Documentation

master
Mark 2023-12-29 15:46:09 -08:00
parent da1b38cd33
commit b40adb1685
Signed by: Mark
GPG Key ID: C6D63995FE72FD80
5 changed files with 97 additions and 1 deletions

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@ -17,10 +17,18 @@ pub(super) mod syntax {
} }
} }
/// Represents an (foward) engine outfit that may be attached to a ship.
#[derive(Debug, Clone)] #[derive(Debug, Clone)]
pub struct Engine { pub struct Engine {
/// The name of this outfit
pub name: String, pub name: String,
/// How much thrust this engine produces
pub thrust: f32, pub thrust: f32,
/// The flare sprite this engine creates.
/// Its location and size is determined by a ship's
/// engine points.
pub flare_sprite: String, pub flare_sprite: String,
} }

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@ -27,24 +27,54 @@ pub(super) mod syntax {
} }
} }
/// Represents a gun outfit.
#[derive(Debug, Clone)] #[derive(Debug, Clone)]
pub struct Gun { pub struct Gun {
/// The name of this gun
pub name: String, pub name: String,
/// The projectile this gun produces
pub projectile: Projectile, pub projectile: Projectile,
/// The accuracy of this gun.
/// Projectiles can be off center up to
/// `spread / 2` degrees in both directions.
///
/// (Forming a "fire cone" of `spread` degrees)
pub spread: Deg<f32>, pub spread: Deg<f32>,
/// Average delay between projectiles, in seconds.
pub rate: f32, pub rate: f32,
/// Random variation of projectile delay, in seconds.
/// Each shot waits (rate += rate_rng).
pub rate_rng: f32, pub rate_rng: f32,
} }
/// Represents a projectile that a [`Gun`] produces.
#[derive(Debug, Clone)] #[derive(Debug, Clone)]
pub struct Projectile { pub struct Projectile {
/// The projectile sprite
pub sprite: String, pub sprite: String,
/// The average size of this projectile
/// (height in game units)
pub size: f32, pub size: f32,
/// Random size variation
pub size_rng: f32, pub size_rng: f32,
/// The speed of this projectile, in game units / second
pub speed: f32, pub speed: f32,
/// Random speed variation
pub speed_rng: f32, pub speed_rng: f32,
/// The lifespan of this projectile.
/// It will vanish if it lives this long without hitting anything.
pub lifetime: f32, pub lifetime: f32,
/// Random lifetime variation
pub lifetime_rng: f32, pub lifetime_rng: f32,
/// The damage this projectile does
pub damage: f32, pub damage: f32,
} }

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@ -1,3 +1,8 @@
#![warn(missing_docs)]
//! This subcrate is responsible for loading, parsing, validating game content,
//! which is usually stored in `./content`.
mod engine; mod engine;
mod gun; mod gun;
mod ship; mod ship;
@ -39,9 +44,16 @@ trait Build {
/// Represents generic game content, not connected to any game objects. /// Represents generic game content, not connected to any game objects.
#[derive(Debug)] #[derive(Debug)]
pub struct Content { pub struct Content {
/// Star systems
pub systems: Vec<system::System>, pub systems: Vec<system::System>,
/// Ship bodies
pub ships: Vec<ship::Ship>, pub ships: Vec<ship::Ship>,
/// Gun outfits
pub guns: Vec<gun::Gun>, pub guns: Vec<gun::Gun>,
/// Engine outfits
pub engines: Vec<engine::Engine>, pub engines: Vec<engine::Engine>,
} }
@ -79,6 +91,7 @@ impl Content {
return Ok(()); return Ok(());
} }
/// Load content from a directory.
pub fn load_dir(path: &str) -> Result<Self> { pub fn load_dir(path: &str) -> Result<Self> {
let mut content = Self { let mut content = Self {
systems: Vec::new(), systems: Vec::new(),

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@ -32,24 +32,50 @@ pub(super) mod syntax {
// Processed data structs. // Processed data structs.
// These are exported. // These are exported.
/// Represents a ship chassis.
#[derive(Debug, Clone)] #[derive(Debug, Clone)]
pub struct Ship { pub struct Ship {
/// This ship's name
pub name: String, pub name: String,
/// This ship's sprite
pub sprite: String, pub sprite: String,
/// The size of this ship.
/// Measured as unrotated height,
/// in terms of game units.
pub size: f32, pub size: f32,
/// Engine points on this ship.
/// This is where engine flares are drawn.
pub engines: Vec<EnginePoint>, pub engines: Vec<EnginePoint>,
/// Gun points on this ship.
/// A gun outfit can be mounted on each.
pub guns: Vec<GunPoint>, pub guns: Vec<GunPoint>,
/// This ship's hull strength
pub hull: f32, pub hull: f32,
} }
/// An engine point on a ship.
/// This is where flares are drawn.
#[derive(Debug, Clone)] #[derive(Debug, Clone)]
pub struct EnginePoint { pub struct EnginePoint {
/// This engine point's position, in game units,
/// relative to the ship's center.
pub pos: Point2<f32>, pub pos: Point2<f32>,
/// The size of the flare that should be drawn
/// at this point, measured as height in game units.
pub size: f32, pub size: f32,
} }
/// A gun point on a ship.
#[derive(Debug, Clone)] #[derive(Debug, Clone)]
pub struct GunPoint { pub struct GunPoint {
/// This gun point's position, in game units,
/// relative to the ship's center.
pub pos: Point2<f32>, pub pos: Point2<f32>,
} }

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@ -77,17 +77,36 @@ pub(super) mod syntax {
// Processed data structs. // Processed data structs.
// These are exported. // These are exported.
/// Represents a star system
#[derive(Debug)] #[derive(Debug)]
pub struct System { pub struct System {
/// This star system's name
pub name: String, pub name: String,
/// Objects in this system
pub objects: Vec<Object>, pub objects: Vec<Object>,
} }
/// Represents an orbiting body in a star system
/// (A star, planet, moon, satellite, etc)
/// These may be landable and may be decorative.
/// System objects to not interact with the physics engine.
#[derive(Debug)] #[derive(Debug)]
pub struct Object { pub struct Object {
/// This object's sprite
pub sprite: String, pub sprite: String,
pub position: Point3<f32>,
/// This object's size.
/// Measured as height in game units.
/// This value is scaled for distance
/// (i.e, the z-value of position)
pub size: f32, pub size: f32,
/// This object's position, in game coordinates,
/// relative to the system's center (0, 0).
pub position: Point3<f32>,
/// This object's sprite's angle, in degrees.
pub angle: Deg<f32>, pub angle: Deg<f32>,
} }