Minor rename
parent
b6df512b90
commit
26a7693a72
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@ -1,19 +1,19 @@
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use cgmath::{Deg, Point2};
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use cgmath::{Deg, Point2};
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use crate::{physics::Pfloat, Sprite, Spriteable};
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use crate::{physics::Pfloat, render::SpriteTexture, Sprite, Spriteable};
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pub struct Doodad {
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pub struct Doodad {
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pub sprite: String,
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pub sprite: SpriteTexture,
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pub pos: Point2<Pfloat>,
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pub pos: Point2<Pfloat>,
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pub parallax: Pfloat,
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pub parallax: Pfloat,
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pub height: Pfloat,
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pub height: Pfloat,
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}
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}
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impl Spriteable for Doodad {
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impl Spriteable for Doodad {
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fn sprite(&self) -> Sprite {
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fn get_sprite(&self) -> Sprite {
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return Sprite {
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return Sprite {
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texture: self.sprite.clone(),
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pos: self.pos,
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pos: self.pos,
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name: self.sprite.clone(),
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angle: Deg { 0: 0.0 },
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angle: Deg { 0: 0.0 },
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scale: 1.0,
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scale: 1.0,
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height: self.height,
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height: self.height,
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40
src/main.rs
40
src/main.rs
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@ -1,3 +1,10 @@
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mod doodad;
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mod inputstatus;
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mod physics;
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mod render;
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mod ship;
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mod system;
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use anyhow::Result;
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use anyhow::Result;
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use cgmath::{Deg, Point2};
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use cgmath::{Deg, Point2};
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use winit::{
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use winit::{
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@ -9,12 +16,14 @@ use winit::{
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window::WindowBuilder,
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window::WindowBuilder,
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};
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};
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mod doodad;
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use crate::{
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mod inputstatus;
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doodad::Doodad,
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mod physics;
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inputstatus::InputStatus,
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mod render;
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physics::Pfloat,
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mod ship;
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render::{GPUState, SpriteTexture},
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mod system;
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ship::{Ship, ShipKind},
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system::System,
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};
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pub const ZOOM_MIN: Pfloat = 200.0;
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pub const ZOOM_MIN: Pfloat = 200.0;
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pub const ZOOM_MAX: Pfloat = 2000.0;
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pub const ZOOM_MAX: Pfloat = 2000.0;
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@ -34,15 +43,6 @@ pub const STARFIELD_DENSITY: f64 = 0.01;
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// Must fit inside an i32
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// Must fit inside an i32
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pub const STARFIELD_COUNT: u64 = (STARFIELD_SIZE as f64 * STARFIELD_DENSITY) as u64;
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pub const STARFIELD_COUNT: u64 = (STARFIELD_SIZE as f64 * STARFIELD_DENSITY) as u64;
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use crate::{
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doodad::Doodad,
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inputstatus::InputStatus,
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physics::Pfloat,
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render::GPUState,
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ship::{Ship, ShipKind},
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system::System,
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};
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#[derive(Debug, Clone, Copy)]
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#[derive(Debug, Clone, Copy)]
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struct Camera {
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struct Camera {
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/// Camera center
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/// Camera center
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@ -54,12 +54,12 @@ struct Camera {
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}
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}
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trait Spriteable {
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trait Spriteable {
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fn sprite(&self) -> Sprite;
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fn get_sprite(&self) -> Sprite;
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}
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}
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struct Sprite {
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struct Sprite {
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/// Name of the sprite to draw
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/// Name of the sprite to draw
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name: String,
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texture: SpriteTexture,
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/// This object's position, in world coordinates.
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/// This object's position, in world coordinates.
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pos: Point2<Pfloat>,
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pos: Point2<Pfloat>,
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@ -143,11 +143,11 @@ impl Game {
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self.last_update = Instant::now();
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self.last_update = Instant::now();
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}
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}
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fn sprites(&self) -> Vec<Sprite> {
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fn get_sprites(&self) -> Vec<Sprite> {
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let mut sprites: Vec<Sprite> = Vec::new();
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let mut sprites: Vec<Sprite> = Vec::new();
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sprites.append(&mut self.system.sprites());
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sprites.append(&mut self.system.get_sprites());
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sprites.push(self.player.sprite());
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sprites.push(self.player.get_sprite());
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// Make sure sprites are drawn in the correct order
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// Make sure sprites are drawn in the correct order
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// (note the reversed a, b in the comparator)
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// (note the reversed a, b in the comparator)
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@ -215,11 +215,11 @@ impl GPUState {
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let clip_ne = Point2::from((-self.window_aspect, 1.0)) * game.camera.zoom;
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let clip_ne = Point2::from((-self.window_aspect, 1.0)) * game.camera.zoom;
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let clip_sw = Point2::from((self.window_aspect, -1.0)) * game.camera.zoom;
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let clip_sw = Point2::from((self.window_aspect, -1.0)) * game.camera.zoom;
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for s in game.sprites() {
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for s in game.get_sprites() {
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// Parallax is computed here, so we can check if this sprite is visible.
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// Parallax is computed here, so we can check if this sprite is visible.
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let pos =
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let pos =
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(s.pos - game.camera.pos.to_vec()) / (s.parallax + game.camera.zoom / ZOOM_MIN);
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(s.pos - game.camera.pos.to_vec()) / (s.parallax + game.camera.zoom / ZOOM_MIN);
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let texture = self.texture_array.get_texture(&s.name[..]);
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let texture = self.texture_array.get_sprite_texture(s.texture);
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// Game dimensions of this sprite post-scale.
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// Game dimensions of this sprite post-scale.
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// Don't divide by 2, we use this later.
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// Don't divide by 2, we use this later.
