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Tyrel Souza 2019-10-14 15:28:11 -04:00
commit 03e1387cb7
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/target
**/*.rs.bk

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[package]
name = "hellorust"
version = "0.1.0"
authors = ["Tyrel Souza <923113+tyrelsouza@users.noreply.github.com>"]
edition = "2018"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
rltk = { git = "https://github.com/thebracket/rltk_rs" }
specs = "0.15.0"
specs-derive = "0.4.0"

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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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#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);
}

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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;
}

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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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#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;
}

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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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#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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#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);
}

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rltk::add_wasm_support!();
use rltk::{Console, GameState, Rltk, Tile, VirtualKeyCode, RGB};
use specs::prelude::*;
use std::any::TypeId;
use std::cmp::{max, min};
#[macro_use]
extern crate specs_derive;
struct State {
ecs: World,
}
impl GameState for State {
fn tick(&mut self, ctx: &mut Rltk) {
ctx.cls();
player_input(self, ctx);
self.run_systems();
let map = self.ecs.fetch::<Vec<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);
}
}
}
struct LeftWalker {}
impl<'a> System<'a> for LeftWalker {
type SystemData = (ReadStorage<'a, LeftMover>, WriteStorage<'a, Position>);
fn run(&mut self, (lefty, mut pos): Self::SystemData) {
for (_lefty, mut pos) in (&lefty, &mut pos).join() {
pos.x -= 1;
if pos.x < 0 {
pos.x = 79;
}
}
}
}
#[derive(Component, Debug)]
struct Player {}
#[derive(Component)]
struct LeftMover {}
#[derive(Component)]
struct Position {
x: i32,
y: i32,
}
#[derive(Component)]
struct Renderable {
glyph: u8,
fg: RGB,
bg: RGB,
}
#[derive(PartialEq, Copy, Clone)]
enum TileType {
Wall,
Floor,
}
impl State {
fn run_systems(&mut self) {
let mut lw = LeftWalker {};
lw.run_now(&self.ecs);
self.ecs.maintain();
}
}
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, mut 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));
}
}
}
fn player_input(gs: &mut State, ctx: &mut Rltk) {
// Player movement
match ctx.key {
None => {} // nothing happened
Some(key) => match key {
VirtualKeyCode::Left => try_move_player(-1, 0, &mut gs.ecs),
VirtualKeyCode::Right => try_move_player(1, 0, &mut gs.ecs),
VirtualKeyCode::Up => try_move_player(0, -1, &mut gs.ecs),
VirtualKeyCode::Down => try_move_player(0, 1, &mut gs.ecs),
_ => {}
},
}
}
pub fn xy_idx(x: i32, y: i32) -> usize {
(y as usize * 80) + x as usize
}
fn new_map() -> Vec<TileType> {
let mut map = vec![TileType::Floor; 80 * 50];
// Make the boundary 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, randomly splat bunch of walls
// Obtain 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;
}
}
map
}
fn draw_map(map: &[TileType], ctx: &mut Rltk) {
let mut y = 0;
let mut x = 0;
for tile in map.iter() {
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('#'),
);
}
}
x += 1;
if (x > 79) {
x = 0;
y += 1;
}
}
}
fn main() {
let context = Rltk::init_simple8x8(80, 50, "Hello Rust World", "resources");
let mut gs = State { ecs: World::new() };
gs.ecs.register::<Position>();
gs.ecs.register::<Renderable>();
gs.ecs.register::<LeftMover>();
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();
for i in 0..10 {
gs.ecs
.create_entity()
.with(Position { x: i * 7, y: 20 })
.with(Renderable {
glyph: rltk::to_cp437('☺'),
fg: RGB::named(rltk::RED),
bg: RGB::named(rltk::BLACK),
})
.with(LeftMover {})
.build();
}
gs.ecs.insert(new_map());
rltk::main_loop(context, gs);
}