Added basic landing animation
parent
3b7ac5bc9a
commit
079ee461af
|
@ -42,6 +42,7 @@ fn main() -> Result<()> {
|
|||
let mut gpu = pollster::block_on(galactica_render::GPUState::new(window, &content))?;
|
||||
gpu.init(&content);
|
||||
|
||||
// TODO: don't clone content
|
||||
let mut game = game::Game::new(content.clone());
|
||||
let p = game.make_player();
|
||||
|
||||
|
@ -96,6 +97,11 @@ fn main() -> Result<()> {
|
|||
None
|
||||
}
|
||||
}
|
||||
ShipState::Landing { .. } => {
|
||||
let pos =
|
||||
o.data.get_state().landing_position(&content).unwrap();
|
||||
Some(Point2 { x: pos.x, y: pos.y })
|
||||
}
|
||||
ShipState::Landed { target } => {
|
||||
let b = content.get_system_object(*target);
|
||||
Some(Point2 {
|
||||
|
@ -103,6 +109,8 @@ fn main() -> Result<()> {
|
|||
y: b.pos.y,
|
||||
})
|
||||
}
|
||||
|
||||
ShipState::Dead => None,
|
||||
}
|
||||
} else {
|
||||
None
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
//! GPUState routines for drawing items in a systemsim
|
||||
|
||||
use bytemuck;
|
||||
use cgmath::{EuclideanSpace, InnerSpace, Point2, Vector2};
|
||||
use cgmath::{EuclideanSpace, InnerSpace, Point2, Point3, Vector2};
|
||||
use galactica_system::{data::ShipState, phys::util};
|
||||
use galactica_util::constants::OBJECT_SPRITE_INSTANCE_LIMIT;
|
||||
|
||||
|
@ -19,28 +19,64 @@ impl GPUState {
|
|||
screen_clip: (Point2<f32>, Point2<f32>),
|
||||
) {
|
||||
for ship in state.systemsim.iter_ships() {
|
||||
match ship.data.get_state() {
|
||||
ShipState::Collapsing { .. } | ShipState::Flying => {}
|
||||
ShipState::Landed { .. } => continue,
|
||||
}
|
||||
// TODO: move collapse sequence here?
|
||||
|
||||
let r = state.systemsim.get_rigid_body(ship.rigid_body).unwrap();
|
||||
let ship_pos = util::rigidbody_position(&r);
|
||||
let ship_rot = util::rigidbody_rotation(r);
|
||||
let ship_ang = -ship_rot.angle(Vector2 { x: 0.0, y: 1.0 }); // TODO: inconsistent angles. Fix!
|
||||
let ship_cnt = state.ct.get_ship(ship.data.get_content());
|
||||
let ship_pos;
|
||||
let ship_ang;
|
||||
let ship_cnt;
|
||||
match ship.data.get_state() {
|
||||
ShipState::Dead | ShipState::Landed { .. } => continue,
|
||||
|
||||
ShipState::Collapsing { .. } | ShipState::Flying => {
|
||||
let r = state.systemsim.get_rigid_body(ship.rigid_body).unwrap();
|
||||
let pos = util::rigidbody_position(&r);
|
||||
ship_pos = Point3 {
|
||||
x: pos.x,
|
||||
y: pos.y,
|
||||
z: 1.0,
|
||||
};
|
||||
let ship_rot = util::rigidbody_rotation(r);
|
||||
ship_ang = -ship_rot.angle(Vector2 { x: 0.0, y: 1.0 }); // TODO: inconsistent angles. Fix!
|
||||
ship_cnt = state.ct.get_ship(ship.data.get_content());
|
||||
}
|
||||
ShipState::Landing {
|
||||
from_position,
|
||||
from_angle,
|
||||
target,
|
||||
total: _total,
|
||||
elapsed,
|
||||
} => {
|
||||
let target = state.ct.get_system_object(*target);
|
||||
|
||||
let diff = Point2 {
|
||||
x: target.pos.x,
|
||||
y: target.pos.y,
|
||||
} - from_position;
|
||||
|
||||
ship_pos = ship.data.get_state().landing_position(state.ct).unwrap();
|
||||
|
||||
let target_angle = -diff.angle(Vector2 { x: 0.0, y: 1.0 });
|
||||
|
||||
ship_ang = from_angle + ((target_angle - from_angle) * 1f32.min(elapsed / 1.0));
|
||||
ship_cnt = state.ct.get_ship(ship.data.get_content());
|
||||
}
|
||||
}
|
||||
|
||||
// Position adjusted for parallax
|
||||
// TODO: adjust parallax for zoom?
