环境
- Time 2022-11-30
- WSL-Ubuntu 22.04
- RLTK 0.8.7
前言
说明
参考:https://bfnightly.bracketproductions.com/rustbook
目标
基于前一节的内容,角色只能看见自身周围,这一节将记住探索过的区域。
记住打开的地图
#[derive(Default)]
pub struct Map {
pub tiles: Vec<TileType>,
pub rooms: Vec<Rect>,
pub width: i32,
pub height: i32,
// 打开过的地图
pub revealed: Vec<bool>,
// 当前可见的
pub visible: Vec<bool>,
}
可视区
#[derive(Component)]
pub struct Viewshed {
pub visible_tiles : Vec<rltk::Point>,
pub range : i32,
pub dirty : bool
}
pub fn move_player(delta_x: i32, delta_y: i32, world: &mut World) {
let mut positions = world.write_storage::<Point>();
let mut players = world.write_storage::<Player>();
let mut viewsheds = world.write_storage::<Viewshed>();
let map = world.fetch::<Map>();
for (_player, pos, viewshed) in (&mut players, &mut positions, &mut viewsheds).join() {
let destination_idx = map.index(pos.x + delta_x, pos.y + delta_y);
if map.tiles[destination_idx] != TileType::Wall {
pos.x = min(79, max(0, pos.x + delta_x));
pos.y = min(49, max(0, pos.y + delta_y));
viewshed.dirty = true;
}
}
}
可视系统
pub struct VisibilitySystem {}
impl<'a> System<'a> for VisibilitySystem {
type SystemData = (
WriteExpect<'a, Map>,
Entities<'a>,
WriteStorage<'a, Viewshed>,
WriteStorage<'a, Point>,
ReadStorage<'a, Player>,
);
fn run(&mut self, data: Self::SystemData) {
let (mut map, entities, mut viewshed, pos, player) = data;
for (ent, viewshed, pos) in (&entities, &mut viewshed, &pos).join() {
if viewshed.dirty {
viewshed.dirty = false;
viewshed.visible_tiles.clear();
viewshed.visible_tiles =
field_of_view(Point::new(pos.x, pos.y), viewshed.range, &*map);
viewshed
.visible_tiles
.retain(|p| p.x >= 0 && p.x < map.width && p.y >= 0 && p.y < map.height);
let _p: Option<&Player> = player.get(ent);
if let Some(_p) = _p {
for t in map.visible.iter_mut() {
*t = false
}
for vis in viewshed.visible_tiles.iter() {
let idx = map.index(vis.x, vis.y);
map.revealed[idx] = true;
map.visible[idx] = true;
}
}
}
}
}
}
渲染地图
pub fn draw_map(world: &World, ctx: &mut Rltk) {
let map = world.fetch::<Map>();
let mut y = 0;
let mut x = 0;
for (idx, tile) in map.tiles.iter().enumerate() {
// Render a tile depending upon the tile type
if map.revealed[idx] {
let glyph;
let mut fg;
match tile {
TileType::Floor => {
glyph = rltk::to_cp437('.');
fg = RGB::from_f32(0.0, 0.5, 0.5);
}
TileType::Wall => {
glyph = rltk::to_cp437('#');
fg = RGB::from_f32(0., 1.0, 0.);
}
}
if !map.visible[idx] {
fg = fg.to_greyscale()
}
ctx.set(x, y, fg, RGB::from_f32(0., 0., 0.), glyph);
}
x += 1;
if x > 79 {
x = 0;
y += 1;
}
}
}
效果
总结
记住角色探索过的地方,并且将当前的可视区高亮。