First steps to level loading and player movement

Main
Johannes Hendrik Gerard van der Weide 2024-02-02 00:13:30 +01:00
parent 7f3049034b
commit 49dc9f4a4d
10 changed files with 724 additions and 4 deletions

9
.gitignore vendored
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@ -4,10 +4,6 @@
debug/
target/
# Remove Cargo.lock from gitignore if creating an executable, leave it for libraries
# More information here https://doc.rust-lang.org/cargo/guide/cargo-toml-vs-cargo-lock.html
Cargo.lock
# These are backup files generated by rustfmt
**/*.rs.bk
@ -19,3 +15,8 @@ Cargo.lock
result
result-*
# Added by cargo
/target

381
Cargo.lock generated Normal file
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@ -0,0 +1,381 @@
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11
Cargo.toml Normal file
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@ -0,0 +1,11 @@
[package]
name = "hertog_game_cli"
version = "0.1.0"
edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
console_engine = "2.6.1"
serde = { version = "1.0", features = ["derive"] }
serde_yaml = "0.9.27"

11
data/levels/default.yml Normal file
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@ -0,0 +1,11 @@
doors: [
true, # North
true, # East
true, # South
true, # West
]
walls: [
]

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flake.lock Normal file
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@ -0,0 +1,94 @@
{
"nodes": {
"flake-utils": {
"inputs": {
"systems": "systems"
},
"locked": {
"lastModified": 1705309234,
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"owner": "numtide",
"repo": "flake-utils",
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"type": "github"
},
"original": {
"owner": "numtide",
"repo": "flake-utils",
"type": "github"
}
},
"nixpkgs": {
"locked": {
"lastModified": 1704290814,
"narHash": "sha256-LWvKHp7kGxk/GEtlrGYV68qIvPHkU9iToomNFGagixU=",
"rev": "70bdadeb94ffc8806c0570eb5c2695ad29f0e421",
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"url": "https://flakehub.com/f/NixOS/nixpkgs/0.2305.491812.tar.gz"
}
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"narHash": "sha256-LE8lVX28MV2jWJsidW13D2qrHU/RUUONendL2Q/WlJg=",
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"repo": "nixpkgs",
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"repo": "nixpkgs",
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"inputs": {
"nixpkgs": "nixpkgs",
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}
},
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"inputs": {
"flake-utils": "flake-utils",
"nixpkgs": "nixpkgs_2"
},
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flake.nix Normal file
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@ -0,0 +1,47 @@
{
description = "Example Rust development environment for Zero to Nix";
# Flake inputs
inputs = {
nixpkgs.url = "https://flakehub.com/f/NixOS/nixpkgs/0.2305.491812.tar.gz";
rust-overlay.url = "github:oxalica/rust-overlay"; # A helper for Rust + Nix
};
# Flake outputs
outputs = { self, nixpkgs, rust-overlay }:
let
# Overlays enable you to customize the Nixpkgs attribute set
overlays = [
# Makes a `rust-bin` attribute available in Nixpkgs
(import rust-overlay)
# Provides a `rustToolchain` attribute for Nixpkgs that we can use to
# create a Rust environment
(self: super: {
rustToolchain = super.rust-bin.stable.latest.default;
})
];
# Systems supported
allSystems = [
"x86_64-linux" # 64-bit Intel/AMD Linux
"aarch64-linux" # 64-bit ARM Linux
"x86_64-darwin" # 64-bit Intel macOS
"aarch64-darwin" # 64-bit ARM macOS
];
# Helper to provide system-specific attributes
forAllSystems = f: nixpkgs.lib.genAttrs allSystems (system: f {
pkgs = import nixpkgs { inherit overlays system; };
});
in
{
# Development environment output
devShells = forAllSystems ({ pkgs }: {
default = import ./nix/shell.nix { inherit pkgs; };
});
# Builder
packages = forAllSystems ({ pkgs }: {
default = import ./nix/default.nix { inherit pkgs; };
});
};
}

17
nix/default.nix Normal file
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@ -0,0 +1,17 @@
{ pkgs ? import <nixpkgs> {} }:
pkgs.rustPlatform.buildRustPackage {
name = "HermitSearch";
src = ../.;
cargoLock = {
lockFile = ../Cargo.lock;
};
nativeBuildInputs = with pkgs; [
];
buildInputs = with pkgs; [
];
}

