接着上一节的内容,这一节将创建地图,然后玩家可以在地图中行走。地图分为可行走区域和不可行走区域。我们可以认为地图是由一个一个的格子组成。
先看一下最终的效果
首先定义地图格子类型,这里使用枚举,我们定义了两种类型的格子,一种是墙,也就是不可走的格子,另一个就是地板,可以走的格子。
#[derive(PartialEq, Copy, Clone)]
enum TileType {
Wall, Floor
}
写一个函数,将地图的 x, y 坐标,转换为一维数组索引,这里定义地图的宽度为 80 个格子。
pub fn xy_idx(x: i32, y: i32) -> usize {
(y as usize * 80) + x as usize
}
再写一个函数,用于生成地图数据
fn new_map() -> Vec<TileType> {
let mut map = vec![TileType::Floor; 80*50];
// 下面和上面的墙
for x in 0..80 {
map[xy_idx(x, 0)] = TileType::Wall;
map[xy_idx(x, 49)] = TileType::Wall;
}
// 左边和右边的墙
for y in 0..50 {
map[xy_idx(0, y)] = TileType::Wall;
map[xy_idx(79, y)] = TileType::Wall;
}
let mut rng = rltk::RandomNumberGenerator::new();
for _i in 0..400 {
let x = rng.roll_dice(1, 79);
let y = rng.roll_dice(1, 49);
let idx = xy_idx(x, y);
// 地图的中心不能为墙,因为角色出生在那里
if idx != xy_idx(40, 25) {
map[idx] = TileType::Wall;
}
}
map
}
在 main
函数中,将地图数据插入到世界中。放在 gs.ecs.register ...
下面
gs.ecs.insert(new_map());
然后是绘制地图函数
fn draw_map(map: &[TileType], ctx: &mut Rltk) {
let mut y = 0;
let mut x = 0;
for tile in map.iter() {
match tile {
TileType::Floor => {
ctx.set(x, y, RGB::from_f32(0.5, 0.5, 0.5), RGB::from_f32(0.0, 0.0, 0.0), rltk::to_cp437('.'));
}
TileType::Wall => {
ctx.set(x, y, RGB::from_f32(0.0, 1.0, 0.0), RGB::from_f32(0.0, 0.0, 0.0), rltk::to_cp437('#'));
}
}
x += 1;
if x > 79 {
x = 0;
y += 1;
}
}
}
接下来需要的每一帧中调用地图回执函数,也就是在 tick
函数中 self.run_systems();
这一行的下面,插入代码。
let map = self.ecs.fetch::<Vec<TileType>>();
draw_map(&map, ctx);
self.ecs.fetch ...
是从 ecs 中读取之前插入的地图数据。
如果现在运行 cargo run
,就已经可以显示地图了,不过我们没并有限制玩家的移动,也就是在任何格子都可以行走,接下来需要在玩家行走时判断下一个格子是墙还是地板,如果是墙,则无法行走。
修改 try_move_player
函数,同样使用 self.ecs.fetch
拿出地图数据,然后检查对应格子的类型
fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
let mut positions = ecs.write_storage::<Position>();
let mut players = ecs.write_storage::<Player>();
let map = ecs.fetch::<Vec<TileType>>();
for (_player, pos) in (&mut players, &mut positions).join() {
let destination_idx = xy_idx(pos.x + delta_x, pos.y + delta_y);
if map[destination_idx] != TileType::Wall {
pos.x = min(79 , max(0, pos.x + delta_x));
pos.y = min(49, max(0, pos.y + delta_y));
}
}
}
使用 cargo run
运行,效果如下
本节完整代码如下
#[macro_use]
use rltk::{GameState, Rltk, RGB, VirtualKeyCode};
use specs::prelude::*;
use specs_derive::Component;
use std::cmp::{max, min};
// 定义一个 Position Component
#[derive(Component, Debug)]
struct Position {
x: i32,
y: i32,
}
#[derive(Component, Debug)]
struct Renderable {
glyph: rltk::FontCharType,
fg: RGB,
bg: RGB,
}
#[derive(Component, Debug)]
struct Player {}
#[derive(Component)]
struct LeftMover{}
struct LeftWalker {}
impl<'a> System<'a> for LeftWalker {
type SystemData = (ReadStorage<'a, LeftMover>, WriteStorage<'a, Position>);
fn run(&mut self, (lefty, mut pos): Self::SystemData) {
for(_lefty, pos) in (&lefty, &mut pos).join() {
pos.x -= 1;
if pos.x < 0 { pos.x = 79 };
}
}
}
struct State {
ecs: World,
}
#[derive(PartialEq, Copy, Clone)]
enum TileType {
Wall, Floor
}
