Improved radar ui
parent
381dd4a383
commit
3e944d1172
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@ -657,6 +657,7 @@ version = "0.0.0"
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dependencies = [
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"cgmath",
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"galactica-content",
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"galactica-gameobject",
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"galactica-render",
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"galactica-world",
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]
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2
TODO.md
2
TODO.md
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@ -4,7 +4,6 @@
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- Sound system
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- Particles, impact effects
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- Debris on ship death
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- Radar: ship size, planets and suns
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----------------------------------
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@ -13,6 +12,7 @@
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- How to keep player in system bounds, what to do if they fly far away
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- Max chase distance, physics-enforced area?
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- (Soft limits, you shouldn't go too far unless you decide to.)
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- Enforce: silently teleport to the other end
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- How to handle death -- save scum should not be the norm (hollow knight?)
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- Jumping between systems -- how?
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- Locks and keys -> variation?
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2
assets
2
assets
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@ -1 +1 @@
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Subproject commit 62fd7fc297a2631691b588b898694e220d58cf78
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Subproject commit b53acd48a98987914ceb196af18ba679a222fa10
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@ -1,9 +1,11 @@
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[faction."player"]
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display_name = "Player"
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relationship.player = "neutral"
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relationship.enemy = "hostile"
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color = [0.0, 1.0, 0.0]
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[faction."enemy"]
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display_name = "Enemy"
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relationship.enemy = "neutral"
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relationship.player = "hostile"
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color = [1.0, 0.0, 0.0]
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@ -22,8 +22,14 @@ path = "ship/gypsum.png"
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[texture."ui::radar"]
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path = "ui/radar.png"
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[texture."ui::blip"]
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path = "ui/blip.png"
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[texture."ui::shipblip"]
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path = "ui/ship-blip.png"
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[texture."ui::planetblip"]
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path = "ui/planet-blip.png"
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[texture."ui::radarframe"]
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path = "ui/radarframe.png"
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[texture."ui::centerarrow"]
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path = "ui/center-arrow.png"
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@ -1,4 +1,4 @@
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use anyhow::Result;
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use anyhow::{bail, Result};
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use serde::Deserialize;
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use std::collections::HashMap;
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@ -99,6 +99,19 @@ impl crate::Build for Faction {
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}
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}
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if faction.color[0] > 1.0
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|| faction.color[0] < 0.0
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|| faction.color[1] > 1.0
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|| faction.color[1] < 0.0
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|| faction.color[2] > 1.0
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|| faction.color[2] < 0.0
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{
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bail!(
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"Invalid color for faction `{}`. Value out of range.",
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faction_name
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);
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}
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ct.factions.push(Self {
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name: faction_name.to_owned(),
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handle: h,
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@ -4,7 +4,7 @@ use galactica_render::ObjectSprite;
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pub struct System {
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pub name: String,
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bodies: Vec<SystemObject>,
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pub bodies: Vec<SystemObject>,
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}
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impl System {
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@ -7,4 +7,5 @@ edition = "2021"
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galactica-content = { path = "../content" }
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galactica-world = { path = "../world" }
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galactica-render = { path = "../render" }
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galactica-gameobject = { path = "../gameobject" }
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cgmath = "0.18.0"
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@ -1,5 +1,6 @@
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use cgmath::{Deg, InnerSpace, Point2, Vector2};
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use galactica_content as content;
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use galactica_gameobject as object;
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use galactica_render::{AnchoredUiPosition, UiSprite};
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use galactica_world::{util, ShipPhysicsHandle, World};
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@ -8,13 +9,24 @@ pub fn build_radar(
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ct: &content::Content,
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player: &ShipPhysicsHandle,
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physics: &World,
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system: &object::System,
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camera_zoom: f32,
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camera_aspect: f32,
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) -> Vec<UiSprite> {
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let mut out = Vec::new();
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let radar_range = 2000.0;
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let radar_range = 4000.0;
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let radar_size = 300.0;
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let hide_range = 0.85;
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let shrink_distance = 20.0;
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let system_object_scale = 1.0 / 600.0;
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let ship_scale = 1.0 / 10.0;
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let (_, player_body) = physics.get_ship_body(player).unwrap();
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let player_position = util::rigidbody_position(player_body);
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let planet_texture = ct.get_texture_handle("ui::planetblip");
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let ship_texture = ct.get_texture_handle("ui::shipblip");
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let arrow_texture = ct.get_texture_handle("ui::centerarrow");
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out.push(UiSprite {
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texture: ct.get_texture_handle("ui::radar"),
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@ -27,14 +39,84 @@ pub fn build_radar(
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color: None,
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});
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// Draw system objects
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for o in &system.bodies {
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let size = (o.size / o.pos.z) / (radar_range * system_object_scale);
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let p = Point2 {
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x: o.pos.x,
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y: o.pos.y,
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};
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let d = (p - player_position) / radar_range;
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// Add half the blip sprite's height to distance
