This commit is contained in:
Skye Terran 2021-11-08 16:24:07 -08:00
parent a1cdb9e643
commit 3d911e8938
4 changed files with 96 additions and 0 deletions

5
.gitignore vendored
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@ -8,3 +8,8 @@ Cargo.lock
# These are backup files generated by rustfmt
**/*.rs.bk
# Added by cargo
/target

9
Cargo.toml Normal file
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@ -0,0 +1,9 @@
[package]
name = "slipwave"
version = "0.1.0"
edition = "2018"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
hypoloop = "0.1.7"

22
src/lib.rs Normal file
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pub mod state {
pub struct Health(pub i32);
pub struct Name(pub &'static str);
pub struct World {
pub health_components: Vec<Option<Health>>,
pub name_components: Vec<Option<Name>>,
}
impl World {
pub fn new() -> Self {
Self {
health_components: Vec::new(),
name_components: Vec::new(),
}
}
pub fn new_entity(&mut self, health: Option<Health>, name: Option<Name>) {
self.health_components.push(health);
self.name_components.push(name);
}
}
}

60
src/main.rs Normal file
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use hypoloop::core::{State, Loop};
use slipwave::state::{World, Health, Name};
fn main() {
// create a new sim loop
let mut sim = Loop::new();
sim.set_update_interval(20);
// create the game world
let mut world = World::new();
// add entities to the game world
// Icarus's health is *not* looking good.
world.new_entity(Some(Health(-10)), Some(Name("Icarus")));
// Prometheus is very healthy.
world.new_entity(Some(Health(100)), Some(Name("Prometheus")));
// Note that Zeus does not have a `Health` component.
world.new_entity(None, Some(Name("Zeus")));
// create a closure containing your update logic
let mut tick = move |state: &mut State| {
let zip = world
.health_components
.iter()
.zip(world.name_components.iter());
let with_health_and_name =
zip.filter_map(|(health, name): (&Option<Health>, &Option<Name>)| {
Some((health.as_ref()?, name.as_ref()?))
});
// health system
for (health, name) in with_health_and_name {
if health.0 < 0 {
println!("{} has perished!", name.0);
} else {
println!("{} is still alive!", name.0);
}
}
// print information about the current tick's timings
state.debug_time();
};
// create a closure containing your display logic
let mut display = move |state: &mut State| {
//
};
// run the simulation with your user-defined update and display logic
// initialize the sim (cleans internal clocks, etc.)
sim.init();
loop {
// "step" the sim forward
sim.step(&mut tick, &mut display);
}
}