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-rw-r--r--src/main.rs63
1 files changed, 17 insertions, 46 deletions
diff --git a/src/main.rs b/src/main.rs
index 6348757..3f7f81c 100644
--- a/src/main.rs
+++ b/src/main.rs
@@ -1,25 +1,24 @@
mod entities;
+mod events;
mod state;
mod tiling;
mod viewport;
mod world;
-use std::env;
-use std::fs::File;
-use std::io::{stdout, Write};
-
-use crossterm::cursor;
-use crossterm::execute;
-use crossterm::input::{input, InputEvent, KeyEvent};
-use crossterm::screen::{EnterAlternateScreen, LeaveAlternateScreen, RawScreen};
-use crossterm::terminal;
use ignore_result::Ignore;
use simplelog::*;
+use std::env;
+use std::fs::File;
use entities::Player;
+use events::ViewportEvent;
use state::State;
use viewport::{CrossTermViewPort, ViewPort};
-use world::{Dungeon, DOWN, LEFT, RIGHT, UP};
+use world::Dungeon;
+
+const DUNGEON_SIZE_X: usize = 20;
+const DUNGEON_SIZE_Y: usize = 20;
+const DUNGEON_DEPTH: usize = 5;
fn player_name() -> String {
match env::var_os("USER") {
@@ -39,62 +38,34 @@ fn main() {
.unwrap();
}
- // Initialise the terminal, the raw alternate mode allows direct character
- // seeking and hides the prompt.
- let term_size = terminal::size().unwrap();
- execute!(stdout(), EnterAlternateScreen).unwrap();
- execute!(stdout(), cursor::Hide).unwrap();
- let _raw = RawScreen::into_raw_mode();
-
- // Initialise state, create the player and dungeon
- let xsize = term_size.0 as usize;
- let ysize = (term_size.1 - 2) as usize;
let mut state = State::new(
Player::new(player_name(), String::from("Warrior"), 30, 10, 10, 20),
- Dungeon::new(xsize, ysize, 5),
+ Dungeon::new(DUNGEON_SIZE_X, DUNGEON_SIZE_Y, DUNGEON_DEPTH),
);
- let mut window = CrossTermViewPort::new(xsize, ysize);
+ let mut window = CrossTermViewPort::new();
state.init();
- let input = input();
- let mut reader = input.read_sync();
-
// Main loop, dispatches events and calls rendering routines. Don't
// add any game logic here.
loop {
window.render_state(&state);
- if let Some(event) = reader.next() {
+ if let Some(event) = window.wait_input() {
match event {
- InputEvent::Keyboard(KeyEvent::Char('q')) => break,
- InputEvent::Keyboard(KeyEvent::Char('?')) => {
- window.ui_help();
- }
- InputEvent::Keyboard(KeyEvent::Char('j')) => state.move_player(DOWN).ignore(),
- InputEvent::Keyboard(KeyEvent::Char('k')) => state.move_player(UP).ignore(),
- InputEvent::Keyboard(KeyEvent::Char('h')) => state.move_player(LEFT).ignore(),
- InputEvent::Keyboard(KeyEvent::Char('l')) => state.move_player(RIGHT).ignore(),
- // Arrow keys for noobs
- InputEvent::Keyboard(KeyEvent::Down) => state.move_player(DOWN).ignore(),
- InputEvent::Keyboard(KeyEvent::Up) => state.move_player(UP).ignore(),
- InputEvent::Keyboard(KeyEvent::Left) => state.move_player(LEFT).ignore(),
- InputEvent::Keyboard(KeyEvent::Right) => state.move_player(RIGHT).ignore(),
-
- // Stairs
- InputEvent::Keyboard(KeyEvent::Char('>')) => match state.down_stairs() {
+ ViewportEvent::Quit => break,
+ ViewportEvent::MovePlayer(direction) => state.move_player(direction).ignore(),
+ ViewportEvent::DownStairs => match state.down_stairs() {
Ok(()) => (),
Err(info) => window.notify(info),
},
- InputEvent::Keyboard(KeyEvent::Char('<')) => match state.up_stairs() {
+ ViewportEvent::UpStairs => match state.up_stairs() {
Ok(()) => (),
Err(info) => window.notify(info),
},
_ => (),
}
}
+
// actors actions (normally attack / interact if on same location as the character)
}
-
- execute!(stdout(), LeaveAlternateScreen).unwrap();
- execute!(stdout(), cursor::Show).unwrap();
}