0235-RLTK-渲染静态字符

环境

  • Time 2022-11-29
  • WSL-Ubuntu 22.04
  • RLTK 0.8.7

前言

说明

参考:https://bfnightly.bracketproductions.com/rustbook/

目标

渲染一个主窗口,并且在窗口上渲染一些静态的字符。

Cargo.toml

[package]
edition = "2021"
name = "game"
version = "0.1.0"

[dependencies]
rltk = "0.8.7"
specs = "0.18.0"
specs-derive = "0.4.1"

ECS

ECS 是一种游戏开发模式,将其分为了三种 E(Entity),C(Component)和 S(System)。
可以通过其它资料了解这种模式,specs 就是使用 ECS 的一个框架。

Component

#[derive(Component)]
struct Position {
    x: i32,
    y: i32,
}

#[derive(Component)]
struct Renderable {
    glyph: rltk::FontCharType,
    fg: RGB,
    bg: RGB,
}

main

fn main() -> rltk::BError {
    let context = rltk::RltkBuilder::simple80x50()
        .with_title("冒险游戏")
        .build()?;

    let mut state = State {
        world: World::new(),
    };
    state.world.register::<Position>();
    state.world.register::<Renderable>();

    state
        .world
        .create_entity()
        .with(Position { x: 40, y: 25 })
        .with(Renderable {
            glyph: rltk::to_cp437('@'),
            fg: RGB::named(rltk::YELLOW),
            bg: RGB::named(rltk::BLACK),
        })
        .build();

    for i in 0..10 {
        state
            .world
            .create_entity()
            //
            .with(Position { x: i * 7, y: 20 })
            .with(Renderable {
                glyph: rltk::to_cp437('☺'),
                fg: RGB::named(rltk::RED),
                bg: RGB::named(rltk::BLACK),
            })
            .build();
    }

    rltk::main_loop(context, state)
}

GameState

struct State {
    world: World,
}
impl GameState for State {
    fn tick(&mut self, ctx: &mut Rltk) {
        ctx.cls();
        let positions = self.world.read_storage::<Position>();
        let renderables = self.world.read_storage::<Renderable>();

        for (pos, render) in (&positions, &renderables).join() {
            ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph);
        }
    }
}

效果

渲染字符

总结

创建了游戏的主窗口,并且在窗口内渲染了几个字符。

附录

源码

use rltk::prelude::*;
use specs::prelude::*;
use specs_derive::Component;

struct State {
    world: World,
}
impl GameState for State {
    fn tick(&mut self, ctx: &mut Rltk) {
        ctx.cls();
        let positions = self.world.read_storage::<Position>();
        let renderables = self.world.read_storage::<Renderable>();

        for (pos, render) in (&positions, &renderables).join() {
            ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph);
        }
    }
}

fn main() -> rltk::BError {
    let context = rltk::RltkBuilder::simple80x50()
        .with_title("冒险游戏")
        .build()?;

    let mut state = State {
        world: World::new(),
    };
    state.world.register::<Position>();
    state.world.register::<Renderable>();

    state
        .world
        .create_entity()
        .with(Position { x: 40, y: 25 })
        .with(Renderable {
            glyph: rltk::to_cp437('@'),
            fg: RGB::named(rltk::YELLOW),
            bg: RGB::named(rltk::BLACK),
        })
        .build();

    for i in 0..10 {
        state
            .world
            .create_entity()
            .with(Position { x: i * 7, y: 20 })
            .with(Renderable {
                glyph: rltk::to_cp437('☺'),
                fg: RGB::named(rltk::RED),
                bg: RGB::named(rltk::BLACK),
            })
            .build();
    }

    rltk::main_loop(context, state)
}

#[derive(Component)]
struct Position {
    x: i32,
    y: i32,
}

#[derive(Component)]
struct Renderable {
    glyph: rltk::FontCharType,
    fg: RGB,
    bg: RGB,
}
posted @   jiangbo4444  阅读(25)  评论(0编辑  收藏  举报
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