Added engine ease in/out
parent
cb65b67530
commit
088d1f7fb9
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@ -3,7 +3,9 @@
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space.engine = 20
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engine.thrust = 100
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engine.flare_sprite = "flare::ion"
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engine.flare.sprite = "flare::ion"
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engine.flare.on_start = "rise:top"
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engine.flare.on_stop = "rise:bot"
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steering.power = 20
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@ -66,6 +66,9 @@ pub struct AnimAutomaton {
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/// The texture we're fading to
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/// (if we're moving downwards)
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next_texture: u32,
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/// If this is some, take this edge next
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next_edge_override: Option<SectionEdge>,
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}
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impl AnimAutomaton {
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@ -90,6 +93,7 @@ impl AnimAutomaton {
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sprite: sprite.handle,
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current_frame: 0,
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current_fade: 0.0,
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next_edge_override: None,
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current_direction,
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current_section,
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@ -98,21 +102,56 @@ impl AnimAutomaton {
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}
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}
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/// Reset this animation
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pub fn reset(&mut self, ct: &Content) {
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*self = Self::new(ct, self.sprite);
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/// Override the next section transition
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pub fn next_edge(&mut self, s: SectionEdge) {
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self.next_edge_override = Some(s);
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}
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/// Reverse this animation's direction
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pub fn reverse(&mut self) {
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match self.current_direction {
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AnimDirection::Stop => {}
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AnimDirection::Up => {
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/// Force a transition to the given section right now
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pub fn jump_to(&mut self, ct: &Content, start: StartEdge) {
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self.take_edge(ct, start.into());
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}
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fn take_edge(&mut self, ct: &Content, e: SectionEdge) {
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let sprite = ct.get_sprite(self.sprite);
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let current_section = sprite.get_section(self.current_section);
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match e {
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SectionEdge::Stop => {
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self.current_fade = 0.0;
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self.current_frame = current_section.frames.len() - 1;
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self.current_direction = AnimDirection::Stop;
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}
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SectionEdge::Top { section } => {
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self.current_section = section;
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self.current_frame = 0;
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self.current_direction = AnimDirection::Down;
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}
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AnimDirection::Down => {
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SectionEdge::Bot { section } => {
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let s = sprite.get_section(section);
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self.current_section = section;
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self.current_frame = s.frames.len() - 1;
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self.current_direction = AnimDirection::Up;
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}
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SectionEdge::Restart => {
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self.current_frame = 0;
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}
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SectionEdge::Reverse => {
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// Jump to SECOND frame, since we've already shown the
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// first during the fade transition
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match self.current_direction {
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AnimDirection::Stop => {}
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AnimDirection::Up => {
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self.current_frame = 0;
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self.current_direction = AnimDirection::Down;
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}
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AnimDirection::Down => {
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self.current_frame = current_section.frames.len() - 1;
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self.current_direction = AnimDirection::Up;
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}
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}
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}
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}
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}
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@ -129,15 +168,21 @@ impl AnimAutomaton {
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// and we switch to the next frame when it hits 1.0. If we are stepping foward, it increases,
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// and if we are stepping backwards, it decreases.
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// If this is zero, this section isn't animated.
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if current_section.frame_duration == 0.0 {
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return;
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}
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// This should always be positive, and this fact is enforced by the content loader.
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// if we get here, something is very wrong.
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assert!(current_section.frame_duration > 0.0);
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match self.current_direction {
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AnimDirection::Down => self.current_fade += t / current_section.frame_duration,
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AnimDirection::Up => self.current_fade -= t / current_section.frame_duration,
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AnimDirection::Stop => {}
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AnimDirection::Stop => {
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// Edge case: we're stopped and got a request to transition.
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// we should transition right away.
