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roguelike.rs
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roguelike.rs
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use ruscii::app::{App, Config, State};
use ruscii::drawing::{Pencil, RectCharset};
use ruscii::gui::FPSCounter;
use ruscii::keyboard::{Key, KeyEvent};
use ruscii::spatial::Vec2;
use ruscii::terminal::{Color, Window};
struct GameState {
player_pos: Vec2,
player_move: Vec2,
map_dim: Vec2,
}
impl GameState {
pub fn update(&mut self) {
let future_pos = self.player_pos + self.player_move;
self.player_move.clear();
if future_pos.x < (self.map_dim.x - 1)
&& future_pos.x > 0
&& future_pos.y < (self.map_dim.y - 1)
&& future_pos.y > 0
{
self.player_pos = future_pos;
}
}
}
fn main() {
let mut app = App::config(Config::new().fps(20));
let size = app.window().size();
let mut fps_counter = FPSCounter::default();
let mut state = GameState {
player_pos: size / 4,
player_move: Vec2::xy(1, 0),
map_dim: size / 2,
};
app.run(|app_state: &mut State, window: &mut Window| {
for key_event in app_state.keyboard().last_key_events() {
match key_event {
KeyEvent::Pressed(Key::Esc) => app_state.stop(),
KeyEvent::Pressed(Key::Q) => app_state.stop(),
_ => (),
}
}
for key_down in app_state.keyboard().get_keys_down() {
match key_down {
Key::H | Key::A => state.player_move = Vec2::x(-2),
Key::J | Key::S => state.player_move = Vec2::y(1),
Key::K | Key::W => state.player_move = Vec2::y(-1),
Key::L | Key::D => state.player_move = Vec2::x(2),
_ => (),
}
}
fps_counter.update();
state.update();
Pencil::new(window.canvas_mut())
.draw_text(&format!("FPS: {}", fps_counter.count()), Vec2::xy(0, 0))
.draw_text("Press 'Q' or 'Esc' for exit", Vec2::y(2))
.set_origin(size / 4)
.set_foreground(Color::Grey)
.draw_rect(&RectCharset::double_lines(), Vec2::zero(), state.map_dim)
.set_foreground(Color::Yellow)
.draw_char('A', state.player_pos);
});
}