I have some existing C# code for a very, very simple RogueLike engine. It is deliberately naive in that I was trying to do the minimum amount as simply as possible. All it does is move an @ symbol around a hardcoded map using the arrow keys and System.Console:
//define the map
var map = new List<string>{
" ",
" ",
" ",
" ",
" ############################### ",
" # # ",
" # ###### # ",
" # # # # ",
" #### #### # # # ",
" # # # # # # ",
" # # # # # # ",
" #### #### ###### # ",
" # = # ",
" # = # ",
" ############################### ",
" ",
" ",
" ",
" ",
" "
};
//set initial player position on the map
var playerX = 8;
var playerY = 6;
//clear the console
Console.Clear();
//send each row of the map to the Console
map.ForEach( Console.WriteLine );
//create an empty ConsoleKeyInfo for storing the last key pressed
var keyInfo = new ConsoleKeyInfo( );
//keep processing key presses until the player wants to quit
while ( keyInfo.Key != ConsoleKey.Q ) {
//store the player's current location
var oldX = playerX;
var oldY = playerY;
//change the player's location if they pressed an arrow key
switch ( keyInfo.Key ) {
case ConsoleKey.UpArrow:
playerY--;
break;
case ConsoleKey.DownArrow:
playerY++;
break;
case ConsoleKey.LeftArrow:
playerX--;
break;
case ConsoleKey.RightArrow:
playerX++;
break;
}
//check if the square that the player is trying to move to is empty
if( map[ playerY ][ playerX ] == ' ' ) {
//ok it was empty, clear the square they were standing on before
Console.SetCursorPosition( oldX, oldY );
Console.Write( ' ' );
//now draw them at the new square
Console.SetCursorPosition( playerX, playerY );
Console.Write( '@' );
} else {
//they can't move there, change their location back to the old location
playerX = oldX;
playerY = oldY;
}
//wait for them to press a key and store it in keyInfo
keyInfo = Console.ReadKey( true );
}
I was playing around with doing it in F#, initially I was trying to write it using functional concepts, but turned out I was a bit over my head, so I did pretty much a straight port - it's not really an F# program (though it compiles and runs) it's a procedural program written in F# syntax:
open System
//define the map
let map = [ " ";
" ";
" ";
" ";
" ############################### ";
" # # ";
" # ###### # ";
" # # # # ";
" #### #### # # # ";
" # # # # # # ";
" # # # # # # ";
" #### #### ###### # ";
" # = # ";
" # = # ";
" ############################### ";
" ";
" ";
" ";
" ";
" " ]
//set initial player position on the map
let mutable playerX = 8
let mutable playerY = 6
//clear the console
Console.Clear()
//send each row of the map to the Console
map |> Seq.iter (printfn "%s")
//create an empty ConsoleKeyInfo for storing the last key pressed
let mutable keyInfo = ConsoleKeyInfo()
//keep processing key presses until the player wants to quit
while not ( keyInfo.Key = ConsoleKey.Q ) do
//store the player's current location
let mutable oldX = playerX
let mutable oldY = playerY
//change the player's location if they pressed an arrow key
if keyInfo.Key = ConsoleKey.UpArrow then
playerY <- playerY - 1
else if keyInfo.Key = ConsoleKey.DownArrow then
playerY <- playerY + 1
else if keyInfo.Key = ConsoleKey.LeftArrow then
playerX <- playerX - 1
else if keyInfo.Key = ConsoleKey.RightArrow then
playerX <- playerX + 1
//check if the square that the player is trying to move to is empty
if map.Item( playerY ).Chars( playerX ) = ' ' then
//ok it was empty, clear the square they were standing on
Console.SetCursorPosition( oldX, oldY )
Console.Write( ' ' )
//now draw them at the new square
Console.SetCursorPosition( playerX, playerY )
Console.Write( '@' )
else
//they can't move there, change their location back to the old location
playerX <- oldX
playerY <- oldY
//wait for them to press a key and store it in keyInfo
keyInfo <- Console.ReadKey( true )
So my question is, what do I need to learn in order to rewrite this more functionally, can you give me some hints, a vague overview, that kind of thing.
I'd prefer a shove in the right direction rather than just seeing some code, but if that's the easiest way for you to explain it to me then fine, but in that case can you please also explain the "why" rather the "how" of it?