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if let Some(e) = self.next_edge_override {
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self.take_edge(ct, e);
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}
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}
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}
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// We're stepping foward and finished this frame
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@ -150,32 +195,14 @@ impl AnimAutomaton {
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if self.current_frame < current_section.frames.len() - 1 {
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self.current_frame += 1;
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} else {
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match current_section.edge_bot {
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SectionEdge::Stop => {
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self.current_fade = 0.0;
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self.current_frame = current_section.frames.len() - 1;
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self.current_direction = AnimDirection::Stop;
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let e = {
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if self.next_edge_override.is_some() {
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self.next_edge_override.take().unwrap()
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} else {
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current_section.edge_bot.clone()
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}
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SectionEdge::Top { section } => {
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self.current_section = section;
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self.current_frame = 0;
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}
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SectionEdge::Bot { section } => {
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let s = sprite.get_section(section);
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self.current_section = section;
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self.current_frame = s.frames.len() - 1;
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self.reverse();
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}
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SectionEdge::Restart => {
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self.current_frame = 0;
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}
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SectionEdge::Reverse => {
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// Jump to SECOND frame, since we've already shown the
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// first during the fade transition
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self.current_frame = current_section.frames.len() - 1;
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self.reverse()
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}
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}
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};
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self.take_edge(ct, e);
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}
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let current_section = sprite.get_section(self.current_section);
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@ -193,30 +220,14 @@ impl AnimAutomaton {
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if self.current_frame > 0 {
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self.current_frame -= 1;
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} else {
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match current_section.edge_top {
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SectionEdge::Stop => {
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self.current_fade = 0.0;
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self.current_frame = 0;
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self.current_direction = AnimDirection::Stop;
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let e = {
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if self.next_edge_override.is_some() {
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self.next_edge_override.take().unwrap()
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} else {
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current_section.edge_top.clone()
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}
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SectionEdge::Top { section } => {
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self.current_section = section;
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self.current_frame = 0;
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self.reverse();
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}
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SectionEdge::Bot { section } => {
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let s = sprite.get_section(section);
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self.current_section = section;
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self.current_frame = s.frames.len() - 1;
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}
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SectionEdge::Reverse => {
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self.current_frame = 0;
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self.reverse();
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}
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SectionEdge::Restart => {
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self.current_frame = current_section.frames.len() - 1;
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}
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}
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};
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self.take_edge(ct, e);
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}
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let current_section = sprite.get_section(self.current_section);
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@ -8,25 +8,9 @@
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use std::{cmp::Eq, hash::Hash};
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/// A lightweight representation of a sprite
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#[derive(Debug, Clone, Copy)]
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
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pub struct SpriteHandle {
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pub(crate) index: usize,
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/// The aspect ratio of this sprite (width / height)
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pub aspect: f32,
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}
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impl Hash for SpriteHandle {
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fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
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self.index.hash(state)
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}
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}
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impl Eq for SpriteHandle {}
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impl PartialEq for SpriteHandle {
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fn eq(&self, other: &Self) -> bool {
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self.index.eq(&other.index)
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}
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}
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/// A lightweight representation of system body
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@ -13,6 +13,7 @@ use galactica_packer::{SpriteAtlas, SpriteAtlasImage};
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use std::{
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collections::HashMap,
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fs::File,
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hash::Hash,
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io::Read,
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path::{Path, PathBuf},
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};
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@ -122,13 +123,18 @@ trait Build {
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/// Stores temporary data while building context objects
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#[derive(Debug)]
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pub(crate) struct ContentBuildContext {
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/// Map effect names to handles
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pub effect_index: HashMap<String, EffectHandle>,
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/// Maps sprite handles to a map of section name -> section index
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pub sprite_section_index: HashMap<SpriteHandle, HashMap<String, AnimSectionHandle>>,
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}
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impl ContentBuildContext {
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fn new() -> Self {
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Self {
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effect_index: HashMap::new(),
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sprite_section_index: HashMap::new(),
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}
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}
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}
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@ -1,13 +1,14 @@
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use anyhow::{bail, Context, Result};
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use anyhow::{anyhow, Context, Result};
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use serde::Deserialize;
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use std::collections::HashMap;
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use crate::{
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handle::SpriteHandle, Content, ContentBuildContext, EffectHandle, OutfitHandle, OutfitSpace,
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StartEdge,
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};
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pub(crate) mod syntax {
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use crate::{effect, part::outfitspace, ContentBuildContext};
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use crate::{effect, part::outfitspace, sprite::syntax::SectionEdge, ContentBuildContext};
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use anyhow::{bail, Result};
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use galactica_util::to_radians;
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use serde::Deserialize;
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@ -34,7 +35,14 @@ pub(crate) mod syntax {
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#[derive(Debug, Deserialize)]
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pub struct Engine {
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pub thrust: f32,
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pub flare_sprite: String,
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pub flare: EngineFlare,
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}
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#[derive(Debug, Deserialize)]
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pub struct EngineFlare {
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pub sprite: String,
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pub on_start: Option<SectionEdge>,
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pub on_stop: Option<SectionEdge>,
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}
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#[derive(Debug, Deserialize)]
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@ -139,6 +147,12 @@ pub struct Outfit {
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/// engine points.
