, Window, 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,
}
}
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 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);
}
}
}
/// 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(())
}
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