commit 905ea33390175335af546824d210ef2a86f378b4
Author: Simon Watson <spw01@protonmail.com>
Date: Sat Oct 1 12:30:25 2022 -0400
Init Commit
diff --git a/.gitignore b/.gitignore
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+++ b/.gitignore
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+target/
+target/*
+Cargo.lock
diff --git a/Cargo.toml b/Cargo.toml
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--- /dev/null
+++ b/Cargo.toml
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+[package]
+name = "rs-rl"
+version = "0.1.0"
+edition = "2021"
+
+# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
+
+[dependencies]
+rltk = { version = "0.8.0" }
+specs = "0.16.1"
+specs-derive = "0.4.1"
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diff --git a/resources/backing.fs b/resources/backing.fs
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+++ b/resources/backing.fs
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+#version 330 core
+out vec4 FragColor;
+
+in vec2 TexCoords;
+
+uniform sampler2D screenTexture;
+
+void main()
+{
+ vec3 col = texture(screenTexture, TexCoords).rgb;
+ FragColor = vec4(col, 1.0);
+}
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diff --git a/resources/backing.vs b/resources/backing.vs
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+++ b/resources/backing.vs
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+#version 330 core
+layout (location = 0) in vec2 aPos;
+layout (location = 1) in vec2 aTexCoords;
+
+out vec2 TexCoords;
+
+void main()
+{
+ TexCoords = aTexCoords;
+ gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
+}
diff --git a/resources/console_no_bg.fs b/resources/console_no_bg.fs
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--- /dev/null
+++ b/resources/console_no_bg.fs
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+#version 330 core
+out vec4 FragColor;
+
+in vec3 ourColor;
+in vec2 TexCoord;
+in vec3 ourBackground;
+
+// texture sampler
+uniform sampler2D texture1;
+
+void main()
+{
+ vec4 original = texture(texture1, TexCoord);
+ if (original.r < 0.1f || original.g < 0.1f || original.b < 0.1f) discard;
+ vec4 fg = original * vec4(ourColor, 1.f);
+ FragColor = fg;
+}
diff --git a/resources/console_no_bg.vs b/resources/console_no_bg.vs
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--- /dev/null
+++ b/resources/console_no_bg.vs
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+#version 330 core
+layout (location = 0) in vec3 aPos;
+layout (location = 1) in vec3 aColor;
+layout (location = 2) in vec3 bColor;
+layout (location = 3) in vec2 aTexCoord;
+
+out vec3 ourColor;
+out vec3 ourBackground;
+out vec2 TexCoord;
+
+void main()
+{
+ gl_Position = vec4(aPos, 1.0);
+ ourColor = aColor;
+ ourBackground = bColor;
+ TexCoord = vec2(aTexCoord.x, aTexCoord.y);
+}
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diff --git a/resources/console_with_bg.fs b/resources/console_with_bg.fs
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--- /dev/null
+++ b/resources/console_with_bg.fs
@@ -0,0 +1,16 @@
+#version 330 core
+out vec4 FragColor;
+
+in vec3 ourColor;
+in vec2 TexCoord;
+in vec3 ourBackground;
+
+// texture sampler
+uniform sampler2D texture1;
+
+void main()
+{
+ vec4 original = texture(texture1, TexCoord);
+ vec4 fg = original.r > 0.1f || original.g > 0.1f || original.b > 0.1f ? original * vec4(ourColor, 1.f) : vec4(ourBackground, 1.f);
+ FragColor = fg;
+}
diff --git a/resources/console_with_bg.vs b/resources/console_with_bg.vs
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index 0000000..3185e65
--- /dev/null
+++ b/resources/console_with_bg.vs
@@ -0,0 +1,17 @@
+#version 330 core
+layout (location = 0) in vec3 aPos;
+layout (location = 1) in vec3 aColor;
+layout (location = 2) in vec3 bColor;
+layout (location = 3) in vec2 aTexCoord;
+
+out vec3 ourColor;
+out vec3 ourBackground;
+out vec2 TexCoord;
+
+void main()
+{
+ gl_Position = vec4(aPos, 1.0);
+ ourColor = aColor;
+ ourBackground = bColor;
+ TexCoord = vec2(aTexCoord.x, aTexCoord.y);
+}
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diff --git a/resources/example_tiles.jpg b/resources/example_tiles.jpg
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diff --git a/resources/example_tiles.xcf b/resources/example_tiles.xcf