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pub engine_flare_sprite: Option<SpriteHandle>,
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/// Jump to this edge when engines turn on
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pub engine_flare_on_start: Option<StartEdge>,
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/// Jump to this edge when engines turn off
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pub engine_flare_on_stop: Option<StartEdge>,
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/// Shield hit points
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pub shield_strength: f32,
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@ -253,6 +267,8 @@ impl crate::Build for Outfit {
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engine_thrust: 0.0,
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steer_power: 0.0,
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engine_flare_sprite: None,
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engine_flare_on_start: None,
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engine_flare_on_stop: None,
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space: OutfitSpace::from(outfit.space),
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shield_delay: 0.0,
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shield_generation: 0.0,
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@ -261,16 +277,44 @@ impl crate::Build for Outfit {
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// Engine stats
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if let Some(engine) = outfit.engine {
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let th = match content.sprite_index.get(&engine.flare_sprite) {
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None => bail!(
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"In outfit `{}`: flare sprite `{}` doesn't exist",
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outfit_name,
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engine.flare_sprite
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),
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let sprite_handle = match content.sprite_index.get(&engine.flare.sprite) {
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None => {
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return Err(anyhow!(
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"flare sprite `{}` doesn't exist",
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engine.flare.sprite
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))
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.with_context(|| format!("in outfit `{}`", outfit_name));
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}
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Some(t) => *t,
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};
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o.engine_thrust = engine.thrust;
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o.engine_flare_sprite = Some(th);
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o.engine_flare_sprite = Some(sprite_handle);
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o.engine_flare_on_start = {
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let x = engine.flare.on_start;
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if x.is_none() {
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None
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} else {
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let x = x.unwrap();
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Some(
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x.resolve_as_start(sprite_handle, build_context)
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.with_context(|| format!("in outfit `{}`", outfit_name))?,
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)
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}
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};
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o.engine_flare_on_stop = {
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let x = engine.flare.on_stop;
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if x.is_none() {
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None
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} else {
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let x = x.unwrap();
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Some(
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x.resolve_as_start(sprite_handle, build_context)
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.with_context(|| format!("in outfit `{}`", outfit_name))?,
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)
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}
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};
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}
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// Steering stats
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@ -4,13 +4,11 @@ use std::collections::HashMap;
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use crate::{handle::SpriteHandle, Content, ContentBuildContext};
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pub(crate) mod syntax {
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use crate::{Content, ContentBuildContext};
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use crate::{Content, ContentBuildContext, SpriteHandle};
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use anyhow::{anyhow, bail, Context, Ok, Result};
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use serde::Deserialize;
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use std::{collections::HashMap, path::PathBuf};
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use super::AnimSectionHandle;
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// Raw serde syntax structs.
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// These are never seen by code outside this crate.
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@ -66,12 +64,9 @@ pub(crate) mod syntax {
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impl SpriteSection {
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pub fn add_to(
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&self,
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_build_context: &mut ContentBuildContext,
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this_sprite: SpriteHandle,
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build_context: &mut ContentBuildContext,
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content: &mut Content,
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// An index of all sections in this sprite, used to resolve
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// top and bot edges.
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all_sections: &HashMap<String, AnimSectionHandle>,
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) -> Result<((u32, u32), super::SpriteSection)> {
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// Make sure all frames have the same size and add them
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// to the frame vector
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@ -109,12 +104,12 @@ pub(crate) mod syntax {
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}
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let edge_top = match &self.top {
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Some(x) => x.resolve_as_edge(all_sections)?,
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Some(x) => x.resolve_as_edge(this_sprite, build_context)?,
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None => super::SectionEdge::Stop,
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};
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let edge_bot = match &self.bot {
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Some(x) => x.resolve_as_edge(all_sections)?,
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Some(x) => x.resolve_as_edge(this_sprite, build_context)?,
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None => super::SectionEdge::Stop,
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};
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@ -140,10 +135,11 @@ pub(crate) mod syntax {
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impl SectionEdge {
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pub fn resolve_as_start(
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&self,
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all_sections: &HashMap<String, AnimSectionHandle>,
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sprite: SpriteHandle,
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build_context: &ContentBuildContext,
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) -> Result<super::StartEdge> {
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let e = self
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.resolve_as_edge(all_sections)
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.resolve_as_edge(sprite, build_context)
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.with_context(|| format!("while resolving start edge"))?;
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match e {
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super::SectionEdge::Bot { section } => Ok(super::StartEdge::Bot { section }),
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@ -156,8 +152,11 @@ pub(crate) mod syntax {
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pub fn resolve_as_edge(
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&self,
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all_sections: &HashMap<String, AnimSectionHandle>,
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sprite: SpriteHandle,
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build_context: &ContentBuildContext,
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) -> Result<super::SectionEdge> {
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let all_sections = build_context.sprite_section_index.get(&sprite).unwrap();
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if self.val == "stop" {
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return Ok(super::SectionEdge::Stop);
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}
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@ -203,7 +202,7 @@ pub(crate) mod syntax {
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pub struct AnimSectionHandle(pub(crate) usize);
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/// An edge between two animation sections
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#[derive(Debug, Clone)]
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#[derive(Debug, Clone, Copy)]
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pub enum SectionEdge {
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/// Stop at the last frame of this section
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Stop,
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@ -228,7 +227,7 @@ pub enum SectionEdge {
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}
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/// Where to start an animation
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#[derive(Debug, Clone)]
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#[derive(Debug, Clone, Copy)]
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pub enum StartEdge {
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/// Play the given section from the bottm
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Bot {
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@ -243,6 +242,15 @@ pub enum StartEdge {
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},
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}
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impl Into<SectionEdge> for StartEdge {
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fn into(self) -> SectionEdge {
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match self {
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Self::Bot { section } => SectionEdge::Bot { section },
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Self::Top { section } => SectionEdge::Top { section },
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}
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}
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}
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/// Represents a sprite that may be used in the game.
