diff options
| author | salmonik <raisersoft@proton.me> | 2026-07-10 21:16:59 +0200 |
|---|---|---|
| committer | salmonik <raisersoft@proton.me> | 2026-07-10 21:16:59 +0200 |
| commit | c8eae871002b57f45b29a2d158e384433e76a90c (patch) | |
| tree | f521d4535649ee4d515271af58b842a8e192e20f /src/main.rs | |
| parent | fix floor warping (diff) | |
| download | dungeon-c8eae871002b57f45b29a2d158e384433e76a90c.tar.gz dungeon-c8eae871002b57f45b29a2d158e384433e76a90c.zip | |
Phase 2
Diffstat (limited to '')
| -rw-r--r-- | src/main.rs | 145 |
1 files changed, 106 insertions, 39 deletions
diff --git a/src/main.rs b/src/main.rs index d51fdfd..391bb90 100644 --- a/src/main.rs +++ b/src/main.rs | |||
| @@ -2,7 +2,7 @@ mod game; | |||
| 2 | mod renderer; | 2 | mod renderer; |
| 3 | mod texture; | 3 | mod texture; |
| 4 | 4 | ||
| 5 | use game::Game; | 5 | use game::{Game, GameState}; |
| 6 | use minifb::{Key, Window, WindowOptions}; | 6 | use minifb::{Key, Window, WindowOptions}; |
| 7 | use renderer::Renderer; | 7 | use renderer::Renderer; |
| 8 | use std::time::Instant; | 8 | use std::time::Instant; |
| @@ -11,19 +11,22 @@ const SCREEN_W: usize = 640; | |||
| 11 | const SCREEN_H: usize = 480; | 11 | const SCREEN_H: usize = 480; |
| 12 | 12 | ||
| 13 | fn main() { | 13 | fn main() { |
| 14 | println!("=== DOOM-LIKE MAZE ==="); | 14 | println!("=== DUNGEON CRAWLER ==="); |
| 15 | println!("Find the exit!"); | 15 | println!(" W / S — forward / backward"); |
| 16 | println!(" W / Up — forward"); | 16 | println!(" A / D — strafe left / right"); |
| 17 | println!(" S / Down — backward"); | 17 | println!(" Q / E — turn 90° left / right"); |
| 18 | println!(" A / D — strafe left / right"); | 18 | println!(" Space — attack"); |
| 19 | println!(" ← / → — turn"); | 19 | println!(" Z — use selected inventory item"); |
| 20 | println!(" Esc — quit\n"); | 20 | println!(" X — discard selected inventory item"); |
| 21 | println!(" 1-4 — select inventory slot"); | ||
| 22 | println!(" C — skip turn"); | ||
| 23 | println!(" Esc — quit\n"); | ||
| 21 | 24 | ||
| 22 | let mut game = Game::new(); | 25 | let mut game = Game::new(); |
| 23 | let renderer = Renderer::new(SCREEN_W, SCREEN_H); | 26 | let renderer = Renderer::new(SCREEN_W, SCREEN_H); |
| 24 | 27 | ||
| 25 | let mut window = Window::new( | 28 | let mut window = Window::new( |
| 26 | "Maze — Find the Exit!", | 29 | "Dungeon Crawler", |
| 27 | SCREEN_W, | 30 | SCREEN_W, |
| 28 | SCREEN_H, | 31 | SCREEN_H, |
| 29 | WindowOptions::default(), | 32 | WindowOptions::default(), |
| @@ -34,45 +37,109 @@ fn main() { | |||
| 34 | let mut last = Instant::now(); | 37 | let mut last = Instant::now(); |
| 35 | let frame_budget = std::time::Duration::from_micros(16600); // ~60 fps | 38 | let frame_budget = std::time::Duration::from_micros(16600); // ~60 fps |
| 36 | 39 | ||
| 40 | // Track previous key state for edge-triggered actions. | ||
| 41 | let mut prev_w = false; | ||
| 42 | let mut prev_s = false; | ||
| 43 | let mut prev_a = false; | ||
| 44 | let mut prev_d = false; | ||
| 45 | let mut prev_q = false; | ||
| 46 | let mut prev_e = false; | ||
| 47 | let mut prev_space = false; | ||
| 48 | let mut prev_z = false; | ||
| 49 | let mut prev_x = false; | ||
| 50 | let mut prev_c = false; | ||
| 51 | let mut prev_1 = false; | ||
| 52 | let mut prev_2 = false; | ||
| 53 | let mut prev_3 = false; | ||
| 54 | let mut prev_4 = false; | ||
| 55 | |||
| 37 | while window.is_open() && !window.is_key_down(Key::Escape) { | 56 | while window.is_open() && !window.is_key_down(Key::Escape) { |
| 38 | let frame_start = Instant::now(); | 57 | let frame_start = Instant::now(); |
| 39 | let dt = (frame_start - last).as_secs_f64().min(0.1); | 58 | let dt = (frame_start - last).as_secs_f64().min(0.1); |
| 40 | last = frame_start; | 59 | last = frame_start; |
| 41 | 60 | ||
| 42 | // ---- input ---- | 61 | // ---- read current key states ---- |
| 43 | let move_speed = 2.8; | 62 | let cur_w = window.is_key_down(Key::W); |
| 44 | let turn_speed = 2.8; | 63 | let cur_s = window.is_key_down(Key::S); |
| 45 | let strafe_speed = 2.2; | 64 | let cur_a = window.is_key_down(Key::A); |
