More cleanup

master
Mark 2024-01-01 15:41:47 -08:00
parent b309a074dc
commit bcf10e416b
Signed by: Mark
GPG Key ID: C6D63995FE72FD80
30 changed files with 693 additions and 614 deletions

21
Cargo.lock generated
View File

@ -582,9 +582,10 @@ dependencies = [
"crossbeam",
"galactica-constants",
"galactica-content",
"galactica-physics",
"galactica-gameobject",
"galactica-render",
"galactica-shipbehavior",
"galactica-world",
"image",
"nalgebra",
"pollster",
@ -613,7 +614,7 @@ dependencies = [
]
[[package]]
name = "galactica-physics"
name = "galactica-gameobject"
version = "0.0.0"
dependencies = [
"cgmath",
@ -646,7 +647,21 @@ version = "0.0.0"
dependencies = [
"cgmath",
"galactica-content",
"galactica-physics",
"galactica-world",
]
[[package]]
name = "galactica-world"
version = "0.0.0"
dependencies = [
"cgmath",
"crossbeam",
"galactica-content",
"galactica-gameobject",
"galactica-render",
"nalgebra",
"rand",
"rapier2d",
]
[[package]]

View File

@ -32,8 +32,9 @@ members = [
"crates/content",
"crates/render",
"crates/constants",
"crates/physics",
"crates/world",
"crates/shipbehavior",
"crates/gameobject",
]
@ -42,8 +43,9 @@ members = [
galactica-content = { path = "crates/content" }
galactica-render = { path = "crates/render" }
galactica-constants = { path = "crates/constants" }
galactica-physics = { path = "crates/physics" }
galactica-world = { path = "crates/world" }
galactica-shipbehavior = { path = "crates/shipbehavior" }
galactica-gameobject = { path = "crates/gameobject" }
# Files
image = { version = "0.24", features = ["png"] }

View File

@ -2,10 +2,6 @@
space.weapon = 10
# Angle of fire cone
# Smaller angle = more accurate
spread = 2
# Average delay between shots
rate = 0.2
# Random rate variation (+- this in both directions)
@ -23,3 +19,8 @@ projectile.speed_rng = 10.0
projectile.lifetime = 2.0
projectile.lifetime_rng = 0.2
projectile.damage = 10.0
# Random variation of firing angle.
# If this is 0, the projectile always goes straight.
# If this is 10, projectiles will form a cone of 10 degrees
# ( 5 degrees on each side )
projectile.angle_rng = 2

View File

@ -1,6 +1,13 @@
//! This module defines lightweight handles for every content type.
//! This isn't strictly necessary (we could refer to them using their string keys),
//! but this approach doesn't require frequent string cloning, and
//! gives each content type a distinct Rust type.
//!
//! We could also use raw references to content types, but that creates a mess of lifetimes
//! in our code. It's managable, but the approach here is simpler and easier to understand.
use std::{cmp::Eq, hash::Hash};
/// Represents a specific texture defined in the content dir.
/// A lightweight representation of a
#[derive(Debug, Clone, Copy)]
pub struct TextureHandle {
/// The index of this texture in content.textures
@ -23,11 +30,63 @@ impl PartialEq for TextureHandle {
}
}
/// A lightweight representation of an outfit
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub struct OutfitHandle {
/// TODO
pub index: usize,
}
impl Hash for OutfitHandle {
fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
self.index.hash(state)
}
}
/// A lightweight representation of a gun
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub struct GunHandle {
/// TODO
pub index: usize,
}
impl Hash for GunHandle {
fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
self.index.hash(state)
}
}
/// A lightweight representation of a ship
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub struct ShipHandle {
/// TODO
pub index: usize,
}
impl Hash for ShipHandle {
fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
self.index.hash(state)
}
}
/// A lightweight representation of a star system
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub struct SystemHandle {
/// TODO
pub index: usize,
}
impl Hash for SystemHandle {
fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
self.index.hash(state)
}
}
/// A lightweight representation of a faction
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub struct FactionHandle {
/// The index of this faction in content.factions
/// TODO: pub in crate, currently for debug.
/// TODO: pub in crate, currently for debug (same with all other handles)
pub index: usize,
}