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#[derive(Debug, Clone)]
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pub struct Sprite {
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@ -276,6 +284,14 @@ impl Sprite {
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}
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}
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/// Get this sprite's starting section
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pub fn get_start_section(&self) -> AnimSectionHandle {
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match self.start_at {
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StartEdge::Bot { section } => section,
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StartEdge::Top { section } => section,
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}
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}
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/// Iterate this sprite's sections
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pub fn iter_sections(&self) -> impl Iterator<Item = &SpriteSection> {
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self.sections.iter()
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@ -330,10 +346,12 @@ impl crate::Build for Sprite {
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let h = SpriteHandle {
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index: content.sprites.len(),
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aspect,
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};
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|
||||
content.sprite_index.insert(sprite_name.clone(), h);
|
||||
let mut smap = HashMap::new();
|
||||
smap.insert("anim".to_string(), AnimSectionHandle(0));
|
||||
build_context.sprite_section_index.insert(h, smap);
|
||||
|
||||
content.sprites.push(Self {
|
||||
name: sprite_name,
|
||||
|
@ -357,26 +375,33 @@ impl crate::Build for Sprite {
|
|||
// Name the one section in this sprite "anim"
|
||||
section_names.insert("anim".to_owned(), AnimSectionHandle(0));
|
||||
|
||||
let sprite_handle = SpriteHandle {
|
||||
index: content.sprites.len(),
|
||||
};
|
||||
content
|
||||
.sprite_index
|
||||
.insert(sprite_name.clone(), sprite_handle);
|
||||
let mut smap = HashMap::new();
|
||||
smap.insert("anim".to_string(), AnimSectionHandle(0));
|
||||
build_context
|
||||
.sprite_section_index
|
||||
.insert(sprite_handle, smap);
|
||||
|
||||
let (dim, section) = s
|
||||
.add_to(build_context, content, §ion_names)
|
||||
.add_to(sprite_handle, build_context, content)
|
||||
.with_context(|| format!("while parsing sprite `{}`", sprite_name))?;
|
||||
let aspect = dim.0 as f32 / dim.1 as f32;
|
||||
let h = SpriteHandle {
|
||||
index: content.sprites.len(),
|
||||
aspect,
|
||||
};
|
||||
|
||||
let mut sections = Vec::new();
|
||||
sections.push(section);
|
||||
|
||||
content.sprite_index.insert(sprite_name.clone(), h);
|
||||
content.sprites.push(Self {
|
||||
name: sprite_name,
|
||||
sections,
|
||||
start_at: StartEdge::Bot {
|
||||
section: AnimSectionHandle(0),
|
||||
},
|
||||
handle: h,
|
||||
handle: sprite_handle,
|
||||
aspect,
|
||||
});
|
||||
}
|
||||
|
@ -388,9 +413,19 @@ impl crate::Build for Sprite {
|
|||
idx += 1;
|
||||
}
|
||||
|
||||
let sprite_handle = SpriteHandle {
|
||||
index: content.sprites.len(),
|
||||
};
|
||||
content
|
||||
.sprite_index
|
||||
.insert(sprite_name.clone(), sprite_handle);
|
||||
build_context
|
||||
.sprite_section_index
|
||||
.insert(sprite_handle, section_names.clone());
|
||||
|
||||
let start_at = s
|
||||
.start_at
|
||||
.resolve_as_start(§ion_names)
|
||||
.resolve_as_start(sprite_handle, build_context)
|
||||
.with_context(|| format!("while loading sprite `{}`", sprite_name))?;
|
||||
|
||||
let mut sections = Vec::with_capacity(idx);
|
||||
|
@ -403,7 +438,7 @@ impl crate::Build for Sprite {
|
|||
for (k, _) in names {
|
||||
let v = s.section.get(k).unwrap();
|
||||
let (d, s) = v
|
||||
.add_to(build_context, content, §ion_names)
|
||||
.add_to(sprite_handle, build_context, content)
|
||||
.with_context(|| format!("while parsing sprite `{}`", sprite_name))
|
||||
.with_context(|| format!("while parsing section `{}`", k))?;
|
||||
|
||||
|
@ -423,17 +458,11 @@ impl crate::Build for Sprite {
|
|||
let dim = dim.unwrap();
|
||||
let aspect = dim.0 as f32 / dim.1 as f32;
|
||||
|
||||
let h = SpriteHandle {
|
||||
index: content.sprites.len(),
|
||||
aspect,
|
||||
};
|
||||
|
||||
content.sprite_index.insert(sprite_name.clone(), h);
|
||||
content.sprites.push(Self {
|
||||
name: sprite_name,
|
||||
sections,
|
||||
start_at,
|
||||
handle: h,
|
||||
handle: sprite_handle,
|
||||
aspect,
|
||||
});
|
||||
}
|
||||
|
|
|
@ -12,11 +12,11 @@ use crate::{
|
|||
impl GPUState {
|
||||
pub(super) fn phys_push_ship(
|
||||
&mut self,
|
||||
state: &RenderInput,
|
||||
input: &RenderInput,
|
||||
// NE and SW corners of screen
|
||||
screen_clip: (Point2<f32>, Point2<f32>),
|
||||
) {
|
||||
for ship in state.systemsim.iter_ships() {
|
||||
for ship in input.systemsim.iter_ships() {
|
||||
// TODO: move collapse sequence here?