| 65 | let cur_d = window.is_key_down(Key::D); | ||
| 66 | let cur_q = window.is_key_down(Key::Q); | ||
| 67 | let cur_e = window.is_key_down(Key::E); | ||
| 68 | let cur_space = window.is_key_down(Key::Space); | ||
| 69 | let cur_z = window.is_key_down(Key::Z); | ||
| 70 | let cur_x = window.is_key_down(Key::X); | ||
| 71 | let cur_c = window.is_key_down(Key::C); | ||
| 72 | let cur_1 = window.is_key_down(Key::Key1); | ||
| 73 | let cur_2 = window.is_key_down(Key::Key2); | ||
| 74 | let cur_3 = window.is_key_down(Key::Key3); | ||
| 75 | let cur_4 = window.is_key_down(Key::Key4); | ||
| 46 | 76 | ||
| 47 | if window.is_key_down(Key::Left) { | 77 | // ---- input (edge-triggered, only in WaitingForInput) ---- |
| 48 | game.rotate(-turn_speed * dt); | 78 | if game.can_act() { |
| 79 | if cur_w && !prev_w { | ||
| 80 | game.move_forward(); | ||
| 81 | } else if cur_s && !prev_s { | ||
| 82 | game.move_backward(); | ||
| 83 | } else if cur_a && !prev_a { | ||
| 84 | game.strafe_left(); | ||
| 85 | } else if cur_d && !prev_d { | ||
| 86 | game.strafe_right(); | ||
| 87 | } else if cur_q && !prev_q { | ||
| 88 | game.turn_left(); | ||
| 89 | } else if cur_e && !prev_e { | ||
| 90 | game.turn_right(); | ||
| 91 | } else if cur_space && !prev_space { | ||
| 92 | game.attack(); | ||
| 93 | } else if cur_z && !prev_z { | ||
| 94 | game.use_item(); | ||
| 95 | } else if cur_x && !prev_x { | ||
| 96 | game.discard_item(); | ||
| 97 | } else if cur_c && !prev_c { | ||
| 98 | game.skip_turn(); | ||
| 99 | } else if cur_1 && !prev_1 { | ||
| 100 | game.select_slot(0); | ||
| 101 | } else if cur_2 && !prev_2 { | ||
| 102 | game.select_slot(1); | ||
| 103 | } else if cur_3 && !prev_3 { | ||
| 104 | game.select_slot(2); | ||
| 105 | } else if cur_4 && !prev_4 { | ||
| 106 | game.select_slot(3); | ||
| 107 | } | ||
| 49 | } | 108 | } |
| 50 | if window.is_key_down(Key::Right) { | 109 | |
| 51 | game.rotate(turn_speed * dt); | 110 | // Update previous states. |
| 111 | prev_w = cur_w; | ||
| 112 | prev_s = cur_s; | ||
| 113 | prev_a = cur_a; | ||
| 114 | prev_d = cur_d; | ||
| 115 | prev_q = cur_q; | ||
| 116 | prev_e = cur_e; | ||
| 117 | prev_space = cur_space; | ||
| 118 | prev_z = cur_z; | ||
| 119 | prev_x = cur_x; | ||
| 120 | prev_c = cur_c; | ||
| 121 | prev_1 = cur_1; | ||
| 122 | prev_2 = cur_2; | ||
| 123 | prev_3 = cur_3; | ||
| 124 | prev_4 = cur_4; | ||
| 125 | |||
| 126 | // ---- advance animations / state machine ---- | ||
| 127 | game.update_animation(dt); | ||
| 128 | |||
| 129 | // ---- death check ---- | ||
| 130 | if game.state == GameState::GameOver { | ||
| 131 | let score = (game.kills * 100) + (game.depth.pow(2) * 50) + 500; // fists = base damage 1 | ||
| 132 | println!( | ||
| 133 | "You had become yet another legend of this dungeon.\nScore: {}", | ||
| 134 | score | ||
| 135 | ); | ||
| 136 | std::process::exit(0); | ||
| 52 | } | 137 | } |
| 53 | // Combine forward + strafe into one displacement (prevents two-step | 138 | |
| 54 | // wall clipping when pressing W+D / W+A near a wall). | 139 | // ---- win check (placeholder — becomes staircase in Phase 1) ---- |
| 55 | let fwd = if window.is_key_down(Key::W) || window.is_key_down(Key::Up) { | ||
| 56 | move_speed * dt | ||
| 57 | } else if window.is_key_down(Key::S) || window.is_key_down(Key::Down) { | ||
| 58 | -move_speed * dt | ||
| 59 | } else { | ||
| 60 | 0.0 | ||
| 61 | }; | ||
| 62 | let strf = if window.is_key_down(Key::D) { | ||
| 63 | strafe_speed * dt | ||
| 64 | } else if window.is_key_down(Key::A) { | ||
| 65 | -strafe_speed * dt | ||
| 66 | } else { | ||
| 67 | 0.0 | ||
| 68 | }; | ||
| 69 | game.apply_movement(fwd, strf); | ||
| 70 | |||
| 71 | // ---- win condition ---- | ||
| 72 | if game.check_win() { | 140 | if game.check_win() { |
| 73 | println!("🎉 You found the exit! Generating a new maze…"); | 141 | println!("You found the exit in {} heartbeats!", game.heartbeats()); |
| 74 | game = Game::new(); | 142 | std::process::exit(0); |
| 75 | last = Instant::now(); // avoid huge dt spike | ||
| 76 | } | 143 | } |
| 77 | 144 | ||
| 78 | // ---- render ---- | 145 | // ---- render ---- |