View File

@ -17,15 +17,16 @@ use std::{
use toml;
use walkdir::WalkDir;
pub use handle::{FactionHandle, TextureHandle};
pub use handle::{FactionHandle, GunHandle, OutfitHandle, ShipHandle, SystemHandle, TextureHandle};
pub use part::{
EnginePoint, Faction, Gun, GunPoint, Outfit, OutfitSpace, Relationship, Ship, System, Texture,
EnginePoint, Faction, Gun, GunPoint, Outfit, OutfitSpace, Projectile, Relationship, Ship,
System, Texture,
};
mod syntax {
use anyhow::{bail, Result};
use anyhow::{bail, Context, Result};
use serde::Deserialize;
use std::collections::HashMap;
use std::{collections::HashMap, fmt::Display, hash::Hash};
use crate::part::{faction, gun, outfit, ship, system, texture};
@ -39,6 +40,31 @@ mod syntax {
pub faction: Option<HashMap<String, faction::syntax::Faction>>,
}
fn merge_hashmap<K, V>(
to: &mut Option<HashMap<K, V>>,
mut from: Option<HashMap<K, V>>,
) -> Result<()>
where
K: Hash + Eq + Display,
{
if to.is_none() {
*to = from.take();
return Ok(());
}
if let Some(from_inner) = from {
let to_inner = to.as_mut().unwrap();
for (k, v) in from_inner {
if to_inner.contains_key(&k) {
bail!("Found duplicate key `{k}`");
} else {
to_inner.insert(k, v);
}
}
}
return Ok(());
}
impl Root {
pub fn new() -> Self {
Self {
@ -52,98 +78,16 @@ mod syntax {
}
pub fn merge(&mut self, other: Root) -> Result<()> {
// Insert if not exists
// TODO: replace with a macro and try_insert once that is stable
if let Some(a) = other.gun {
if self.gun.is_none() {
self.gun = Some(a);
} else {
let sg = self.gun.as_mut().unwrap();
for (k, v) in a {
if sg.contains_key(&k) {
bail!("Repeated gun name {k}");
} else {
sg.insert(k, v);
}
}
}
}
if let Some(a) = other.ship {
if self.ship.is_none() {
self.ship = Some(a);
} else {
let sg = self.ship.as_mut().unwrap();
for (k, v) in a {
if sg.contains_key(&k) {
bail!("Repeated ship name {k}");
} else {
sg.insert(k, v);
}
}
}
}
if let Some(a) = other.system {
if self.system.is_none() {
self.system = Some(a);
} else {
let sg = self.system.as_mut().unwrap();
for (k, v) in a {
if sg.contains_key(&k) {
bail!("Repeated system name {k}");
} else {
sg.insert(k, v);
}
}
}
}
if let Some(a) = other.outfit {
if self.outfit.is_none() {
self.outfit = Some(a);
} else {
let sg = self.outfit.as_mut().unwrap();
for (k, v) in a {
if sg.contains_key(&k) {
bail!("Repeated engine name {k}");
} else {
sg.insert(k, v);
}
}
}
}
if let Some(a) = other.texture {
if self.texture.is_none() {
self.texture = Some(a);
} else {
let sg = self.texture.as_mut().unwrap();
for (k, v) in a {
if sg.contains_key(&k) {
bail!("Repeated texture name {k}");
} else {
sg.insert(k, v);
}
}
}
}
if let Some(a) = other.faction {
if self.faction.is_none() {
self.faction = Some(a);
} else {
let sg = self.faction.as_mut().unwrap();
for (k, v) in a {
if sg.contains_key(&k) {
bail!("Repeated faction name {k}");
} else {
sg.insert(k, v);
}
}
}
}
merge_hashmap(&mut self.gun, other.gun).with_context(|| "while merging guns")?;
merge_hashmap(&mut self.ship, other.ship).with_context(|| "while merging ships")?;
merge_hashmap(&mut self.system, other.system)
.with_context(|| "while merging systems")?;
merge_hashmap(&mut self.outfit, other.outfit)
.with_context(|| "while merging outfits")?;
merge_hashmap(&mut self.texture, other.texture)
.with_context(|| "while merging textures")?;
merge_hashmap(&mut self.faction, other.faction)
.with_context(|| "while merging factions")?;
return Ok(());
}
}
@ -161,38 +105,35 @@ trait Build {
/// Represents static game content
#[derive(Debug)]
pub struct Content {
/// Star systems
pub systems: Vec<part::system::System>,
/// Ship bodies
pub ships: Vec<part::ship::Ship>,
/// Ship guns
pub guns: Vec<part::gun::Gun>,
/// Outfits
pub outfits: Vec<part::outfit::Outfit>,
/* Configuration values */
/// Root directory for textures
texture_root: PathBuf,
/// Name of starfield texture
starfield_texture_name: String,
/// Textures
pub textures: Vec<part::texture::Texture>,
/// Factions
pub factions: Vec<part::faction::Faction>,
/// Map strings to texture handles
/// This is never used outside this crate.
texture_index: HashMap<String, handle::TextureHandle>,
/// The texture to use for starfield stars
starfield_handle: Option<handle::TextureHandle>,
/// Root directory for textures
texture_root: PathBuf,
/// Outfits
outfits: Vec<part::outfit::Outfit>,
/// Name of starfield texture
starfield_texture_name: String,
/// Ship guns
guns: Vec<part::gun::Gun>,
/// Ship bodies
ships: Vec<part::ship::Ship>,
/// Star systems
pub systems: Vec<part::system::System>,
/// Factions
factions: Vec<part::faction::Faction>,
}
// Loading methods
impl Content {
fn try_parse(path: &Path) -> Result<syntax::Root> {
let mut file_string = String::new();
@ -201,32 +142,6 @@ impl Content {
return Ok(toml::from_str(&file_string)?);
}
/// Get the texture handle for the starfield texture
pub fn get_starfield_handle(&self) -> TextureHandle {
match self.starfield_handle {
Some(h) => h,
None => unreachable!("Starfield texture hasn't been loaded yet!"),
}
}
/// Get a texture from a handle
pub fn get_texture_handle(&self, name: &str) -> TextureHandle {
return *self.texture_index.get(name).unwrap();
// TODO: handle errors
}
/// Get a texture from a handle
pub fn get_texture(&self, h: TextureHandle) -> &Texture {
// In theory, this could fail if h has a bad index, but that shouldn't ever happen.
// The only TextureHandles that exist should be created by this crate.
return &self.textures[h.index];
}
/// Get a faction from a handle
pub fn get_faction(&self, h: FactionHandle) -> &Faction {
return &self.factions[h.index];
}
/// Load content from a directory.
pub fn load_dir(
path: PathBuf,
@ -296,3 +211,54 @@ impl Content {
return Ok(content);
}
}
// Access methods
impl Content {
/// Get the texture handle for the starfield texture
pub fn get_starfield_handle(&self) -> TextureHandle {
match self.starfield_handle {
Some(h) => h,
None => unreachable!("Starfield texture hasn't been loaded yet!"),
}
}
/// Get a handle from a texture name
pub fn get_texture_handle(&self, name: &str) -> TextureHandle {
return match self.texture_index.get(name) {
Some(s) => *s,
None => unreachable!("get_texture_handle was called with a bad handle!"),
};
}
/// Get a texture from a handle
pub fn get_texture(&self, h: TextureHandle) -> &Texture {
// In theory, this could fail if h has a bad index, but that shouldn't ever happen.
// The only TextureHandles that exist should be created by this crate.
return &self.textures[h.index];
}
/// Get an outfit from a handle
pub fn get_outfit(&self, h: OutfitHandle) -> &Outfit {
return &self.outfits[h.index];
}
/// Get a gun from a handle
pub fn get_gun(&self, h: GunHandle) -> &Gun {
return &self.guns[h.index];
}
/// Get a texture from a handle
pub fn get_ship(&self, h: ShipHandle) -> &Ship {
return &self.ships[h.index];
}
/// Get a system from a handle
pub fn get_system(&self, h: SystemHandle) -> &System {
return &self.systems[h.index];
}
/// Get a faction from a handle
pub fn get_faction(&self, h: FactionHandle) -> &Faction {
return &self.factions[h.index];
}
}