|
||||
|
||||
let ship_pos;
|
||||
|
@ -26,21 +26,21 @@ impl GPUState {
|
|||
ShipState::Dead | ShipState::Landed { .. } => continue,
|
||||
|
||||
ShipState::Collapsing { .. } | ShipState::Flying { .. } => {
|
||||
let r = state.systemsim.get_rigid_body(ship.rigid_body).unwrap();
|
||||
let r = input.systemsim.get_rigid_body(ship.rigid_body).unwrap();
|
||||
let pos = *r.translation();
|
||||
ship_pos = Point3::new(pos.x, pos.y, 1.0);
|
||||
let ship_rot = r.rotation();
|
||||
ship_ang = ship_rot.angle();
|
||||
ship_cnt = state.ct.get_ship(ship.get_data().get_content());
|
||||
ship_cnt = input.ct.get_ship(ship.get_data().get_content());
|
||||
}
|
||||
|
||||
ShipState::UnLanding { current_z, .. } | ShipState::Landing { current_z, .. } => {
|
||||
let r = state.systemsim.get_rigid_body(ship.rigid_body).unwrap();
|
||||
let r = input.systemsim.get_rigid_body(ship.rigid_body).unwrap();
|
||||
let pos = *r.translation();
|
||||
ship_pos = Point3::new(pos.x, pos.y, *current_z);
|
||||
let ship_rot = r.rotation();
|
||||
ship_ang = ship_rot.angle();
|
||||
ship_cnt = state.ct.get_ship(ship.get_data().get_content());
|
||||
ship_cnt = input.ct.get_ship(ship.get_data().get_content());
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -48,14 +48,15 @@ impl GPUState {
|
|||
// TODO: adjust parallax for zoom?
|
||||
// 1.0 is z-coordinate, which is constant for ships
|
||||
let pos: Point2<f32> =
|
||||
(Point2::new(ship_pos.x, ship_pos.y) - state.camera_pos) / ship_pos.z;
|
||||
(Point2::new(ship_pos.x, ship_pos.y) - input.camera_pos) / 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 / ship_pos.z) * ship_cnt.sprite.aspect.max(1.0);
|
||||
let m =
|
||||
(ship_cnt.size / ship_pos.z) * input.ct.get_sprite(ship_cnt.sprite).aspect.max(1.0);
|
||||
|
||||
// Don't draw sprites that are off the screen
|
||||
if pos.x < screen_clip.0.x - m
|
||||
|
@ -98,7 +99,7 @@ impl GPUState {
|
|||
| ShipState::Landing { .. } => true,
|
||||
_ => false,
|
||||
};
|
||||
ship.get_controls().thrust && is_flying
|
||||
is_flying
|
||||
} {
|
||||
for (engine_point, anim) in ship.iter_engine_anim() {
|
||||
self.state.queue.write_buffer(
|
||||
|
@ -136,12 +137,12 @@ impl GPUState {
|
|||
|
||||
pub(super) fn phys_push_projectile(
|
||||
&mut self,
|
||||
state: &RenderInput,
|
||||
input: &RenderInput,
|
||||
// NE and SW corners of screen
|
||||
screen_clip: (Point2<f32>, Point2<f32>),
|
||||
) {
|
||||
for p in state.systemsim.iter_projectiles() {
|
||||
let r = state.systemsim.get_rigid_body(p.rigid_body).unwrap();
|
||||
for p in input.systemsim.iter_projectiles() {
|
||||
let r = input.systemsim.get_rigid_body(p.rigid_body).unwrap();
|
||||
let proj_pos = *r.translation();
|
||||
let proj_rot = r.rotation();
|
||||
let proj_ang = proj_rot.angle();
|
||||
|
@ -150,14 +151,14 @@ impl GPUState {
|
|||
// Position adjusted for parallax
|
||||
// TODO: adjust parallax for zoom?