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let m = d.magnitude() + (size / (2.0 * radar_size));
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if m < hide_range {
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// Shrink blips as they get closeto the edge
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let size = size.min((hide_range - m) * size * shrink_distance);
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if size <= 2.0 {
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// Don't draw super tiny sprites, they flicker
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continue;
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}
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out.push(UiSprite {
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texture: planet_texture,
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pos: AnchoredUiPosition::NwC(
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Point2 {
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x: radar_size / 2.0 + 10.0,
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y: radar_size / -2.0 - 10.0,
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} + (d * (radar_size / 2.0)),
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),
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dimensions: Point2 {
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x: planet_texture.aspect,
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y: 1.0,
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} * size,
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angle: o.angle,
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color: Some([0.5, 0.5, 0.5, 1.0]),
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});
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}
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}
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// Draw ships
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for (s, r) in physics.iter_ship_body() {
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let ship = ct.get_ship(s.ship.handle);
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let size = (ship.size * ship.sprite_texture.aspect) * ship_scale;
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let p = util::rigidbody_position(r);
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let d = (p - player_position) / radar_range;
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let m = d.magnitude() + (size / (2.0 * radar_size));
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if m < hide_range {
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let size = size.min((hide_range - m) * size * shrink_distance);
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if size < 2.0 {
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continue;
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}
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let angle: Deg<f32> = util::rigidbody_rotation(r)
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.angle(Vector2 { x: 0.0, y: 1.0 })
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.into();
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let f = ct.get_faction(s.ship.faction).color;
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let f = [f[0], f[1], f[2], 1.0];
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out.push(UiSprite {
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texture: ship_texture,
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pos: AnchoredUiPosition::NwC(
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Point2 {
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x: radar_size / 2.0 + 10.0,
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y: radar_size / -2.0 - 10.0,
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} + (d * (radar_size / 2.0)),
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),
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dimensions: Point2 {
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x: ship_texture.aspect,
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y: 1.0,
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} * size,
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angle: -angle,
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color: Some(f),
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});
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}
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}
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// Draw viewport frame
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let d = Vector2 {
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x: (camera_zoom / 2.0) * camera_aspect,
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y: camera_zoom / 2.0,
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};
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let m = d.magnitude() / radar_range;
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let d = d / radar_range * (radar_size / 2.0);
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let color = Some([0.5, 0.5, 0.5, 1.0]);
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} / radar_range;
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let m = d.magnitude();
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let d = d * (radar_size / 2.0);
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let color = Some([0.3, 0.3, 0.3, 1.0]);
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if m < 0.8 {
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let texture = ct.get_texture_handle("ui::radarframe");
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let dimensions = Point2 {
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@ -86,36 +168,26 @@ pub fn build_radar(
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});
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}
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let (_, pr) = physics.get_ship_body(player).unwrap();
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let pr = util::rigidbody_position(pr);
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let texture = ct.get_texture_handle("ui::blip");
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for (s, r) in physics.iter_ship_body() {
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let p = util::rigidbody_position(r);
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let d = p - pr;
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let m = d.magnitude() / radar_range;
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if m < 0.8 {
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let angle: Deg<f32> = util::rigidbody_rotation(r)
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.angle(Vector2 { x: 0.0, y: 1.0 })
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.into();
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let f = ct.get_faction(s.ship.faction).color;
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let f = [f[0], f[1], f[2], 1.0];
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out.push(UiSprite {
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texture,
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pos: AnchoredUiPosition::NwC(
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Point2 {
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x: radar_size / 2.0 + 10.0,
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y: radar_size / -2.0 - 10.0,
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} + (d / radar_range * (radar_size / 2.0)),
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),
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dimensions: Point2 {
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x: texture.aspect,
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y: 1.0,
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} * 5.0f32.min((0.8 - m) * 50.0),
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angle: -angle,
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color: Some(f),
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});
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}
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// Arrow to center of system
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let q = Point2 { x: 0.0, y: 0.0 } - player_position;
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let m = q.magnitude();
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if m > 200.0 {
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let player_angle: Deg<f32> = q.angle(Vector2 { x: 0.0, y: 1.0 }).into();
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out.push(UiSprite {
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texture: arrow_texture,
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pos: AnchoredUiPosition::NwC(
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Point2 {
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x: radar_size / 2.0 + 10.0,
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y: radar_size / -2.0 - 10.0,
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} + ((q.normalize() * 0.865) * (radar_size / 2.0)),
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),
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dimensions: Point2 {
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x: arrow_texture.aspect,
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y: 1.0,
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} * 10.0,
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angle: -player_angle,
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color: Some([1.0, 1.0, 1.0, 1f32.min((m - 200.0) / 400.0)]),
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});
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}
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return out;
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@ -187,6 +187,7 @@ impl Game {
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&self.content,
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&self.player,
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&self.physics,
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&self.system,
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self.camera.zoom,
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self.camera.aspect,
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);
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