View File

@ -16,7 +16,6 @@ pub(crate) mod syntax {
#[derive(Debug, Deserialize)]
pub struct Gun {
pub projectile: Projectile,
pub spread: f32,
pub rate: f32,
pub rate_rng: f32,
pub space: shared::syntax::OutfitSpace,
@ -32,6 +31,7 @@ pub(crate) mod syntax {
pub lifetime: f32,
pub lifetime_rng: f32,
pub damage: f32,
pub angle_rng: f32,
}
}
@ -44,13 +44,6 @@ pub struct Gun {
/// The projectile this gun produces
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>,
/// Average delay between projectiles, in seconds.
pub rate: f32,
@ -87,6 +80,13 @@ pub struct Projectile {
/// The damage this projectile does
pub damage: f32,
/// The angle variation of this projectile.
/// Projectiles can be off center up to
/// `spread / 2` degrees in both directions.
///
/// (Forming a "fire cone" of `spread` degrees)
pub angle_rng: Deg<f32>,
}
impl crate::Build for Gun {
@ -106,7 +106,6 @@ impl crate::Build for Gun {
ct.guns.push(Self {
name: gun_name,
space: gun.space.into(),
spread: Deg(gun.spread),
rate: gun.rate,
rate_rng: gun.rate_rng,
projectile: Projectile {
@ -118,6 +117,7 @@ impl crate::Build for Gun {
lifetime: gun.projectile.lifetime,
lifetime_rng: gun.projectile.lifetime_rng,
damage: gun.projectile.damage,
angle_rng: Deg(gun.projectile.angle_rng),
},
});
}