|
||||
// 1.0 is z-coordinate, which is constant for projectiles
|
||||
let pos = (proj_pos - state.camera_pos) / 1.0;
|
||||
let pos = (proj_pos - input.camera_pos) / 1.0;
|
||||
|
||||
// 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 = (proj_cnt.size / 1.0) * proj_cnt.sprite.aspect.max(1.0);
|
||||
let m = (proj_cnt.size / 1.0) * input.ct.get_sprite(proj_cnt.sprite).aspect.max(1.0);
|
||||
|
||||
// Don't draw sprites that are off the screen
|
||||
if pos.x < screen_clip.0.x - m
|
||||
|
@ -196,22 +197,22 @@ impl GPUState {
|
|||
|
||||
pub(super) fn phys_push_system(
|
||||
&mut self,
|
||||
state: &RenderInput,
|
||||
input: &RenderInput,
|
||||
// NE and SW corners of screen
|
||||
screen_clip: (Point2<f32>, Point2<f32>),
|
||||
) {
|
||||
let system = state.ct.get_system(state.current_system);
|
||||
let system = input.ct.get_system(input.current_system);
|
||||
|
||||
for o in &system.objects {
|
||||
// Position adjusted for parallax
|
||||
let pos: Point2<f32> = (Point2::new(o.pos.x, o.pos.y) - state.camera_pos) / o.pos.z;
|
||||
let pos: Point2<f32> = (Point2::new(o.pos.x, o.pos.y) - input.camera_pos) / o.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 = (o.size / o.pos.z) * o.sprite.aspect.max(1.0);
|
||||
let m = (o.size / o.pos.z) * input.ct.get_sprite(o.sprite).aspect.max(1.0);
|
||||
|
||||
// Don't draw sprites that are off the screen
|
||||
if pos.x < screen_clip.0.x - m
|
||||
|
@ -239,7 +240,7 @@ impl GPUState {
|
|||
}]),
|
||||
);
|
||||
|
||||
let sprite = state.ct.get_sprite(o.sprite);
|
||||
let sprite = input.ct.get_sprite(o.sprite);
|
||||
let texture_a = sprite.get_first_frame(); // ANIMATE
|
||||
|
||||
// Push this object's instance
|
||||
|
|
|
@ -53,6 +53,7 @@ impl Planet {
|
|||
current_object: None,
|
||||
|
||||
planet_desc: UiTextArea::new(
|
||||
ct,
|
||||
state,
|
||||
ct.get_sprite_handle("ui::planet"),
|
||||
Point2::new(0.0, 0.0),
|
||||
|
@ -67,6 +68,7 @@ impl Planet {
|
|||
),
|
||||
|
||||
planet_name: UiTextArea::new(
|
||||
ct,
|
||||
state,
|
||||
ct.get_sprite_handle("ui::planet"),
|
||||
Point2::new(0.0, 0.0),
|
||||
|
@ -135,10 +137,10 @@ impl Planet {
|
|||
self.sprite.push_to_buffer(input, state);
|
||||
}
|
||||
|
||||
pub fn get_textarea(&self, _input: &RenderInput, state: &RenderState) -> [TextArea; 2] {
|
||||
pub fn get_textarea(&self, input: &RenderInput, state: &RenderState) -> [TextArea; 2] {
|
||||
[
|
||||
self.planet_desc.get_textarea(state),
|
||||
self.planet_name.get_textarea(state),
|
||||
self.planet_desc.get_textarea(input, state),
|
||||
self.planet_name.get_textarea(input, state),
|
||||
]
|
||||
}
|
||||
}
|
||||
|
|
|
@ -133,7 +133,7 @@ impl Radar {
|
|||
([c[0], c[1], c[2], 1.0], 1.0)
|
||||
}
|
||||
};
|
||||
let size = (ship.size * ship.sprite.aspect) * ship_scale * z_scale;
|
||||
let size = (ship.size * input.ct.get_sprite(ship.sprite).aspect) * ship_scale * z_scale;
|
||||
let p: Point2<f32> = {
|
||||
if s.collider == input.player.ship.unwrap() {
|
||||
self.last_player_position
|
||||
|
|
|
@ -38,7 +38,10 @@ impl UiSprite {
|
|||
/// Add this image to the gpu sprite buffer
|
||||
pub fn push_to_buffer(&self, input: &RenderInput, state: &mut RenderState) {
|
||||
let pos = Point2::new(self.rect.pos.x, self.rect.pos.y);
|
||||
let dim = Vector2::new(self.rect.dim.y * self.sprite.aspect, self.rect.dim.y);
|
||||
let dim = Vector2::new(
|
||||
self.rect.dim.y * input.ct.get_sprite(self.sprite).aspect,
|
||||
self.rect.dim.y,
|
||||
);
|
||||
|
||||
for c in &self.children_under {
|
||||
c.push_to_buffer_child(input, state, pos, dim);
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
use galactica_content::SpriteHandle;
|
||||
use galactica_content::{Content, SpriteHandle};
|
||||
use glyphon::{cosmic_text::Align, Attrs, Buffer, Color, Metrics, Shaping, TextArea, TextBounds};
|
||||
use nalgebra::{Point2, Vector2};
|
||||
|
||||
use super::SpriteRect;
|
||||
use crate::RenderState;
|
||||
use crate::{RenderInput, RenderState};
|
||||
|
||||
/// Represents a text area inside a sprite.