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@ -376,7 +376,7 @@ impl GPUState {
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self.window_size.height as f32,
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self.window_size.height as f32,
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],
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],
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window_aspect: [self.window_aspect, 0.0],
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window_aspect: [self.window_aspect, 0.0],
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starfield_texture: [self.texture_array.get_starfield().index, 0],
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starfield_texture: [self.texture_array.get_starfield_texture().index, 0],
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starfield_tile_size: [STARFIELD_SIZE as f32, 0.0],
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starfield_tile_size: [STARFIELD_SIZE as f32, 0.0],
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}]),
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}]),
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);
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);
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@ -6,6 +6,12 @@ mod vertexbuffer;
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pub use gpustate::GPUState;
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pub use gpustate::GPUState;
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/// A handle to a sprite texture
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#[derive(Debug, Clone, Copy)]
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pub struct SpriteTexture {
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pub name: &'static str,
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}
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// API correction matrix.
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// API correction matrix.
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// cgmath uses OpenGL's matrix format, which
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// cgmath uses OpenGL's matrix format, which
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// needs to be converted to wgpu's matrix format.
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// needs to be converted to wgpu's matrix format.
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@ -2,6 +2,8 @@ use anyhow::Result;
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use std::{collections::HashMap, num::NonZeroU32, path::PathBuf};
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use std::{collections::HashMap, num::NonZeroU32, path::PathBuf};
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use wgpu::BindGroupLayout;
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use wgpu::BindGroupLayout;
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use crate::render::SpriteTexture;
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use super::{loader::TextureLoader, Texture, TextureArrayConfig};
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use super::{loader::TextureLoader, Texture, TextureArrayConfig};
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pub struct TextureArray {
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pub struct TextureArray {
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@ -14,11 +16,15 @@ pub struct TextureArray {
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impl TextureArray {
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impl TextureArray {
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const INDEX_PATH: &'static str = "assets";
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const INDEX_PATH: &'static str = "assets";
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pub fn get_starfield(&self) -> Texture {
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pub fn get_starfield_texture(&self) -> Texture {
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return self.get_texture(&self.config.starfield);
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return self.get_texture(&self.config.starfield);
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}
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}
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pub fn get_texture(&self, name: &str) -> Texture {
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pub fn get_sprite_texture(&self, sprite: SpriteTexture) -> Texture {
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return self.get_texture(sprite.name);
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}
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fn get_texture(&self, name: &str) -> Texture {
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match self.textures.get(name) {
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match self.textures.get(name) {
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Some(x) => *x,
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Some(x) => *x,
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None => self.get_texture(&self.config.error),
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None => self.get_texture(&self.config.error),
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14
src/ship.rs
14
src/ship.rs
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@ -1,16 +1,18 @@
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use cgmath::Point2;
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use cgmath::Point2;
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use crate::{physics::Pfloat, physics::PhysBody, Sprite, Spriteable};
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use crate::{physics::Pfloat, physics::PhysBody, render::SpriteTexture, Sprite, Spriteable};
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pub enum ShipKind {
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pub enum ShipKind {
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Gypsum,
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Gypsum,
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}
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}
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impl ShipKind {
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impl ShipKind {
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fn sprite(&self) -> &'static str {
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fn sprite(&self) -> SpriteTexture {
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match self {
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let name = match self {
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Self::Gypsum => "ship::gypsum",
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Self::Gypsum => "ship::gypsum",
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}
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};
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return SpriteTexture { name };
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}
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}
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fn height(&self) -> Pfloat {
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fn height(&self) -> Pfloat {
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}
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}
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impl Spriteable for Ship {
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impl Spriteable for Ship {
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fn sprite(&self) -> Sprite {
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fn get_sprite(&self) -> Sprite {
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return Sprite {
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return Sprite {
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pos: self.body.pos,
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pos: self.body.pos,
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name: self.kind.sprite().to_owned(),
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texture: self.kind.sprite(),
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angle: self.body.angle,
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angle: self.body.angle,
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scale: 1.0,
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scale: 1.0,
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parallax: 1.0,
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parallax: 1.0,
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@ -1,5 +1,6 @@
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use crate::{
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use crate::{
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physics::{Pfloat, Polar},
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physics::{Pfloat, Polar},
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render::SpriteTexture,
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Doodad, Sprite, Spriteable, STARFIELD_COUNT, STARFIELD_PARALLAX_MAX, STARFIELD_PARALLAX_MIN,
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Doodad, Sprite, Spriteable, STARFIELD_COUNT, STARFIELD_PARALLAX_MAX, STARFIELD_PARALLAX_MIN,
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STARFIELD_SIZE,
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STARFIELD_SIZE,
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};
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};
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s.bodies.push(Doodad {
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s.bodies.push(Doodad {
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pos: (0.0, 0.0).into(),
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pos: (0.0, 0.0).into(),
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sprite: "star::star".to_owned(),
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sprite: SpriteTexture { name: "star::star" },
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parallax: 10.0,
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parallax: 10.0,
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height: 80.0,
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height: 80.0,
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});
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});
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angle: Deg { 0: 31.0 },
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angle: Deg { 0: 31.0 },
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}
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}
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.to_cartesian(),
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.to_cartesian(),
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sprite: "planet::earth".to_owned(),
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sprite: SpriteTexture {
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name: "planet::earth",
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},
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parallax: 5.0,
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parallax: 5.0,
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height: 120.0,
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height: 120.0,
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});
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});
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@ -68,7 +71,7 @@ impl System {
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return s;
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return s;
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}
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}
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pub fn sprites(&self) -> Vec<Sprite> {
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pub fn get_sprites(&self) -> Vec<Sprite> {
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return self.bodies.iter().map(|x| x.sprite()).collect();
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return self.bodies.iter().map(|x| x.get_sprite()).collect();
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}
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}
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}
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}
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