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extern crate rand;
extern crate pancurses;

extern crate text_io;

mod state;
mod entities;
mod world;
mod tiling;

use entities::{Player, Character, Entity};
use pancurses::{
    initscr,
    endwin,
    Input,
    noecho
};
use state::State;
use world::{Dungeon, LEFT, RIGHT, UP, DOWN};


fn main() {
    let window = initscr();

    let mut state = State::new(
        Player::new(
            String::from("Kshar"),
            String::from("Warrior"),
            30,
            10,
            10,
            20
        ),
        Dungeon::new(window.get_max_x() as usize, (window.get_max_y() - 2) as usize, 5),
    );

    state.init();

    window.keypad(true);
    noecho();

    state.render_level(&window);

    loop {
        // update
        state.render_entities(&window);

        state.render_player(&window);

        // get input and execute it
        match window.getch() {
            Some(Input::Character('?')) => { window.addstr("q: quit\n"); },
            Some(Input::Character('j')) => {
                state.player.move_by(DOWN).unwrap();
                // state.get_player_mut().move_by(DOWN).unwrap();
            },
            Some(Input::Character('k')) => {
                state.get_player_mut().move_by(UP).unwrap();
            },
            Some(Input::Character('h')) => {
                state.get_player_mut().move_by(LEFT).unwrap();
            },
            Some(Input::Character('l')) => {
                state.get_player_mut().move_by(RIGHT).unwrap();
            },
            Some(Input::Character('q')) => break,
            Some(_) => (),
            None => (),
        }
        // actors actions (normally attack / interact if on same location as the character)
    }
    endwin();
}