|
||||
pub(crate) struct UiTextArea {
|
||||
|
@ -32,6 +32,7 @@ pub(crate) struct UiTextArea {
|
|||
|
||||
impl UiTextArea {
|
||||
pub fn new(
|
||||
ct: &Content,
|
||||
state: &mut RenderState,
|
||||
sprite: SpriteHandle,
|
||||
sprite_position: Point2<f32>,
|
||||
|
@ -50,16 +51,16 @@ impl UiTextArea {
|
|||
align,
|
||||
color,
|
||||
};
|
||||
s.set_size(state, sprite_size);
|
||||
s.set_size(ct, state, sprite_size);
|
||||
return s;
|
||||
}
|
||||
|
||||
pub fn set_size(&mut self, state: &mut RenderState, sprite_size: f32) {
|
||||
pub fn set_size(&mut self, ct: &Content, state: &mut RenderState, sprite_size: f32) {
|
||||
self.sprite_size = sprite_size;
|
||||
self.buffer.set_size(
|
||||
&mut state.text_font_system,
|
||||
(self.rect.dim.x * self.sprite_size) * state.window.scale_factor() as f32,
|
||||
(self.rect.dim.y * self.sprite_size * self.sprite.aspect)
|
||||
(self.rect.dim.y * self.sprite_size * ct.get_sprite(self.sprite).aspect)
|
||||
* state.window.scale_factor() as f32,
|
||||
);
|
||||
}
|
||||
|
@ -74,9 +75,9 @@ impl UiTextArea {
|
|||
self.buffer.shape_until_scroll(&mut state.text_font_system);
|
||||
}
|
||||
|
||||
pub fn get_textarea(&self, state: &RenderState) -> TextArea {
|
||||
pub fn get_textarea(&self, input: &RenderInput, state: &RenderState) -> TextArea {
|
||||
let h = self.sprite_size;
|
||||
let w = self.sprite.aspect * h;
|
||||
let w = input.ct.get_sprite(self.sprite).aspect * h;
|
||||
|
||||
// Glypon works with physical pixels, so we must convert
|
||||
let fac = state.window.scale_factor() as f32;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
use galactica_content::{CollapseEvent, Ship};
|
||||
use galactica_content::{CollapseEvent, Content, Ship};
|
||||
use nalgebra::{Point2, Vector2};
|
||||
use rand::{rngs::ThreadRng, Rng};
|
||||
use rapier2d::{dynamics::RigidBody, geometry::Collider};
|
||||
|
@ -32,13 +32,14 @@ impl ShipCollapseSequence {
|
|||
}
|
||||
|
||||
/// Pick a random points inside a ship's collider
|
||||
fn random_in_ship(&mut self, ship: &Ship, collider: &Collider) -> Vector2<f32> {
|
||||
fn random_in_ship(&mut self, ct: &Content, ship: &Ship, collider: &Collider) -> Vector2<f32> {
|
||||
let mut y = 0.0;
|
||||
let mut x = 0.0;
|
||||
let mut a = false;
|
||||
while !a {
|
||||
x = self.rng.gen_range(-1.0..=1.0) * ship.size / 2.0;
|
||||
y = self.rng.gen_range(-1.0..=1.0) * ship.size * ship.sprite.aspect / 2.0;
|
||||
y = self.rng.gen_range(-1.0..=1.0) * ship.size * ct.get_sprite(ship.sprite).aspect
|
||||
/ 2.0;
|
||||
a = collider.shape().contains_local_point(&Point2::new(x, y));
|
||||
}
|
||||
Vector2::new(x, y)
|
||||
|
@ -76,7 +77,7 @@ impl ShipCollapseSequence {
|
|||
let pos: Vector2<f32> = if let Some(pos) = spawner.pos {
|
||||
Vector2::new(pos.x, pos.y)
|
||||
} else {
|
||||
self.random_in_ship(ship_content, collider)
|
||||
self.random_in_ship(res.ct, ship_content, collider)
|
||||
};
|
||||
let pos = ship_pos + (ship_rot * pos);
|
||||
|
||||
|
@ -120,7 +121,7 @@ impl ShipCollapseSequence {
|
|||
let pos = if let Some(pos) = spawner.pos {
|
||||
Vector2::new(pos.x, pos.y)
|
||||
} else {
|
||||
self.random_in_ship(ship_content, collider)
|
||||
self.random_in_ship(res.ct, ship_content, collider)
|
||||
};
|
||||
|
||||
// Position, adjusted for ship rotation
|
||||
|
|
|
@ -64,6 +64,9 @@ pub struct PhysSimShip {
|
|||
/// This ship's controls
|
||||
pub(crate) controls: ShipControls,
|
||||
|
||||
/// This ship's controls during the last frame
|
||||
last_controls: ShipControls,
|
||||
|
||||
/// This ship's collapse sequence
|
||||
