Load maps from TOML files with XPM-style palette

Introduces a map file format: TOML with a [palette] mapping characters
to (Glyph, Element) definitions and a [grid] multi-line string. Board
now owns the player position, objects, and portals. map_file::load()
deserializes a file and converts it to a Board via From<MapFile>.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-05-16 01:50:05 -05:00
parent 37c10c7c38
commit 2dc749e037
6 changed files with 254 additions and 69 deletions
+37 -53
View File
@@ -1,8 +1,7 @@
use eframe::egui::Color32;
use serde::Deserialize;
pub const BOARD_W: usize = 60;
pub const BOARD_H: usize = 25;
#[derive(Clone, Copy)]
pub struct Glyph {
pub ch: char,
pub fg: Color32,
@@ -10,14 +9,6 @@ pub struct Glyph {
}
impl Glyph {
pub fn floor() -> Self {
Self { ch: ' ', fg: Color32::BLACK, bg: Color32::BLACK }
}
pub fn wall() -> Self {
Self { ch: '#', fg: Color32::GRAY, bg: Color32::DARK_GRAY }
}
pub fn player() -> Self {
Self { ch: '@', fg: Color32::LIGHT_BLUE, bg: Color32::BLACK }
}
@@ -27,14 +18,41 @@ pub struct Element {
pub passable: bool,
}
#[derive(Deserialize)]
#[allow(dead_code)]
pub struct ObjectDef {
pub x: usize,
pub y: usize,
pub script: String,
}
#[derive(Deserialize)]
#[allow(dead_code)]
pub struct PortalDef {
pub x: usize,
pub y: usize,
pub target_map: String,
pub target_entry: String,
}
pub struct Player {
pub x: i32,
pub y: i32,
}
#[allow(dead_code)]
pub struct Board {
pub width: usize,
pub height: usize,
pub elements: Vec<Element>,
cells: Vec<(Glyph, usize)>,
pub(crate) cells: Vec<(Glyph, usize)>,
pub player: Player,
pub objects: Vec<ObjectDef>,
pub portals: Vec<PortalDef>,
}
impl Board {
#[allow(dead_code)]
pub fn add_element(&mut self, element: Element) -> usize {
let idx = self.elements.len();
self.elements.push(element);
@@ -45,6 +63,7 @@ impl Board {
&self.cells[y * self.width + x]
}
#[allow(dead_code)]
pub fn get_mut(&mut self, x: usize, y: usize) -> &mut (Glyph, usize) {
&mut self.cells[y * self.width + x]
}
@@ -55,59 +74,24 @@ impl Board {
}
}
pub struct Player {
pub x: i32,
pub y: i32,
}
pub struct GameState {
pub board: Board,
pub player: Player,
}
impl GameState {
pub fn new() -> Self {
let w = BOARD_W;
let h = BOARD_H;
let mut board = Board {
width: w,
height: h,
elements: Vec::new(),
cells: Vec::new(),
};
let floor = board.add_element(Element { passable: true });
let wall = board.add_element(Element { passable: false });
board.cells = (0..w * h)
.map(|_| (Glyph::floor(), floor))
.collect();
for x in 0..w {
*board.get_mut(x, 0) = (Glyph::wall(), wall);
*board.get_mut(x, h - 1) = (Glyph::wall(), wall);
}
for y in 0..h {
*board.get_mut(0, y) = (Glyph::wall(), wall);
*board.get_mut(w - 1, y) = (Glyph::wall(), wall);
}
Self {
board,
player: Player { x: 30, y: 12 },
}
pub fn new(board: Board) -> Self {
Self { board }
}
pub fn try_move(&mut self, dx: i32, dy: i32) {
let nx = self.player.x + dx;
let ny = self.player.y + dy;
let nx = self.board.player.x + dx;
let ny = self.board.player.y + dy;
if nx >= 0 && ny >= 0 {
let nx = nx as usize;
let ny = ny as usize;
if nx < self.board.width && ny < self.board.height && self.board.is_passable(nx, ny) {
self.player.x = nx as i32;
self.player.y = ny as i32;
self.board.player.x = nx as i32;
self.board.player.y = ny as i32;
}
}
}