Map loading
Last chapter we left off at creating some entities to test our rendering system, but now it's time to render a proper map. In this section we will create a text based map configuration which we will load.
Map config
First step, let's try to load a level based on a 2d map that looks like this.
Eventually we can load from a file but for simplicity let's go with a constant in the code for now.
And here is the implementation of load map.
The most interesting Rust concept here is probably the match
. We are using the basic feature of pattern matching here, we are simply matching on the values of each token found in the map config, but we could do a lot of more advanced conditions or types of patterns.
MORE: Read more about pattern matching here.
Now let's run the game and see what our map looks like.
Final code below.
/* ANCHOR: all */
// Rust sokoban
// main.rs
use ggez::{
conf, event,
graphics::{self, DrawParam, Image},
Context, GameResult,
};
use glam::Vec2;
use hecs::{Entity, World};
use std::path;
const TILE_WIDTH: f32 = 32.0;
// ANCHOR: components
#[derive(Clone, Copy)]
pub struct Position {
x: u8,
y: u8,
z: u8,
}
pub struct Renderable {
path: String,
}
pub struct Wall {}
pub struct Player {}
pub struct Box {}
pub struct BoxSpot {}
// ANCHOR_END: components
// ANCHOR: game
// This struct will hold all our game state
// For now there is nothing to be held, but we'll add
// things shortly.
struct Game {
world: World,
}
// ANCHOR_END: game
// ANCHOR: init
// Initialize the level// Initialize the level
pub fn initialize_level(world: &mut World) {
// ANCHOR: map
const MAP: &str = "
N N W W W W W W
W W W . . . . W
W . . . B . . W
W . . . . . . W
W . P . . . . W
W . . . . . . W
W . . S . . . W
W . . . . . . W
W W W W W W W W
";
// ANCHOR_END: map
load_map(world, MAP.to_string());
}
pub fn load_map(world: &mut World, map_string: String) {
// read all lines
let rows: Vec<&str> = map_string.trim().split('\n').map(|x| x.trim()).collect();
for (y, row) in rows.iter().enumerate() {
let columns: Vec<&str> = row.split(' ').collect();
for (x, column) in columns.iter().enumerate() {
// Create the position at which to create something on the map
let position = Position {
x: x as u8,
y: y as u8,
z: 0, // we will get the z from the factory functions
};
// Figure out what object we should create
match *column {
"." => {
create_floor(world, position);
}
"W" => {
create_floor(world, position);
create_wall(world, position);
}
"P" => {
create_floor(world, position);
create_player(world, position);
}
"B" => {
create_floor(world, position);
create_box(world, position);
}
"S" => {
create_floor(world, position);
create_box_spot(world, position);
}
"N" => (),
c => panic!("unrecognized map item {}", c),
}
}
}
}
// ANCHOR_END: init
// ANCHOR: handler
impl event::EventHandler<ggez::GameError> for Game {
fn update(&mut self, _context: &mut Context) -> GameResult {
Ok(())
}
fn draw(&mut self, context: &mut Context) -> GameResult {
// Render game entities
{
run_rendering(&self.world, context);
}
Ok(())
}
}
// ANCHOR_END: handler
// ANCHOR: entities
pub fn create_wall(world: &mut World, position: Position) -> Entity {
world.spawn((
Position { z: 10, ..position },
Renderable {
path: "/images/wall.png".to_string(),
},
Wall {},
))
}
pub fn create_floor(world: &mut World, position: Position) -> Entity {
world.spawn((
Position { z: 5, ..position },
Renderable {
path: "/images/floor.png".to_string(),
},
))
}
pub fn create_box(world: &mut World, position: Position) -> Entity {
world.spawn((
Position { z: 10, ..position },
Renderable {
path: "/images/box.png".to_string(),
},
Box {},
))
}
pub fn create_box_spot(world: &mut World, position: Position) -> Entity {
world.spawn((
Position { z: 9, ..position },
Renderable {
path: "/images/box_spot.png".to_string(),
},
BoxSpot {},
))
}
pub fn create_player(world: &mut World, position: Position) -> Entity {
world.spawn((
Position { z: 10, ..position },
Renderable {
path: "/images/player.png".to_string(),
},
Player {},
))
}
// ANCHOR_END: entities
// ANCHOR: rendering_system
fn run_rendering(world: &World, context: &mut Context) {
// Clearing the screen (this gives us the background colour)
let mut canvas =
graphics::Canvas::from_frame(context, graphics::Color::from([0.95, 0.95, 0.95, 1.0]));
// Get all the renderables with their positions and sort by the position z
// This will allow us to have entities layered visually.
let mut query = world.query::<(&Position, &Renderable)>();
let mut rendering_data: Vec<(Entity, (&Position, &Renderable))> = query.into_iter().collect();
rendering_data.sort_by_key(|&k| k.1 .0.z);
// Iterate through all pairs of positions & renderables, load the image
// and draw it at the specified position.
for (_, (position, renderable)) in rendering_data.iter() {
// Load the image
let image = Image::from_path(context, renderable.path.clone()).unwrap();
let x = position.x as f32 * TILE_WIDTH;
let y = position.y as f32 * TILE_WIDTH;
// draw
let draw_params = DrawParam::new().dest(Vec2::new(x, y));
canvas.draw(&image, draw_params);
}
// Finally, present the canvas, this will actually display everything
// on the screen.
canvas.finish(context).expect("expected to present");
}
// ANCHOR_END: rendering_system
// ANCHOR: main
pub fn main() -> GameResult {
let mut world = World::new();
initialize_level(&mut world);
// Create a game context and event loop
let context_builder = ggez::ContextBuilder::new("rust_sokoban", "sokoban")
.window_setup(conf::WindowSetup::default().title("Rust Sokoban!"))
.window_mode(conf::WindowMode::default().dimensions(800.0, 600.0))
.add_resource_path(path::PathBuf::from("./resources"));
let (context, event_loop) = context_builder.build()?;
// Create the game state
let game = Game { world };
// Run the main event loop
event::run(context, event_loop, game)
}
// ANCHOR_END: main
/* ANCHOR_END: all */
CODELINK: You can see the full code in this example here.