|
||||
// 1.0 is z-coordinate, which is constant for ships
|
||||
let pos: Point2<f32> = (ship_pos - state.camera_pos.to_vec()) / 1.0;
|
||||
let pos: Point2<f32> = (Point2 {
|
||||
x: ship_pos.x,
|
||||
y: ship_pos.y,
|
||||
} - state.camera_pos.to_vec())
|
||||
/ ship_pos.z;
|
||||
|
||||
// Game dimensions of this sprite post-scale.
|
||||
// Post-scale width or height, whichever is larger.
|
||||
// This is in game units.
|
||||
//
|
||||
// We take the maximum to account for rotated sprites.
|
||||
let m = (ship_cnt.size / 1.0) * ship_cnt.sprite.aspect.max(1.0);
|
||||
let m = (ship_cnt.size / ship_pos.z) * ship_cnt.sprite.aspect.max(1.0);
|
||||
|
||||
// Don't draw sprites that are off the screen
|
||||
if pos.x < screen_clip.0.x - m
|
||||
|
@ -59,7 +95,7 @@ impl GPUState {
|
|||
bytemuck::cast_slice(&[ObjectData {
|
||||
xpos: ship_pos.x,
|
||||
ypos: ship_pos.y,
|
||||
zpos: 1.0,
|
||||
zpos: ship_pos.z,
|
||||
angle: ship_ang.0,
|
||||
size: ship_cnt.size,
|
||||
parent: 0,
|
||||
|
@ -86,7 +122,13 @@ impl GPUState {
|
|||
self.state.vertex_buffers.object_counter += 1;
|
||||
|
||||
let flare = ship.data.get_outfits().get_flare_sprite(state.ct);
|
||||
if ship.get_controls().thrust && flare.is_some() && ship.data.get_state().is_flying() {
|
||||
if {
|
||||
let is_flying = match ship.data.get_state() {
|
||||
ShipState::Flying => true,
|
||||
_ => false,
|
||||
};
|
||||
ship.get_controls().thrust && flare.is_some() && is_flying
|
||||
} {
|
||||
for engine_point in &ship_cnt.engines {
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.global_uniform.object_buffer,
|
||||
|
|
|
@ -39,6 +39,18 @@ impl Radar {
|
|||
.unwrap();
|
||||
|
||||
match player_ship.data.get_state() {
|
||||
ShipState::Dead => {}
|
||||
|
||||
// TODO: radar follows while landing
|
||||
ShipState::Landing { .. } => {
|
||||
let pos = player_ship
|
||||
.data
|
||||
.get_state()
|
||||
.landing_position(&input.ct)
|
||||
.unwrap();
|
||||
self.last_player_position = Point2 { x: pos.x, y: pos.y }
|
||||
}
|
||||
|
||||
ShipState::Landed { target } => {
|
||||
let landed_body = input.ct.get_system_object(*target);
|
||||
self.last_player_position = Point2 {
|
||||
|
@ -133,10 +145,12 @@ impl Radar {
|
|||
// This will be None if this ship is dead.
|
||||
// Stays around while the physics system runs a collapse sequence
|
||||
let color = match s.data.get_state() {
|
||||
ShipState::Landed { .. } => {
|
||||
ShipState::Dead | ShipState::Landed { .. } => {
|
||||
continue;
|
||||
}
|
||||
ShipState::Collapsing { .. } => {
|
||||
|
||||
// TODO: different color for landing?
