Basic demo app

This commit is contained in:
klangner 2020-08-31 14:13:52 +02:00
parent fc2ac4e0da
commit 8770d8ab77
9 changed files with 211 additions and 7 deletions

1
.gitignore vendored
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/target /target
/demo/target
Cargo.lock Cargo.lock

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[![Build Status](https://travis-ci.org/klangner/mapgen.rs.svg?branch=master)](https://travis-ci.org/klangner/mapgen.rs) [![Build Status](https://travis-ci.org/klangner/mapgen.rs.svg?branch=master)](https://travis-ci.org/klangner/mapgen.rs)
[![Crates.io](https://img.shields.io/crates/v/mapgen.svg)](https://crates.io/crates/mapgen) [![Crates.io](https://img.shields.io/crates/v/mapgen.svg)](https://crates.io/crates/mapgen)
[![Crates.io](https://img.shields.io/crates/l/mapgen.svg)](https://github.com/klangner/mapgen.rs/blob/master/LICENSE-MIT)
[![mapgen.rs](https://docs.rs/mapgen/badge.svg)](https://docs.rs/mapgen/) [![mapgen.rs](https://docs.rs/mapgen/badge.svg)](https://docs.rs/mapgen/)
Generate procedural maps for games. Generate procedural maps for games.

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demo/Cargo.toml Normal file
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[package]
name = "mapgen-demo"
version = "0.1.0"
authors = ["Krzysztof Langner <klangner@gmail.com>"]
edition = "2018"
[dependencies]
amethyst = {version = "0.15", features = ["tiles", "no-slow-safety-checks"]}
log = { version = "0.4.8", features = ["serde"] }
mapgen = {path=".."}
[features]
default = ["metal"]
metal = ["amethyst/metal"]
vulkan = ["amethyst/vulkan"]

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#![enable(implicit_some)]
Grid((
texture_width: 320,
texture_height: 320,
columns: 16,
rows: 16,
))

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demo/config/display.ron Normal file
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(
title: "mapgen demo",
dimensions: Some((840, 520)),
)

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demo/config/input.ron Normal file
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(
axes: {
"camera_x": Emulated(
pos: Key(D),
neg: Key(A),
),
"camera_y": Emulated(
pos: Key(W),
neg: Key(S),
),
"camera_scale": Emulated(
pos: Key(E),
neg: Key(Q),
),
"camera_z": Emulated(
pos: Key(R),
neg: Key(F),
),
},
actions: {
"camera_switch": [[Key(Space)]],
"select": [[Mouse(Left)]],
"toggle_rotation": [[Key(Y)]],
"toggle_translation": [[Key(T)]],
},
)

