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mod entities;
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 entities::Player;
use state::State;
use viewport::{CrossTermViewPort, ViewPort};
use world::{Dungeon, DOWN, LEFT, RIGHT, UP};
fn player_name() -> String {
match env::var_os("USER") {
Some(val) => val.into_string().unwrap(),
None => String::from("Kshar"),
}
}
fn main() {
// Set up the debug logger only if required.
if let Ok(_val) = env::var("DEBUG") {
WriteLogger::init(
LevelFilter::Debug,
Config::default(),
File::create("roguerust.log").unwrap(),
)
.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),
);
let mut window = CrossTermViewPort::new(xsize, ysize);
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() {
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() {
Ok(()) => (),
Err(info) => window.notify(info),
},
InputEvent::Keyboard(KeyEvent::Char('<')) => 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();
}
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