0244-RLTK-增加地图怪物
环境
- Time 2022-12-01
- WSL-Ubuntu 22.04
- RLTK 0.8.7
前言
说明
参考:https://bfnightly.bracketproductions.com/rustbook
目标
基于前一节的内容,在每个房间的中间放置怪物。
comp.rs
use rltk::{console, field_of_view, Point, RGB};
use specs::prelude::*;
use specs_derive::Component;
use crate::map::Map;
#[derive(Component)]
pub struct Position {
pub x: i32,
pub y: i32,
}
#[derive(Component)]
pub struct Renderable {
pub glyph: rltk::FontCharType,
pub fg: RGB,
pub bg: RGB,
}
#[derive(Component, Debug)]
pub struct Player {}
#[derive(Component)]
pub struct Viewshed {
pub visible_tiles: Vec<rltk::Point>,
pub range: i32,
pub dirty: bool,
}
pub struct VisibilitySystem {}
impl<'a> System<'a> for VisibilitySystem {
type SystemData = (
WriteExpect<'a, Map>,
Entities<'a>,
WriteStorage<'a, Viewshed>,
WriteStorage<'a, Position>,
ReadStorage<'a, Player>,
);
fn run(&mut self, data: Self::SystemData) {
let (mut map, entities, mut viewshed, pos, player) = data;
for (ent, viewshed, pos) in (&entities, &mut viewshed, &pos).join() {
if viewshed.dirty {
viewshed.dirty = false;
viewshed.visible_tiles.clear();
viewshed.visible_tiles =
field_of_view(Point::new(pos.x, pos.y), viewshed.range, &*map);
viewshed
.visible_tiles
.retain(|p| p.x >= 0 && p.x < map.width && p.y >= 0 && p.y < map.height);
let _p: Option<&Player> = player.get(ent);
if let Some(_p) = _p {
for t in map.visible.iter_mut() {
*t = false
}
for vis in viewshed.visible_tiles.iter() {
let idx = map.index(vis.x, vis.y);
map.revealed[idx] = true;
map.visible[idx] = true;
}
}
}
}
}
}
#[derive(Component, Debug)]
pub struct Monster {}
pub struct MonsterAI {}
impl<'a> System<'a> for MonsterAI {
type SystemData = (
ReadExpect<'a, Point>,
ReadStorage<'a, Viewshed>,
ReadStorage<'a, Monster>,
ReadStorage<'a, Name>,
);
fn run(&mut self, data: Self::SystemData) {
let (player_pos, viewshed, monster, name) = data;
for (viewshed, _monster, name) in (&viewshed, &monster, &name).join() {
if viewshed.visible_tiles.contains(&*player_pos) {
console::log(&format!("{} shouts insults", name.name));
}
}
}
}
#[derive(Component, Debug)]
pub struct Name {
pub name: String,
}
player.rs
use crate::comp::{Player, Position, Viewshed};
use crate::map::{Map, TileType};
use crate::{RunState, State};
use rltk::prelude::*;
use specs::{Join, World, WorldExt};
use std::cmp::{max, min};
pub fn move_player(delta_x: i32, delta_y: i32, world: &mut World) {
let mut positions = world.write_storage::<Position>();
let mut players = world.write_storage::<Player>();
let mut viewsheds = world.write_storage::<Viewshed>();
let map = world.fetch::<Map>();
for (_player, pos, viewshed) in (&mut players, &mut positions, &mut viewsheds).join() {
let destination_idx = map.index(pos.x + delta_x, pos.y + delta_y);
if map.tiles[destination_idx] != TileType::Wall {
pos.x = min(79, max(0, pos.x + delta_x));
pos.y = min(49, max(0, pos.y + delta_y));
viewshed.dirty = true;
let mut ppos = world.write_resource::<Point>();
ppos.x = pos.x;
ppos.y = pos.y;
}
}
}
pub fn player_input(state: &mut State, context: &mut Rltk) -> RunState {
match context.key {
