Add basic player movement on a ZZT-style board

Implements Glyph (per-cell visual), Element (shared behavior palette),
and Board (60x25 grid of (Glyph, usize) cells). Player walks around
with arrow keys and is blocked by wall elements.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-05-16 01:10:04 -05:00
parent f3e5dece7f
commit f7e585f6ed
2 changed files with 164 additions and 7 deletions
+111
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@@ -0,0 +1,111 @@
use eframe::egui::Color32;
pub struct Glyph {
pub ch: char,
pub fg: Color32,
pub bg: Color32,
}
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 }
}
}
pub struct Element {
pub passable: bool,
}
pub struct Board {
pub width: usize,
pub height: usize,
pub elements: Vec<Element>,
cells: Vec<(Glyph, usize)>,
}
impl Board {
pub fn add_element(&mut self, element: Element) -> usize {
let idx = self.elements.len();
self.elements.push(element);
idx
}
pub fn get(&self, x: usize, y: usize) -> &(Glyph, usize) {
&self.cells[y * self.width + x]
}
pub fn get_mut(&mut self, x: usize, y: usize) -> &mut (Glyph, usize) {
&mut self.cells[y * self.width + x]
}
pub fn is_passable(&self, x: usize, y: usize) -> bool {
let (_, elem_idx) = self.get(x, y);
self.elements[*elem_idx].passable
}
}
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 = 60;
let h = 25;
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 try_move(&mut self, dx: i32, dy: i32) {
let nx = self.player.x + dx;
let ny = self.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;
}
}
}
}
+53 -7
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@@ -1,19 +1,40 @@
use eframe::egui;
use egui::{Align2, FontId, Key, Pos2, Rect, vec2};
mod game;
use game::{GameState, Glyph};
const CELL_W: f32 = 14.0;
const CELL_H: f32 = 20.0;
fn main() -> eframe::Result<()> {
let options = eframe::NativeOptions::default();
eframe::run_native(
"Viberogue",
options,
Box::new(|_cc| Ok(Box::new(App::default()))),
Box::new(|_cc| Ok(Box::new(App::new()))),
)
}
#[derive(Default)]
struct App;
struct App {
state: GameState,
}
impl App {
fn new() -> Self {
Self { state: GameState::new() }
}
}
impl eframe::App for App {
fn update(&mut self, ctx: &egui::Context, _frame: &mut eframe::Frame) {
ctx.input(|i| {
if i.key_pressed(Key::ArrowUp) { self.state.try_move( 0, -1); }
if i.key_pressed(Key::ArrowDown) { self.state.try_move( 0, 1); }
if i.key_pressed(Key::ArrowLeft) { self.state.try_move(-1, 0); }
if i.key_pressed(Key::ArrowRight) { self.state.try_move( 1, 0); }
});
egui::TopBottomPanel::top("menu_bar").show(ctx, |ui| {
egui::MenuBar::new().ui(ui, |ui| {
ui.menu_button("File", |ui| {
@@ -25,10 +46,35 @@ impl eframe::App for App {
});
egui::CentralPanel::default().show(ctx, |ui| {
let rect = ui.available_rect_before_wrap();
let center = rect.center();
let square = egui::Rect::from_center_size(center, egui::vec2(200.0, 200.0));
ui.painter().rect_filled(square, 0.0, egui::Color32::BLUE);
let board = &self.state.board;
let origin = ui.available_rect_before_wrap().min;
let painter = ui.painter();
for y in 0..board.height {
for x in 0..board.width {
let (glyph, _) = board.get(x, y);
draw_glyph(painter, origin, x, y, glyph);
}
}
let player_glyph = Glyph::player();
draw_glyph(
painter,
origin,
self.state.player.x as usize,
self.state.player.y as usize,
&player_glyph,
);
});
ctx.request_repaint();
}
}
fn draw_glyph(painter: &egui::Painter, origin: Pos2, x: usize, y: usize, glyph: &Glyph) {
let tl = origin + vec2(x as f32 * CELL_W, y as f32 * CELL_H);
let rect = Rect::from_min_size(tl, vec2(CELL_W, CELL_H));
let center = rect.center();
painter.rect_filled(rect, 0.0, glyph.bg);
painter.text(center, Align2::CENTER_CENTER, glyph.ch, FontId::monospace(CELL_H), glyph.fg);
}