collapse_sequence: Option<ShipCollapseSequence>,
|
||||
}
|
||||
|
@ -86,6 +89,7 @@ impl PhysSimShip {
|
|||
data: ShipData::new(ct, handle, faction, personality),
|
||||
engine_anim: Vec::new(),
|
||||
controls: ShipControls::new(),
|
||||
last_controls: ShipControls::new(),
|
||||
collapse_sequence: Some(ShipCollapseSequence::new(ship_ct.collapse.length)),
|
||||
}
|
||||
}
|
||||
|
@ -100,14 +104,32 @@ impl PhysSimShip {
|
|||
self.data.step(res.t);
|
||||
self.anim.step(res.ct, res.t);
|
||||
|
||||
if self.controls.thrust {
|
||||
for (_, e) in &mut self.engine_anim {
|
||||
e.step(res.ct, res.t);
|
||||
}
|
||||
} else {
|
||||
for (_, e) in &mut self.engine_anim {
|
||||
e.reset(res.ct);
|
||||
}
|
||||
for (_, e) in &mut self.engine_anim {
|
||||
e.step(res.ct, res.t);
|
||||
}
|
||||
|
||||
if !self.controls.thrust && self.last_controls.thrust {
|
||||
let flare = self.get_flare(res.ct);
|
||||
if flare.is_some() {
|
||||
let flare_outfit = flare.unwrap();
|
||||
let flare = res.ct.get_outfit(flare_outfit);
|
||||
if flare.engine_flare_on_stop.is_some() {
|
||||
for (_, e) in &mut self.engine_anim {
|
||||
e.next_edge(flare.engine_flare_on_stop.unwrap().into());
|
||||
}
|
||||
}
|
||||
};
|
||||
} else if self.controls.thrust && !self.last_controls.thrust {
|
||||
let flare = self.get_flare(res.ct);
|
||||
if flare.is_some() {
|
||||
let flare_outfit = flare.unwrap();
|
||||
let flare = res.ct.get_outfit(flare_outfit);
|
||||
if flare.engine_flare_on_start.is_some() {
|
||||
for (_, e) in &mut self.engine_anim {
|
||||
e.next_edge(flare.engine_flare_on_start.unwrap().into());
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
match self.data.get_state() {
|
||||
|
@ -133,6 +155,8 @@ impl PhysSimShip {
|
|||
|
||||
ShipState::Dead | ShipState::Landed { .. } => {}
|
||||
}
|
||||
|
||||
self.last_controls = self.controls.clone();
|
||||
}
|
||||
|
||||
/// Update this frame's physics
|
||||
|
@ -196,7 +220,7 @@ impl PhysSimShip {
|
|||
while !a {
|
||||
x = rng.gen_range(-1.0..=1.0) * ship_content.size / 2.0;
|
||||
y = rng.gen_range(-1.0..=1.0)
|
||||
* ship_content.size * ship_content.sprite.aspect
|
||||
* ship_content.size * res.ct.get_sprite(ship_content.sprite).aspect
|
||||
/ 2.0;
|
||||
a = collider.shape().contains_local_point(&point![x, y]);
|
||||
}
|
||||
|
@ -221,25 +245,30 @@ impl PhysSimShip {
|
|||
|
||||
/// Public mutable
|
||||
impl PhysSimShip {
|
||||
/// Re-create this ship's engine flare animations
|
||||
/// Should be called whenever we change outfits
|
||||
fn update_flares(&mut self, ct: &Content) {
|
||||
fn get_flare(&mut self, ct: &Content) -> Option<OutfitHandle> {
|
||||
// TODO: better way to pick flare sprite
|
||||
let mut flare = None;
|
||||
for (h, _) in self.data.get_outfits().iter_outfits() {
|
||||
let c = ct.get_outfit(*h);
|
||||
if c.engine_flare_sprite.is_some() {
|
||||
flare = c.engine_flare_sprite;
|
||||
break;
|
||||
return Some(*h);
|
||||
}
|
||||
}
|
||||
return None;
|
||||
}
|
||||
|
||||
if flare.is_none() {
|
||||
/// Re-create this ship's engine flare animations
|
||||
/// Should be called whenever we change outfits
|
||||
fn update_flares(&mut self, ct: &Content) {
|
||||
let flare_outfit = self.get_flare(ct);
|
||||
if flare_outfit.is_none() {
|
||||
self.engine_anim = Vec::new();
|
||||
return;
|
||||
}
|
||||
let flare = ct
|
||||
.get_outfit(flare_outfit.unwrap())
|
||||
.engine_flare_sprite
|
||||
.unwrap();
|
||||
|
||||
let flare = flare.unwrap();
|
||||
self.engine_anim = ct
|
||||
.get_ship(self.data.get_content())
|
||||
.engines
|
||||
|
|
Loading…
Reference in New Issue