None => return RunState::Paused,
Some(key) => match key {
VirtualKeyCode::Left | VirtualKeyCode::Numpad4 | VirtualKeyCode::H => {
move_player(-1, 0, &mut state.world)
}
VirtualKeyCode::Right | VirtualKeyCode::Numpad6 | VirtualKeyCode::L => {
move_player(1, 0, &mut state.world)
}
VirtualKeyCode::Up | VirtualKeyCode::Numpad8 | VirtualKeyCode::K => {
move_player(0, -1, &mut state.world)
}
VirtualKeyCode::Down | VirtualKeyCode::Numpad2 | VirtualKeyCode::J => {
move_player(0, 1, &mut state.world)
}
_ => return RunState::Paused,
},
}
RunState::Running
}
map.rs
use rltk::prelude::*;
use specs::prelude::*;
use std::cmp::{max, min};
#[derive(PartialEq, Eq, Copy, Clone)]
pub enum TileType {
Wall,
Floor,
}
#[derive(Default)]
pub struct Map {
pub tiles: Vec<TileType>,
pub rooms: Vec<Rect>,
pub width: i32,
pub height: i32,
pub revealed: Vec<bool>,
pub visible: Vec<bool>,
}
impl Map {
pub fn index(&self, x: i32, y: i32) -> usize {
(y as usize * self.width as usize) + x as usize
}
pub fn new_map() -> Map {
let mut map = Map {
tiles: vec![TileType::Wall; 80 * 50],
rooms: Vec::new(),
width: 80,
height: 50,
revealed: vec![false; 80 * 50],
visible: vec![false; 80 * 50],
};
let mut rng = RandomNumberGenerator::new();
const MAX_ROOMS: i32 = 30;
const MIN_SIZE: i32 = 6;
const MAX_SIZE: i32 = 10;
for _ in 0..MAX_ROOMS {
let w = rng.range(MIN_SIZE, MAX_SIZE);
let h = rng.range(MIN_SIZE, MAX_SIZE);
let x = rng.roll_dice(1, 80 - w - 1) - 1;
let y = rng.roll_dice(1, 50 - h - 1) - 1;
let new_room = Rect::with_size(x, y, w, h);
let mut ok = true;
for other_room in map.rooms.iter() {
if new_room.intersect(other_room) {
ok = false
}
}
if ok {
map.apply_room(&new_room);
if !map.rooms.is_empty() {
let cur = new_room.center();
let pre = map.rooms[map.rooms.len() - 1].center();
if rng.range(0, 2) == 1 {
map.horizontal_tunnel(pre.x, cur.x, pre.y);
map.vertical_tunnel(pre.y, cur.y, cur.x);
} else {
map.vertical_tunnel(pre.y, cur.y, pre.x);
map.horizontal_tunnel(pre.x, cur.x, cur.y);
}
}
map.rooms.push(new_room);
}
}
map
}
fn apply_room(&mut self, room: &Rect) {
for y in room.y1 + 1..=room.y2 {
for x in room.x1 + 1..=room.x2 {
let index = self.index(x, y);
self.tiles[index] = TileType::Floor;
}
}
}
fn horizontal_tunnel(&mut self, x1: i32, x2: i32, y: i32) {
for x in min(x1, x2)..=max(x1, x2) {
let idx = self.index(x, y);
if idx > 0 && idx < self.width as usize * self.height as usize {
self.tiles[idx as usize] = TileType::Floor;
}
}
}
fn vertical_tunnel(&mut self, y1: i32, y2: i32, x: i32) {
for y in min(y1, y2)..=max(y1, y2) {
let idx = self.index(x, y);
if idx > 0 && idx < 80 * 50 {
self.tiles[idx as usize] = TileType::Floor;
}
}
}
}
impl BaseMap for Map {
fn is_opaque(&self, idx: usize) -> bool {
self.tiles[idx as usize] == TileType::Wall
}
}
impl Algorithm2D for Map {
fn dimensions(&self) -> Point {
Point::new(self.width, self.height)
}
}
pub fn draw_map(world: &World, ctx: &mut Rltk) {
let map = world.fetch::<Map>();
let mut y = 0;
let mut x = 0;
for (idx, tile) in map.tiles.iter().enumerate() {
// Render a tile depending upon the tile type
