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use math::random;
use vt;
use io;
use os;
use fmt;

type player = struct {
	x: uint,
	y: uint,
};

type wall = void;
type floor = void;

type tile = (wall | floor);

type room = struct {
	w: size,
	h: size,
	tiles: []tile,
};

fn tile_at(r: room, x: size, y: size) tile = {
	const ix = x+(r.w*y);
	return r.tiles[ix];
};

fn set_tile_at(r: room, x: size, y: size, t: tile) void = {
	const ix = x+(r.w*y);
	r.tiles[ix] = t;
};

fn draw_room(t: *vt::term, r: room) void = {
	for (let y = 0z; y < r.h; y+=1) {
		vt::move(t, (y+1):uint, 0)!;
		for (let x = 0z; x < r.w; x+=1) {
			fmt::fprint(t, match (tile_at(r,x,y)) {
				case floor => yield '.';
				case wall => yield  '\u2588';
			})!;
		};
	};
};

fn get_key() u8 = {
	let b = [0u8];
	io::read(os::stdin_file, b)!;
	return b[0];
};

def W = 50;
def H = 40;


export fn main() void = {
	const term = vt::open();
	defer vt::close(term);

	vt::enablealt(term)!;
	vt::disablecur(term)!;

	const tiles: [W*H]tile = [floor...];
	const room = room { w=W, h=H, tiles=tiles };

	for (let i = 0z; i < W; i+=1) {
		set_tile_at(room, i, 0, wall);
		set_tile_at(room, i, H-1, wall);
	};
	for (let i = 0z; i < H; i+=1) {
		set_tile_at(room, 0, i, wall);
		set_tile_at(room, W-1, i, wall);
	};

	let rand = random::init(12345);
	for (let i = 0; i < 6; i+=1) {
		const x = (random::u64n(&rand, W-2)+1): size;
		const y = (random::u64n(&rand, H-2)+1): size;
		set_tile_at(room, x,y, wall);
	};

	let player = player { x=1, y=1 };
	const playerpen = vt::newpen(vt::color::BLACK, vt::color::RED);
	const playerstr = vt::tag(playerpen, "@");

	let entities: []entity = [];
	for (let i = 0u; i < 1; i += 1) {
		append(entities, entity_new('g',vt::color::BLUE));
		entities[i].x=i*2;
	};

	for (true) {
		vt::clear(term)!;
		draw_room(term, room);
		for (let i = 0z; i < len(entities); i +=1)
			entity_draw(&entities[i], term);

		vt::move(term, player.y:uint+1, player.x:uint+1)!;
		vt::print(term, playerstr)!;


		match (get_input(term)) {
		case let m: move => {
			let nx = player.x;
			let ny = player.y;
			switch (m) {
			case move::UP => ny -= 1;
			case move::DOWN => ny += 1;
			case move::LEFT => nx -= 1;
			case move::RIGHT => nx += 1;
			};

			if (tile_at(room, nx: size, ny: size) is floor) {
				player.x = nx;
				player.y = ny;
			};
		};
		case quit => break;
		case => yield;
		};

		for (let i = 0z; i < len(entities); i += 1)
			entity_tick(&entities[i],&room);

	};

};