|
||||
ShipState::Landing { .. } | ShipState::Collapsing { .. } => {
|
||||
// TODO: configurable
|
||||
[0.2, 0.2, 0.2, 1.0]
|
||||
}
|
||||
|
|
|
@ -37,10 +37,19 @@ impl Status {
|
|||
.unwrap();
|
||||
|
||||
match player_ship.data.get_state() {
|
||||
ShipState::Landed { .. } | ShipState::Collapsing { .. } | ShipState::Flying => {
|
||||
ShipState::Dead => {
|
||||
current_shields = 0.0;
|
||||
current_hull = 0.0;
|
||||
max_shields = player_ship.data.get_outfits().get_shield_strength();
|
||||
max_hull = input.ct.get_ship(player_ship.data.get_content()).hull;
|
||||
}
|
||||
ShipState::Landing { .. }
|
||||
| ShipState::Landed { .. }
|
||||
| ShipState::Collapsing { .. }
|
||||
| ShipState::Flying => {
|
||||
current_shields = player_ship.data.get_shields();
|
||||
current_hull = player_ship.data.get_hull();
|
||||
max_shields = player_ship.data.get_outfits().get_shield_strength();
|
||||
max_hull = input.ct.get_ship(player_ship.data.get_content()).hull;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
use std::{collections::HashMap, time::Instant};
|
||||
|
||||
use super::{OutfitSet, ShipPersonality};
|
||||
use cgmath::{InnerSpace, Point2, Point3, Rad};
|
||||
use galactica_content::{Content, FactionHandle, GunPoint, Outfit, ShipHandle, SystemObjectHandle};
|
||||
use rand::{rngs::ThreadRng, Rng};
|
||||
|
||||
|
@ -10,6 +11,9 @@ use rand::{rngs::ThreadRng, Rng};
|
|||
/// sequence fully plays out.
|
||||
#[derive(Debug, Clone)]
|
||||
pub enum ShipState {
|
||||
/// This ship is dead, and should be removed from the game.
|
||||
Dead,
|
||||
|
||||
/// This ship is alive and well in open space
|
||||
Flying, // TODO: system, position (also in collapse)?
|
||||
|
||||
|
@ -27,41 +31,28 @@ pub enum ShipState {
|
|||
/// The planet this ship is landed on
|
||||
target: SystemObjectHandle,
|
||||
},
|
||||
|
||||
/// This ship is landing on a planet
|
||||
/// (playing the animation)
|
||||
Landing {
|
||||
/// The point, in world coordinates, where we started
|
||||
from_position: Point2<f32>,
|
||||
|
||||
/// The ship's angle when we started landing
|
||||
from_angle: Rad<f32>,
|
||||
|
||||
/// The planet we're landing on
|
||||
target: SystemObjectHandle,
|
||||
|
||||
/// The total amount of time, in seconds, we will spend landing
|
||||
total: f32,
|
||||
|
||||
/// The amount of time we've already spent playing the landing sequence
|
||||
elapsed: f32,
|
||||
},
|
||||
}
|
||||
|
||||
impl ShipState {
|
||||
/// Is this ship playing its collapse sequence?
|
||||
pub fn is_collapsing(&self) -> bool {
|
||||
match self {
|
||||
Self::Collapsing { .. } => true,
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
/// Is this ship flying in open space?
|
||||
pub fn is_flying(&self) -> bool {
|
||||
match self {
|
||||
Self::Flying => true,
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
/// Is this ship landed on a planet?
|
||||
pub fn is_landed(&self) -> bool {
|
||||
match self {
|
||||
Self::Landed { .. } => true,
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
/// True if this ship has been destroyed and has finished it's collapse sequence.
|
||||
/// Ships are deleted once this is true.
|
||||
pub fn should_be_removed(&self) -> bool {
|
||||
match self {
|
||||
Self::Collapsing { elapsed, total } => elapsed >= total,
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
/// What planet is this ship landed on?
|
||||
pub fn landed_on(&self) -> Option<SystemObjectHandle> {
|
||||
match self {
|
||||
|
@ -81,6 +72,42 @@ impl ShipState {
|
|||
_ => None,
|
||||
}
|
||||
}
|
||||
|
||||
/// Compute position of this ship's sprite during its landing sequence
|
||||
pub fn landing_position(&self, ct: &Content) -> Option<Point3<f32>> {
|
||||
match self {
|
||||
Self::Landing {
|
||||
from_position,
|
||||
target,
|
||||
total,
|
||||
elapsed,
|
||||
..