16
nix/shell.nix Normal file
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@ -0,0 +1,16 @@
{ pkgs ? import <nixpkgs> {} }:
pkgs.mkShell {
# The Nix packages provided in the environment
packages = (with pkgs; [
# Fluff
cargo-mommy
onefetch
# Needed
rustToolchain
]) ++ pkgs.lib.optionals pkgs.stdenv.isDarwin (with pkgs; [ libiconv ]);
shellHook = ''
onefetch
'';
}

19
src/load_yaml.rs Normal file
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use std::fs;
use std::path::Path;
pub fn load_yaml_folder(default: String, folder: &Path) -> Vec<String> {
let folder_path = fs::read_dir(folder).unwrap();
let mut return_yaml: Vec<String> = Vec::new();
for file in folder_path {
if file.as_ref().unwrap().path().with_extension("yml").exists() {
let yaml_file = fs::read_to_string(file.unwrap().path()).expect("Error reading config file");
return_yaml.push(yaml_file);
}
}
if return_yaml.capacity() < 1 {
return_yaml.push(default.clone());
fs::write(folder.join("default.yml"), default.clone()).expect("Error writing default");
}
return return_yaml;
}

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src/main.rs Normal file
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use std::path::Path;
use console_engine::{pixel, KeyCode};
use serde::{Serialize, Deserialize};
use crate::load_yaml::load_yaml_folder;
pub mod load_yaml;
#[derive(Clone, Serialize, Deserialize)]
pub struct Level {
pub doors: Vec<bool>,
pub walls: Vec<i32>,
}
pub struct Vec2 {
pub x: i32,
pub y: i32,
}
impl Vec2 {
pub const fn new(x: i32, y: i32) -> Self {
Self { x, y }
}
}
fn main() {
// initializes a screen of 20x10 characters with a target of 3 frames per second
// coordinates will range from [0,0] to [19,19]
let mut engine = console_engine::ConsoleEngine::init(51, 32, 50).unwrap();
let mut path: Vec<Level> = vec![];
let mut player_location: Vec2 = Vec2::new(25, 16);
let mut player_direction: Vec2 = Vec2::new(0, 0);
let default_level: String = "
doors: [
true, # North
true, # East
true, # South
true, # West
]
walls: [
]
".to_string();
let level_yaml: Vec<String> = load_yaml_folder(default_level.clone(), Path::new("./data/levels"));
let mut levels_north_loaded: Vec<Level> = vec![];
let mut levels_east_loaded: Vec<Level> = vec![];
let mut levels_south_loaded: Vec<Level> = vec![];
let mut levels_west_loaded: Vec<Level> = vec![];
for level_data in level_yaml {
let level: Level = serde_yaml::from_str::<Level>(&level_data).expect("Error reading level");
if level.doors[0] == true {
levels_north_loaded.push(level.clone());
}
if level.doors[1] == true {
levels_east_loaded.push(level.clone());
}
if level.doors[2] == true {
levels_south_loaded.push(level.clone());
}
if level.doors[3] == true {
levels_west_loaded.push(level.clone());
}
}
path.push(serde_yaml::from_str::<Level>(&default_level).expect("Error loading starting level"));
// main loop, be aware that you'll have to break it because ctrl+C is captured
loop {
engine.wait_frame(); // wait for next frame + capture inputs
engine.clear_screen(); // reset the screen
player_location = Vec2::new(player_location.x + player_direction.x, player_location.y + player_direction.y);
engine.rect(0, 1, 50, 31, pixel::pxl('█')); // draw a line of '#' from [0,0] to [19,9]
let current_level = &path[path.len() - 1];
if current_level.doors[0] == true {
engine.line(24, 1, 26, 1, pixel::pxl('#'));
}
if current_level.doors[1] == true {
engine.line(50, 15, 50, 17, pixel::pxl('#'));
}
if current_level.doors[2] == true {
engine.line(24, 31, 26, 31, pixel::pxl('#'));
}
if current_level.doors[3] == true {
engine.line(0, 15, 0, 17, pixel::pxl('#'));
}
engine.set_pxl(player_location.x, player_location.y, pixel::pxl('@'));
engine.print(0, 0, format!("Result: {}", path.len()).as_str()); // prints some value at [0,1]
if engine.is_key_pressed(KeyCode::Char('q')) {
break;
}
if player_direction.x == 0 && player_direction.y == 0 {
if engine.is_key_pressed(KeyCode::Char('w')) {
player_direction.y = -1;
}
if engine.is_key_pressed(KeyCode::Char('d')) {
player_direction.x = 1;
}
if engine.is_key_pressed(KeyCode::Char('s')) {
player_direction.y = 1;
}
if engine.is_key_pressed(KeyCode::Char('a')) {
player_direction.x = -1;
}
} else {
}
engine.draw();
}
}