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diff --git a/resources/mltest.xp b/resources/mltest.xp
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diff --git a/resources/nyan.xp b/resources/nyan.xp
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diff --git a/resources/resources.zip b/resources/resources.zip
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diff --git a/resources/scanlines.fs b/resources/scanlines.fs
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+++ b/resources/scanlines.fs
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+#version 330 core
+out vec4 FragColor;
+
+in vec2 TexCoords;
+
+uniform sampler2D screenTexture;
+uniform vec3 screenSize;
+uniform bool screenBurn;
+
+void main()
+{
+ vec3 col = texture(screenTexture, TexCoords).rgb;
+ float scanLine = mod(gl_FragCoord.y, 2.0) * 0.25;
+ vec3 scanColor = col.rgb - scanLine;
+
+ if (col.r < 0.1f && col.g < 0.1f && col.b < 0.1f) {
+ if (screenBurn) {
+ float dist = (1.0 - distance(vec2(gl_FragCoord.x / screenSize.x, gl_FragCoord.y / screenSize.y), vec2(0.5,0.5))) * 0.2;
+ FragColor = vec4(0.0, dist, dist, 1.0);
+ } else {
+ FragColor = vec4(0.0, 0.0, 0.0, 1.0);
+ }
+ } else {
+ FragColor = vec4(scanColor, 1.0);
+ }
+}
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diff --git a/resources/scanlines.vs b/resources/scanlines.vs
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--- /dev/null
+++ b/resources/scanlines.vs
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+#version 330 core
+layout (location = 0) in vec2 aPos;
+layout (location = 1) in vec2 aTexCoords;
+
+out vec2 TexCoords;
+
+void main()
+{
+ TexCoords = aTexCoords;
+ gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
+}
diff --git a/resources/terminal8x8.jpg b/resources/terminal8x8.jpg
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diff --git a/resources/vga8x16.jpg b/resources/vga8x16.jpg
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diff --git a/src/components.rs b/src/components.rs
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+++ b/src/components.rs
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+use specs::prelude::*;
+use specs_derive::*;
+use rltk::{RGB};
+
+// COMPONENTS
+
+
+
+#[derive(Component)]
+pub struct Position {
+ pub x: i32,
+ pub y: i32,
+}
+
+#[derive(Component)]
+pub struct Renderable {
+ pub glyph: rltk::FontCharType,
+ pub fg: RGB,
+ pub bg: RGB,
+}
+
+#[derive(Component, Debug)]
+pub struct Player {}
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diff --git a/src/main.rs b/src/main.rs
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+++ b/src/main.rs
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+use rltk::{GameState, Rltk, RGB};
+use specs::prelude::*;
+
+mod components;
+pub use components::*;
+mod map;
+pub use map::*;
+mod player;
+use player::*;
+mod rect;
+pub use rect::Rect;
+
+// ***** //
+// STATE //
+pub struct State {
+ pub ecs: World
+}
+
+impl GameState for State {
+ fn tick(&mut self, ctx : &mut Rltk) {
+ ctx.cls();
+
+ player_input(self, ctx);
+
+ let map = self.ecs.fetch::<Vec<map::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);
+ }
+
+ }
+}
+
+// ********
+// MAIN
+
+fn main() -> rltk::BError {
+ use rltk::RltkBuilder;
+ let context = RltkBuilder::simple80x50()
+ .with_title("Roguelike Tutorial")
+ .build()?;
+ let mut gs = State{
+ ecs: World::new()
+ };
+ gs.ecs.register::<Position>();
+ gs.ecs.register::<Renderable>();
+ gs.ecs.register::<Player>();
+ 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();
+ gs.ecs.insert(new_map_rooms_and_corridors());
+
+ rltk::main_loop(context, gs)
+}
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diff --git a/src/map.rs b/src/map.rs
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+++ b/src/map.rs
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+use rltk::{ RGB, Rltk};
+use super::{Rect};
+use std::cmp::{max, min};
+
+#[derive(PartialEq, Copy, Clone)]
+pub enum TileType {
+ Wall,
+ Floor
+}
+
+pub fn xy_idx(x: i32, y: i32) -> usize {
+ (y as usize * 80) + x as usize
+}
+
+/// Makes a map with solid boundaries and 400 randomly placed walls. No guarantees that it won't
+/// look awful.