|
||||
} => Some({
|
||||
let target = ct.get_system_object(*target);
|
||||
|
||||
let diff = Point2 {
|
||||
x: target.pos.x,
|
||||
y: target.pos.y,
|
||||
} - from_position;
|
||||
let diff = diff - diff.normalize() * (target.size / 2.0) * 0.8;
|
||||
|
||||
// TODO: improve animation
|
||||
// TODO: fade
|
||||
// TODO: atmosphere burn
|
||||
// TODO: land at random point
|
||||
// TODO: don't jump camera
|
||||
|
||||
let pos = from_position + (diff * (elapsed / total));
|
||||
|
||||
Point3 {
|
||||
x: pos.x,
|
||||
y: pos.y,
|
||||
z: 1.0 + ((target.pos.z - 1.0) * (elapsed / total)),
|
||||
}
|
||||
}),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Represents all attributes of a single ship
|
||||
|
@ -136,26 +163,41 @@ impl ShipData {
|
|||
}
|
||||
}
|
||||
|
||||
// TODO: position in data?
|
||||
/// Land this ship on `target`
|
||||
pub fn land_on(&mut self, target: SystemObjectHandle) -> bool {
|
||||
if self.state.is_flying() {
|
||||
self.state = ShipState::Landed { target };
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
pub fn land_on(
|
||||
&mut self,
|
||||
target: SystemObjectHandle,
|
||||
from_position: Point2<f32>,
|
||||
from_angle: Rad<f32>,
|
||||
) -> bool {
|
||||
match self.state {
|
||||
ShipState::Flying => {
|
||||
self.state = ShipState::Landing {
|
||||
elapsed: 0.0,
|
||||
total: 5.0,
|
||||
target,
|
||||
from_position,
|
||||
from_angle,
|
||||
};
|
||||
return true;
|
||||
}
|
||||
_ => {
|
||||
unreachable!("Called `land_on` on a ship that isn't flying!")
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
/// Take off from `target`
|
||||
pub fn unland(&mut self) -> bool {
|
||||
if self.state.is_landed() {
|
||||
self.state = ShipState::Flying;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
pub fn unland(&mut self) {
|
||||
match self.state {
|
||||
ShipState::Landed { .. } => {
|
||||
self.state = ShipState::Flying;
|
||||
}
|
||||
_ => {
|
||||
unreachable!("Called `unland` on a ship that isn't landed!")
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
/// Add an outfit to this ship
|
||||
|
@ -194,9 +236,13 @@ impl ShipData {
|
|||
|
||||
/// Hit this ship with the given amount of damage
|
||||
pub(crate) fn apply_damage(&mut self, ct: &Content, mut d: f32) {
|
||||
if self.state.is_collapsing() {
|
||||
return;
|
||||
match self.state {
|
||||
ShipState::Flying => {}
|
||||
_ => {
|
||||
unreachable!("Cannot apply damage to a ship that is not flying!")
|
||||
}
|
||||
}
|
||||
|
||||
if self.shields >= d {
|
||||
self.shields -= d
|
||||
} else {
|
||||
|
@ -218,10 +264,16 @@ impl ShipData {
|
|||
/// Update this ship's state by `t` seconds
|
||||
pub(crate) fn step(&mut self, t: f32) {
|
||||
match self.state {
|
||||
ShipState::Collapsing {
|
||||
ref mut elapsed, ..
|
||||
ShipState::Landing {
|
||||
ref mut elapsed,
|
||||
total,
|
||||
target,
|
||||
..
