Added player render, movements, and bounds detection
This commit is contained in:
+4
-1
@@ -1,4 +1,7 @@
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# Devloppement Progress with screenshots
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# Devloppement Progress with screenshots
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First running programm with an empty map
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First running programm with an empty map
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<img src="./screenshots/EmptyMap.png" width="80%">
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<img src="./screenshots/EmptyMap.png" width="80%">
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Added Player movement and render
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<img src="./screenshots/EmptyMap_and_Player.png" width="80%">
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Binary file not shown.
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After Width: | Height: | Size: 5.5 KiB |
+12
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@@ -4,12 +4,14 @@
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/// date : 26/04/2022
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/// date : 26/04/2022
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/// brief : Main game file
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/// brief : Main game file
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mod map;
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mod map;
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mod player;
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mod prelude {
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mod prelude {
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pub use bracket_lib::prelude::*;
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pub use bracket_lib::prelude::*;
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pub const SCREEN_WIDTH: i32 = 80;
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pub const SCREEN_WIDTH: i32 = 80;
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pub const SCREEN_HEIGHT: i32 = 50;
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pub const SCREEN_HEIGHT: i32 = 50;
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pub use crate::map::*;
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pub use crate::map::*;
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pub use crate::player::*;
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}
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}
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use prelude::*;
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use prelude::*;
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@@ -17,18 +19,26 @@ const FPS_CAP : f32 = 30.0;
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struct State {
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struct State {
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map: Map,
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map: Map,
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player: Player,
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}
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}
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impl State {
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impl State {
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fn new() -> Self {
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fn new() -> Self {
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Self {map: Map::new()}
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Self {
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map: Map::new(),
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player: Player::new(
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//spawns the player in the middle of the map
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Point::new(SCREEN_WIDTH / 2,SCREEN_HEIGHT / 2)
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)
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}
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}
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}
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}
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}
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impl GameState for State{
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impl GameState for State{
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fn tick(&mut self,ctx: &mut BTerm){
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fn tick(&mut self,ctx: &mut BTerm){
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ctx.cls();
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ctx.cls();
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//ctx.print(1,1,"Hello, Bracket Terminal!");
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self.player.update(ctx,&self.map);
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self.map.render(ctx);
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self.map.render(ctx);
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self.player.render(ctx);
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}
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}
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}
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}
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+18
-3
@@ -20,16 +20,31 @@ pub fn map_idx(x: i32, y: i32) -> usize {
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((y * SCREEN_WIDTH) + x)as usize
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((y * SCREEN_WIDTH) + x)as usize
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}
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}
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impl Map {
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impl Map {
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/// Constructor
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pub fn new() -> Self{
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pub fn new() -> Self{
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Self {
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Self {
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tiles: vec![TileType::Floor; NUM_TILES],
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tiles: vec![TileType::Floor; NUM_TILES],
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}
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}
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}
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}
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/*
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/// Bounds Logic
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pub fn in_bounds(&self,point : Point) -> bool{
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pub fn in_bounds(&self,point : Point) -> bool{
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point.x >=
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point.x >=0 && point.x < SCREEN_WIDTH
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&& point.y >= 0 && point.y < SCREEN_HEIGHT
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}
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}
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*/
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pub fn can_enter_tile(&self,point: Point) -> bool {
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self.in_bounds(point)
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&& self.tiles[map_idx(point.x, point.y)] == TileType::Floor
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}
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pub fn try_idx(&self, point : Point) -> Option<usize> {
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if !self.in_bounds(point){
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None
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}else{
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Some(map_idx(point.x,point.y))
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}
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}
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/// Render Logic
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pub fn render(&self, ctx: &mut BTerm){
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pub fn render(&self, ctx: &mut BTerm){
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for y in 0..SCREEN_HEIGHT{
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for y in 0..SCREEN_HEIGHT{
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for x in 0..SCREEN_WIDTH {
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for x in 0..SCREEN_WIDTH {
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@@ -0,0 +1,47 @@
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/// file : player.rs
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/// author : Maxime Rohmer (from Herbet Wolverson book)
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/// version : 0.1.0
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/// date : 26/04/2022
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/// brief : File that contains all the Player related stuff
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use crate::prelude::*;
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pub struct Player {
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pub position: Point
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}
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impl Player{
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/// Construtor
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pub fn new(position:Point) -> Self{
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Self{
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position
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}
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}
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/// Render Logic
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pub fn render(&self,ctx: &mut BTerm) {
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ctx.set(
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self.position.x,
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self.position.y,
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WHITE,
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BLACK,
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to_cp437('@'),
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);
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}
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/// Player Movement Logic
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pub fn update(&mut self,ctx: &mut BTerm, map:&Map){
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if let Some(key) = ctx.key{
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let delta = match key{
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VirtualKeyCode::Left => Point::new(-1,0),
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VirtualKeyCode::Right => Point::new(1,0),
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VirtualKeyCode::Up => Point::new(0,-1),
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VirtualKeyCode::Down => Point::new(0,1),
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_ => Point::zero()
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};
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let new_position = self.position + delta;
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if map.can_enter_tile(new_position) {
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self.position = new_position;
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}
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}
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}
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}
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