+pub fn new_map_test() -> Vec<TileType> {
+ let mut map = vec![TileType::Floor; 80*50];
+
+ // Make the boundaries walls
+ for x in 0..80 {
+ map[xy_idx(x, 0)] = TileType::Wall;
+ map[xy_idx(x, 49)] = TileType::Wall;
+ }
+ for y in 0..50 {
+ map[xy_idx(0, y)] = TileType::Wall;
+ map[xy_idx(79, y)] = TileType::Wall;
+ }
+
+ // Now we'll randomly splat a bunch of walls. It won't be pretty, but it's a decent illustration.
+ // First, obtain the thread-local RNG:
+ 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);
+ if idx != xy_idx(40, 25) {
+ map[idx] = TileType::Wall;
+ }
+ }
+
+ return map
+}
+
+pub fn new_map_rooms_and_corridors() -> Vec<TileType> {
+ let mut map = vec![TileType::Wall; 80*50];
+
+ let room1 = Rect::new(20, 15, 10, 15);
+ let room2 = Rect::new(35, 15, 10, 15);
+
+ apply_room_to_map(&room1, &mut map);
+ apply_room_to_map(&room2, &mut map);
+
+ map
+}
+
+fn apply_room_to_map(room : &Rect, map: &mut [TileType]) {
+ for y in room.y1 +1 ..= room.y2 {
+ for x in room.x1 + 1 ..= room.x2 {
+ map[xy_idx(x, y)] = TileType::Floor;
+ }
+ }
+}
+
+pub fn draw_map(map: &[TileType], ctx : &mut Rltk) {
+ let mut y = 0;
+ let mut x = 0;
+ for tile in map.iter() {
+ // Render a tile depending upon the tile type
+ match tile {
+ TileType::Floor => {
+ ctx.set(x, y, RGB::from_f32(0.5, 0.5, 0.5), RGB::from_f32(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.), rltk::to_cp437('#'));
+ }
+ }
+
+ // Move the coordinates
+ x += 1;
+ if x > 79 {
+ x = 0;
+ y += 1;
+ }
+ }
+}
+
+
diff --git a/src/player.rs b/src/player.rs
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--- /dev/null
+++ b/src/player.rs
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+use rltk::{VirtualKeyCode, Rltk};
+use specs::prelude::*;
+use super::{Position, Player, TileType, xy_idx, State};
+use std::cmp::{min, max};
+
+pub 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));
+ }
+ }
+}
+
+pub fn player_input(gs: &mut State, ctx: &mut Rltk) {
+ // Player movement
+ match ctx.key {
+ None => {} // Nothing happened
+ Some(key) => match key {
+ VirtualKeyCode::A => try_move_player(-1, 0, &mut gs.ecs),
+ VirtualKeyCode::D => try_move_player(1, 0, &mut gs.ecs),
+ VirtualKeyCode::W => try_move_player(0, -1, &mut gs.ecs),
+ VirtualKeyCode::S => try_move_player(0, 1, &mut gs.ecs),
+ _ => {}
+ },
+ }
+}
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diff --git a/src/rect.rs b/src/rect.rs
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+++ b/src/rect.rs
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+pub struct Rect {
+ pub x1 : i32,
+ pub x2 : i32,
+ pub y1 : i32,
+ pub y2 : i32
+}
+
+impl Rect {
+ pub fn new(x:i32, y: i32, w:i32, h:i32) -> Rect {
+ Rect{x1:x, y1:y, x2:x+w, y2:y+h}
+ }
+
+ // Returns true if this overlaps with other
+ pub fn intersect(&self, other:&Rect) -> bool {
+ self.x1 <= other.x2 && self.x2 >= other.x1 && self.y1 <= other.y2 && self.y2 >= other.y1
+ }
+
+ pub fn center(&self) -> (i32, i32) {
+ ((self.x1 + self.x2)/2, (self.y1 + self.y2)/2)
+ }
+}
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