Main
Johannes Hendrik Gerard van der Weide 2024-04-09 15:17:59 +02:00
parent 49dc9f4a4d
commit 5dd03bb1dd
1 changed files with 52 additions and 4 deletions

View File

@ -1,4 +1,6 @@
use std::path::Path;
use std::ops::Add;
use std::rc::Rc;
use console_engine::{pixel, KeyCode};
use serde::{Serialize, Deserialize};
use crate::load_yaml::load_yaml_folder;
@ -11,6 +13,7 @@ pub struct Level {
pub walls: Vec<i32>,
}
#[derive(Clone, Copy, PartialEq)]
pub struct Vec2 {
pub x: i32,
pub y: i32,
@ -22,12 +25,26 @@ impl Vec2 {
}
}
impl Add for Vec2 {
type Output = Self;
fn add(self, other: Self) -> Self {
Self {
x: self.x + other.x,
y: self.y + other.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 current_walls: Vec<Vec2> = vec![];
let mut current_doors: Vec<Vec2> = vec![];
let mut player_location: Vec2 = Vec2::new(25, 16);
let mut player_direction: Vec2 = Vec2::new(0, 0);
@ -77,7 +94,10 @@ fn main() {
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]
current_walls = play_area_to_walls(Vec2::new(50, 31));
for walls in &current_walls {
engine.set_pxl(walls.x, walls.y, pixel::pxl('█'));
}
let current_level = &path[path.len() - 1];
if current_level.doors[0] == true {
@ -95,7 +115,7 @@ fn main() {
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]
engine.print(0, 0, format!("Path length: {}", path.len()).as_str()); // prints some value at [0,1]
if engine.is_key_pressed(KeyCode::Char('q')) {
break;
@ -115,9 +135,37 @@ fn main() {
player_direction.x = -1;
}
} else {
for walls in &current_walls {
if player_location + player_direction == *walls {
player_direction = Vec2::new(0, 0);
}
}
for doors in &current_doors {
if player_location + player_direction == *doors {
load_next_level();
}
}
}
engine.draw();
}
}
fn play_area_to_walls(area_end: Vec2) -> Vec<Vec2> {
let mut return_value: Vec<Vec2> = vec![];
for x in 0..=area_end.x {
return_value.push(Vec2::new(x, 1));
return_value.push(Vec2::new(x, area_end.y));
}
for y in 1..=area_end.y {
return_value.push(Vec2::new(0, y));
return_value.push(Vec2::new(area_end.x, y));
}
return return_value;
}
fn load_next_level() {
}