|
||||
} => {
|
||||
*elapsed += t;
|
||||
if *elapsed >= total {
|
||||
self.state = ShipState::Landed { target };
|
||||
}
|
||||
}
|
||||
|
||||
ShipState::Landed { .. } => {
|
||||
|
@ -260,6 +312,18 @@ impl ShipData {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
ShipState::Collapsing {
|
||||
ref mut elapsed,
|
||||
total,
|
||||
} => {
|
||||
*elapsed += t;
|
||||
if *elapsed >= total {
|
||||
self.state = ShipState::Dead
|
||||
}
|
||||
}
|
||||
|
||||
ShipState::Dead => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -3,6 +3,8 @@ use galactica_content::Relationship;
|
|||
use rapier2d::{dynamics::RigidBodySet, geometry::ColliderHandle};
|
||||
use std::collections::HashMap;
|
||||
|
||||
use crate::data::ShipState;
|
||||
|
||||
use super::{
|
||||
super::{
|
||||
objects::{PhysSimShip, ShipControls},
|
||||
|
@ -46,7 +48,10 @@ impl ShipControllerStruct for PointShipController {
|
|||
.filter(
|
||||
// Target only flying ships we're hostile towards
|
||||
|s| match my_faction.relationships.get(&s.data.get_faction()).unwrap() {
|
||||
Relationship::Hostile => s.data.get_state().is_flying(),
|
||||
Relationship::Hostile => match s.data.get_state() {
|
||||
ShipState::Flying => true,
|
||||
_ => false,
|
||||
},
|
||||
_ => false,
|
||||
},
|
||||
)
|
||||
|
|
|
@ -99,7 +99,7 @@ impl PhysSimShip {
|
|||
ShipState::Flying => {
|
||||
return self.step_live(res, rigid_body, collider);
|
||||
}
|
||||
ShipState::Landed { .. } => {}
|
||||
ShipState::Dead | ShipState::Landing { .. } | ShipState::Landed { .. } => {}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -69,6 +69,14 @@ impl<'a> PhysSim {
|
|||
|
||||
fn land_ship(&mut self, collider: ColliderHandle, target: SystemObjectHandle) {
|
||||
let ship = self.ships.get_mut(&collider).unwrap();
|
||||
|
||||
let r = self.rigid_body_set.get(ship.rigid_body).unwrap();
|
||||
ship.data.land_on(
|
||||
target,
|
||||
util::rigidbody_position(r),
|
||||
-util::rigidbody_rotation(r).angle(Vector2 { x: 0.0, y: 1.0 }),
|
||||
);
|
||||
|
||||
self.rigid_body_set
|
||||
.get_mut(ship.rigid_body)
|
||||
.unwrap()
|
||||
|
@ -77,8 +85,6 @@ impl<'a> PhysSim {
|
|||
.get_mut(ship.collider)
|
||||
.unwrap()
|
||||
.set_enabled(false);
|
||||
|
||||
ship.data.land_on(target);
|
||||
}
|
||||
|
||||
fn unland_ship(&mut self, ct: &Content, collider: ColliderHandle) {
|
||||
|
@ -136,10 +142,14 @@ impl<'a> PhysSim {
|
|||
let f = res.ct.get_faction(projectile.faction);
|
||||
let r = f.relationships.get(&ship.data.get_faction()).unwrap();
|
||||
let destory_projectile = match r {
|
||||
Relationship::Hostile => {
|
||||
ship.data.apply_damage(res.ct, projectile.content.damage);
|
||||
true
|
||||
}
|
||||
Relationship::Hostile => match ship.data.get_state() {
|
||||
ShipState::Flying => {
|
||||
ship.data.apply_damage(res.ct, projectile.content.damage);
|
||||
true
|
||||
}
|
||||
ShipState::Collapsing { .. } => true,
|
||||
_ => false,
|
||||
},
|
||||
_ => false,
|
||||
};
|
||||
|
||||
|
@ -291,15 +301,14 @@ impl PhysSim {
|
|||
// Borrow immutably for now...
|
||||
// (required to compute controls)
|
||||
let ship = self.ships.get(&collider).unwrap();
|
||||
if ship.data.get_state().should_be_removed() {
|
||||
to_remove.push(collider);
|
||||
continue;
|
||||
}
|
||||
|
||||
match ship.data.get_state() {
|
||||
ShipState::Landed { .. } => {}
|
||||
ShipState::Dead => {
|
||||
to_remove.push(collider);
|
||||
}
|
||||
|
||||
ShipState::Collapsing { .. } => {
|
||||
ShipState::Landing { .. }
|
||||
| ShipState::Landed { .. }
|
||||
| ShipState::Collapsing { .. } => {
|
||||
let ship = self.ships.get_mut(&collider).unwrap();
|
||||
ship.step(
|
||||
res,
|
||||
|
|
Loading…
Reference in New Issue