Minor cleanup
parent
f05f2fbc45
commit
67f19e91b6
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@ -17,7 +17,7 @@ file = "planet/luna.png"
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file = "projectile/blaster.png"
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file = "projectile/blaster.png"
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[texture."ship::gypsum"]
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[texture."ship::gypsum"]
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file = "ship/gypsum.png"
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file = "ship/gypsum2.png"
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[texture."ui::radar"]
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[texture."ui::radar"]
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file = "ui/radar.png"
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file = "ui/radar.png"
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@ -26,7 +26,6 @@ pub(crate) mod syntax {
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pub file: PathBuf,
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pub file: PathBuf,
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}
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}
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// TODO: loop mode
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#[derive(Debug, Deserialize)]
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#[derive(Debug, Deserialize)]
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pub struct FramesTexture {
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pub struct FramesTexture {
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pub frames: Vec<PathBuf>,
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pub frames: Vec<PathBuf>,
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@ -208,13 +208,9 @@ pub struct ParticleInstance {
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/// Rotation matrix for this sprite, in world coordinates
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/// Rotation matrix for this sprite, in world coordinates
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pub rotation: [[f32; 2]; 2],
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pub rotation: [[f32; 2]; 2],
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// TODO: docs: particle frames must all have the same size
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// TODO: is transparency trimmed? That's not ideal for animated particles!
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/// The height of this particle, in world units
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/// The height of this particle, in world units
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pub size: f32,
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pub size: f32,
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// TODO: animated sprites
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// TODO: texture aspect ratio
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/// The time, in seconds, at which this particle was created.
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/// The time, in seconds, at which this particle was created.
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/// Time is kept by a variable in the global uniform.
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/// Time is kept by a variable in the global uniform.
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pub created: f32,
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pub created: f32,
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@ -11,13 +11,13 @@ use galactica_render::ObjectSprite;
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/// A single projectile in the world
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/// A single projectile in the world
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#[derive(Debug)]
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#[derive(Debug)]
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pub struct ProjectileWorldObject {
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pub struct ProjectileWorldObject {
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/// TODO
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/// This projectile's game data
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pub projectile: object::Projectile,
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pub projectile: object::Projectile,
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/// TODO
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/// This projectile's rigidbody
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pub rigid_body: RigidBodyHandle,
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pub rigid_body: RigidBodyHandle,
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/// TODO
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/// This projectile's collider
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pub collider: ColliderHandle,
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pub collider: ColliderHandle,
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}
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}
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@ -28,13 +28,13 @@ impl ShipControls {
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/// A ship instance in the physics system
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/// A ship instance in the physics system
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pub struct ShipWorldObject {
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pub struct ShipWorldObject {
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/// TODO
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/// This ship's physics handle
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pub physics_handle: ShipPhysicsHandle,
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pub physics_handle: ShipPhysicsHandle,
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/// TODO
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/// This ship's game data
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pub ship: object::Ship,
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pub ship: object::Ship,
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/// TODO
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/// This ship's controls
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pub controls: ShipControls,
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pub controls: ShipControls,
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}
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}
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