View File

@ -35,7 +35,7 @@ impl OutfitSpace {
}
/// Does this outfit contain `smaller`?
pub fn can_contain(&self, smaller: Self) -> bool {
pub fn can_contain(&self, smaller: &Self) -> bool {
self.outfit >= (smaller.outfit + smaller.weapon + smaller.engine)
&& self.weapon >= smaller.weapon
&& self.engine >= smaller.engine

View File

@ -1,5 +1,5 @@
[package]
name = "galactica-physics"
name = "galactica-gameobject"
version = "0.0.0"
edition = "2021"

View File

@ -0,0 +1,13 @@
//! This module handles all game data: ship damage, outfit stats, etc.
//!
//! The code here handles game *data* exclusively: it keeps track of the status
//! of every ship in the game, but it has no understanding of physics.
//! That is done in `galactica_world`.
mod outfits;
mod projectile;
mod ship;
pub use outfits::{OutfitSet, OutfitStatSum, ShipGun};
pub use projectile::Projectile;
pub use ship::Ship;

View File

@ -17,9 +17,9 @@ pub struct ShipGun {
impl ShipGun {
/// Make a new shipgun
pub fn new(kind: content::Gun, point: usize) -> Self {
pub fn new(kind: &content::Gun, point: usize) -> Self {
Self {
kind: kind,
kind: kind.clone(),
point,
cooldown: 0.0,
}
@ -67,19 +67,17 @@ impl OutfitStatSum {
}
}
/// Represents all the outfits attached to a ship.
/// Represents a set of outfits attached to a ship.
/// Keeps track of the sum of their stats, so it mustn't be re-computed every frame.
/// TODO: rename (outfitset?)
/// TODO: ctrl-f outfitset in comments
#[derive(Debug)]
pub struct ShipOutfits {
pub struct OutfitSet {
/// The total sum of the stats this set of outfits provides
/// TODO: this shouldn't be pub
pub stats: OutfitStatSum,
//pub total_space: content::OutfitSpace,
available_space: content::OutfitSpace,
outfits: Vec<content::Outfit>,
outfits: Vec<content::OutfitHandle>,
guns: Vec<ShipGun>,
enginepoints: Vec<content::EnginePoint>,
gunpoints: Vec<content::GunPoint>,
@ -89,7 +87,7 @@ pub struct ShipOutfits {
engine_flare_sprites: Vec<ObjectSubSprite>,
}
impl<'a> ShipOutfits {
impl<'a> OutfitSet {
/// Make a new outfit array
pub fn new(content: &content::Ship) -> Self {
Self {
@ -105,8 +103,8 @@ impl<'a> ShipOutfits {
}
/// Does this outfit set contain the specified outfit?
pub fn contains_outfit(&self, o: &content::Outfit) -> bool {
match self.outfits.iter().position(|x| x.name == o.name) {
pub fn contains_outfit(&self, o: content::OutfitHandle) -> bool {
match self.outfits.iter().position(|x| *x == o) {
Some(_) => true,
None => false,
}
@ -115,33 +113,35 @@ impl<'a> ShipOutfits {
/// Add an outfit to this ship.
/// Returns true on success, and false on failure
/// TODO: failure reason enum
pub fn add(&mut self, o: content::Outfit) -> bool {
if !self.available_space.can_contain(o.space) {
pub fn add(&mut self, ct: &content::Content, o: content::OutfitHandle) -> bool {
let outfit = ct.get_outfit(o);
if !self.available_space.can_contain(&outfit.space) {
return false;
}
self.available_space.occupy(&o.space);
self.stats.add(&o);
self.available_space.occupy(&outfit.space);
self.stats.add(&outfit);
self.outfits.push(o);
self.update_engine_flares();
return true;
}
/// TODO: is outfit in set?
pub fn remove(&mut self, o: content::Outfit) {
let i = match self.outfits.iter().position(|x| x.name == o.name) {
/// Remove an outfit from this set
pub fn remove(&mut self, ct: &content::Content, o: content::OutfitHandle) {
let outfit = ct.get_outfit(o);
let i = match self.outfits.iter().position(|x| *x == o) {
Some(i) => i,
None => panic!("Removed non-existing outfit"),
None => panic!("removed non-existing outfit"),
};
self.available_space.free(&o.space);
self.available_space.free(&outfit.space);
self.outfits.remove(i);
self.stats.remove(&o);
self.stats.remove(&outfit);
self.update_engine_flares();
}
/// Add a gun to this outfit set.
/// This automatically attaches the gun to the first available gunpoint,
/// and returns false (applying no changes) if no points are available.
pub fn add_gun(&mut self, gun: content::Gun) -> bool {
pub fn add_gun(&mut self, ct: &content::Content, g: content::GunHandle) -> bool {
// Find first unused point
let mut p = None;
'outer: for i in 0..self.gunpoints.len() {
@ -153,6 +153,7 @@ impl<'a> ShipOutfits {
p = Some(i);
break;
}
let gun = ct.get_gun(g);
// All points are taken
if p.is_none() {

