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mod entities;
mod events;
mod state;
mod tiling;
mod viewport;
mod world;
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;
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") {
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();
}
let mut state = State::new(
Player::new(player_name(), String::from("Warrior"), 30, 10, 10, 20),
Dungeon::new(DUNGEON_SIZE_X, DUNGEON_SIZE_Y, DUNGEON_DEPTH),
);
let mut window = CrossTermViewPort::new();
state.init();
// Main loop, dispatches events and calls rendering routines. Don't
// add any game logic here.
loop {
window.render_state(&state);
if let Some(event) = window.wait_input() {
match event {
ViewportEvent::Quit => break,
ViewportEvent::MovePlayer(direction) => state.move_player(direction).ignore(),
ViewportEvent::DownStairs => match state.down_stairs() {
Ok(()) => (),
Err(info) => window.notify(info),
},
ViewportEvent::UpStairs => match state.up_stairs() {
Ok(()) => (),
Err(info) => window.notify(info),
},
_ => (),
}
}
// actors actions (normally attack / interact if on same location as the character)
}
}
|