pub fn xy_idx(x: i32, y: i32) -> usize {
(y as usize * 80) + x as usize
}
fn new_map() -> Vec<TileType> {
let mut map = vec![TileType::Floor; 80*50];
// 下面和上面的墙
for x in 0..80 {
map[xy_idx(x, 0)] = TileType::Wall;
map[xy_idx(x, 49)] = TileType::Wall;
}
// 左边和右边的墙
for y in 0..50 {
map[xy_idx(0, y)] = TileType::Wall;
map[xy_idx(79, y)] = TileType::Wall;
}
let mut rng = rltk::RandomNumberGenerator::new();
for _i in 0..400 {
let x = rng.roll_dice(1, 79);
let y = rng.roll_dice(1, 49);
let idx = xy_idx(x, y);
// 地图的中心不能为墙,因为角色出生在那里
if idx != xy_idx(40, 25) {
map[idx] = TileType::Wall;
}
}
map
}
impl State {
fn run_systems(&mut self) {
let mut lw = LeftWalker{};
lw.run_now(&self.ecs);
self.ecs.maintain();
}
}
impl GameState for State {
fn tick(&mut self, ctx: &mut Rltk){
ctx.cls();
player_input(self, ctx);
self.run_systems();
let map = self.ecs.fetch::<Vec<TileType>>();
draw_map(&map, ctx);
let positions = self.ecs.read_storage::<Position>();
let renderables = self.ecs.read_storage::<Renderable>();
for(pos, render) in (&positions, &renderables).join() {
ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph);
}
}
}
fn try_move_player(delta_x: i32, delta_y: i32, ecs:&mut World) {
let mut positions = ecs.write_storage::<Position>();
let mut players = ecs.write_storage::<Player>();
let map = ecs.fetch::<Vec<TileType>>();
for(_player, pos) in (&mut players, &mut positions).join(){
let destination_idx = xy_idx(pos.x + delta_x, pos.y + delta_y);
if map[destination_idx] != TileType::Wall {
pos.x = min(79, max(0, pos.x + delta_x));
pos.y = min(49, max(0, pos.y + delta_y));
}
}
}
fn player_input(gs: &mut State, ctx: &mut Rltk){
match ctx.key {
None => {}
Some(key) => match key {
VirtualKeyCode::Left => try_move_player(-1, 0, &mut gs.ecs),
VirtualKeyCode::Right => try_move_player(1, 0, &mut gs.ecs),
VirtualKeyCode::Up => try_move_player(0, -1, &mut gs.ecs),
VirtualKeyCode::Down => try_move_player(0, 1, &mut gs.ecs),
_ => {}
}
}
}
fn draw_map(map: &[TileType], ctx: &mut Rltk) {
let mut y = 0;
let mut x = 0;
for tile in map.iter() {
match tile {
TileType::Floor => {
ctx.set(x, y, RGB::from_f32(0.5, 0.5, 0.5), RGB::from_f32(0.0, 0.0, 0.0), rltk::to_cp437('.'));
}
TileType::Wall => {
ctx.set(x, y, RGB::from_f32(0.0, 1.0, 0.0), RGB::from_f32(0.0, 0.0, 0.0), rltk::to_cp437('#'));
}
}
x += 1;
if x > 79 {
x = 0;
y += 1;
}
}
}
fn main() -> rltk::BError {
use rltk::RltkBuilder;
let context = RltkBuilder::simple80x50()
.with_title("Roguelike Toturial")
.build()?;
let mut gs = State {
ecs: World::new()
};
gs.ecs.register::<Position>();
gs.ecs.register::<Renderable>();
gs.ecs.register::<LeftMover>();
gs.ecs.register::<Player>();
gs.ecs.insert(new_map());
gs.ecs
.create_entity()
.with(Position { x: 40, y: 25 })
.with(Renderable {
glyph: rltk::to_cp437('@'),
fg: RGB::named(rltk::YELLOW),
bg: RGB::named(rltk::BLACK),
})
.with(Player {})
.build();
rltk::main_loop(context, gs)
}
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