if map.revealed[idx] {
let glyph;
let mut fg;
match tile {
TileType::Floor => {
glyph = rltk::to_cp437('.');
fg = RGB::from_f32(0.0, 0.5, 0.5);
}
TileType::Wall => {
glyph = rltk::to_cp437('#');
fg = RGB::from_f32(0., 1.0, 0.);
}
}
if !map.visible[idx] {
fg = fg.to_greyscale()
}
ctx.set(x, y, fg, RGB::from_f32(0., 0., 0.), glyph);
}
x += 1;
if x > 79 {
x = 0;
y += 1;
}
}
}
main.rs
use comp::{Monster, MonsterAI, Name, Player, Position, Renderable, Viewshed, VisibilitySystem};
use map::Map;
use player::player_input;
use rltk::prelude::*;
use specs::prelude::*;
mod comp;
mod map;
mod player;
pub struct State {
world: World,
pub runstate: RunState,
}
impl GameState for State {
fn tick(&mut self, context: &mut Rltk) {
context.cls();
if self.runstate == RunState::Running {
self.run_systems();
self.runstate = RunState::Paused;
} else {
self.runstate = player_input(self, context);
}
map::draw_map(&self.world, context);
let map = self.world.fetch::<Map>();
let positions = self.world.read_storage::<Position>();
let renderables = self.world.read_storage::<Renderable>();
for (pos, render) in (&positions, &renderables).join() {
let index = map.index(pos.x, pos.y);
if map.visible[index] {
context.set(pos.x, pos.y, render.fg, render.bg, render.glyph);
}
}
}
}
impl State {
fn run_systems(&mut self) {
let mut vis = VisibilitySystem {};
vis.run_now(&self.world);
let mut mob = MonsterAI {};
mob.run_now(&self.world);
self.world.maintain();
}
}
#[derive(PartialEq, Eq, Copy, Clone)]
pub enum RunState {
Paused,
Running,
}
fn main() -> rltk::BError {
let context = rltk::RltkBuilder::simple80x50()
.with_title("冒险游戏")
.build()?;
let mut state = State {
runstate: RunState::Running,
world: World::new(),
};
state.world.register::<Position>();
state.world.register::<Renderable>();
state.world.register::<Player>();
state.world.register::<Viewshed>();
state.world.register::<Monster>();
state.world.register::<Point>();
state.world.register::<Name>();
let map = Map::new_map();
let mut rng = rltk::RandomNumberGenerator::new();
for (i, room) in map.rooms.iter().skip(1).enumerate() {
let (glyph, name) = match rng.roll_dice(1, 2) {
1 => (rltk::to_cp437('g'), "Goblin"),
_ => (rltk::to_cp437('o'), "Orc"),
};
state
.world
.create_entity()
.with(Position {
x: room.center().x,
y: room.center().y,
})
.with(Renderable {
glyph,
fg: RGB::named(rltk::RED),
bg: RGB::named(rltk::BLACK),
})
.with(Viewshed {
visible_tiles: Vec::new(),
range: 8,
dirty: true,
})
.with(Monster {})
.with(Name {
name: format!("{} #{}", &name, i),
})
.build();
}
let point = map.rooms[0].center();
state.world.insert(map);
state
.world
.create_entity()
.with(Position {
x: point.x,
y: point.y,
})
.with(Renderable {
glyph: rltk::to_cp437('@'),
fg: RGB::named(rltk::YELLOW),
bg: RGB::named(rltk::BLACK),
})
.with(Player {})
.with(Viewshed {
visible_tiles: Vec::new(),
range: 8,
dirty: true,
})
.with(Name {
name: "Player".to_string(),
})
.build();
state.world.insert(point);
rltk::main_loop(context, state)
}
效果
总结
实现了渲染地图的怪物,并且可以检测到角色的靠近。
感觉当前系列理解不是很深刻,有直接抄代码的趋势,先暂停,后面再看。