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demo/src/main.rs Normal file
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use amethyst::{
assets::{AssetStorage, Loader},
core::{
math::{Point3, Vector3},
Transform, TransformBundle,
},
ecs::Entity,
input::{is_close_requested, is_key_down, InputBundle, StringBindings},
prelude::*,
renderer::{
camera::Camera,
formats::texture::ImageFormat,
sprite::{SpriteSheet, SpriteSheetFormat, SpriteSheetHandle},
types::DefaultBackend,
RenderFlat2D, RenderToWindow, RenderingBundle, Texture,
},
tiles::{MortonEncoder, RenderTiles2D, Tile, TileMap},
utils::application_root_dir,
window::ScreenDimensions,
winit,
};
use mapgen::dungeon::{
map::{Map, TileType},
};
#[derive(Default, Clone)]
struct MapTiles ;
impl Tile for MapTiles {
fn sprite(&self, p: Point3<u32>, world: &World) -> Option<usize> {
let map = world.read_resource::<Map>();
if map.at(p.x as usize, p.y as usize) == TileType::Wall {
Some(35)
} else {
Some(46)
}
}
}
fn load_tiles_sprite_sheet(world: &mut World, png_path: &str, ron_path: &str) -> SpriteSheetHandle {
let texture_handle = {
let loader = world.read_resource::<Loader>();
let texture_storage = world.read_resource::<AssetStorage<Texture>>();
loader.load(png_path, ImageFormat::default(), (), &texture_storage)
};
let loader = world.read_resource::<Loader>();
let sprite_sheet_store = world.read_resource::<AssetStorage<SpriteSheet>>();
loader.load(
ron_path,
SpriteSheetFormat(texture_handle),
(),
&sprite_sheet_store,
)
}
fn init_camera(world: &mut World, transform: Transform, camera: Camera) -> Entity {
world
.create_entity()
.with(transform)
.with(camera)
.named("camera")
.build()
}
struct PlayState;
impl SimpleState for PlayState {
fn on_start(&mut self, data: StateData<'_, GameData<'_, '_>>) {
let world = data.world;
// Create map
let map = Map::new(80, 50);
world.insert(map);
let map_sprite_sheet_handle =
load_tiles_sprite_sheet(world, "texture/cp437_20x20.png", "texture/cp437_20x20.ron");
let (width, height) = {
let dim = world.read_resource::<ScreenDimensions>();
(dim.width(), dim.height())
};
let _camera = init_camera(
world,
Transform::from(Vector3::new(-10.0, 10.0, 1.1)),
Camera::standard_2d(width, height),
);
let tile_map = TileMap::<MapTiles, MortonEncoder>::new(
Vector3::new(80, 50, 1),
Vector3::new(20, 20, 1),
Some(map_sprite_sheet_handle),
);
let _map_entity = world
.create_entity()
.with(tile_map)
.with(Transform::default())
.build();
}
fn handle_event(
&mut self,
data: StateData<'_, GameData<'_, '_>>,
event: StateEvent,
) -> SimpleTrans {
let StateData { .. } = data;
if let StateEvent::Window(event) = &event {
if is_close_requested(&event) || is_key_down(&event, winit::VirtualKeyCode::Escape) {
Trans::Quit
} else {
Trans::None
}
} else {
Trans::None
}
}
}
fn main() -> amethyst::Result<()> {
amethyst::Logger::from_config(Default::default())
.level_for("demo", log::LevelFilter::Warn)
.start();
let app_root = application_root_dir()?;
let assets_directory = app_root.join("assets");
let display_config_path = app_root.join("config/display.ron");
let game_data = GameDataBuilder::default()
.with_bundle(TransformBundle::new())?
.with_bundle(
InputBundle::<StringBindings>::new()
.with_bindings_from_file("config/input.ron")?,
)?
.with_bundle(
RenderingBundle::<DefaultBackend>::new()
.with_plugin(
RenderToWindow::from_config_path(display_config_path)?
.with_clear([0.0, 0.0, 0.0, 1.0]),
)
.with_plugin(RenderFlat2D::default())
.with_plugin(RenderTiles2D::<MapTiles, MortonEncoder>::default()),
)?;
let mut game = Application::build(assets_directory, PlayState)?.build(game_data)?;
game.run();
Ok(())
}

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@ -6,15 +6,15 @@ pub enum TileType {
#[derive(Default, Clone)] #[derive(Default, Clone)]
pub struct Map { pub struct Map {
pub tiles : Vec<TileType>, pub tiles : Vec<TileType>,
pub width : i32, pub width : usize,
pub height : i32, pub height : usize,
} }
impl Map { impl Map {
/// Generates an empty map, consisting entirely of solid walls /// Generates an empty map, consisting entirely of solid walls
pub fn new(width: i32, height: i32) -> Map { pub fn new(width: usize, height: usize) -> Map {
let map_tile_count = (width*height) as usize; let map_tile_count = width*height;
Map{ Map{
tiles : vec![TileType::Wall; map_tile_count], tiles : vec![TileType::Wall; map_tile_count],
width, width,
@ -22,8 +22,8 @@ impl Map {
} }
} }
pub fn at(&self, x: i32, y: i32) -> TileType { pub fn at(&self, x: usize, y: usize) -> TileType {
let idx = (y as usize * self.width as usize) + x as usize; let idx = y * self.width + x;
self.tiles[idx] self.tiles[idx]
} }