View File

@ -0,0 +1,18 @@
use galactica_content as content;
#[derive(Debug)]
pub struct Projectile {
pub content: content::Projectile,
pub lifetime: f32,
pub faction: content::FactionHandle,
}
impl Projectile {
pub fn tick(&mut self, t: f32) {
self.lifetime -= t;
}
pub fn is_expired(&self) -> bool {
return self.lifetime < 0.0;
}
}

View File

@ -0,0 +1,68 @@
use rand::Rng;
use crate::{OutfitSet, Projectile};
use galactica_content as content;
#[derive(Debug)]
pub struct Ship {
pub handle: content::ShipHandle,
pub faction: content::FactionHandle,
pub outfits: OutfitSet,
// TODO: unified ship stats struct, like space
// TODO: unified outfit stats struct: check
pub hull: f32,
}
impl Ship {
pub fn new(
ct: &content::Content,
handle: content::ShipHandle,
faction: content::FactionHandle,
outfits: OutfitSet,
) -> Self {
let s = ct.get_ship(handle);
Ship {
handle: handle,
faction,
outfits,
hull: s.hull,
}
}
pub fn handle_projectile_collision(&mut self, ct: &content::Content, p: &Projectile) -> bool {
let f = ct.get_faction(self.faction);
let r = f.relationships.get(&p.faction).unwrap();
match r {
content::Relationship::Hostile => {
// TODO: implement death and spawning, and enable damage
//s.hull -= p.damage;
return true;
}
_ => return false,
}
}
pub fn fire_guns(&mut self) -> Vec<(Projectile, content::GunPoint)> {
self.outfits
.iter_guns_points()
.filter(|(g, _)| g.cooldown > 0.0)
.map(|(g, p)| {
let mut rng = rand::thread_rng();
g.cooldown = g.kind.rate + &rng.gen_range(-g.kind.rate_rng..=g.kind.rate_rng);
(
Projectile {
content: g.kind.projectile.clone(),
lifetime: g.kind.projectile.lifetime
+ rng.gen_range(
-g.kind.projectile.lifetime_rng..=g.kind.projectile.lifetime_rng,
),
faction: self.faction,
},
p.clone(),
)
})
.collect()
}
}

View File

@ -1,18 +0,0 @@
#![warn(missing_docs)]
//! This module keeps track of all objects and interactions in the game:
//! Ships, projectiles, collisions, etc.
//! TODO: Rename & re-organize
pub mod objects;
mod physics;
pub mod util;
mod wrapper;
pub use physics::Physics;
use rapier2d::{dynamics::RigidBodyHandle, geometry::ColliderHandle};
/// A lightweight handle for a specific ship in a physics system
#[derive(Debug, Copy, Clone, PartialEq, Eq)]
pub struct ShipHandle(pub RigidBodyHandle, ColliderHandle);

View File

@ -1,9 +0,0 @@
//! This module contains game objects that may interact with the physics engine.
mod outfits;
mod projectile;
mod ship;
pub use outfits::{ShipGun, ShipOutfits};
pub use projectile::{Projectile, ProjectileBuilder};
pub use ship::Ship;

View File

@ -1,105 +0,0 @@
use cgmath::{Deg, InnerSpace, Point3, Vector2};
use rapier2d::{
dynamics::{RigidBody, RigidBodyBuilder, RigidBodyHandle},
geometry::{ColliderBuilder, ColliderHandle},
};
use crate::util;
use galactica_content as content;
use galactica_render::ObjectSprite;
/// A helper struct that contains parameters for a projectile
/// TODO: decouple data from physics
pub struct ProjectileBuilder {
/// TODO
pub rigid_body: RigidBodyBuilder,
/// TODO
pub collider: ColliderBuilder,
/// TODO
pub sprite_texture: content::TextureHandle,
/// TODO
pub lifetime: f32,
/// TODO
pub size: f32,
/// TODO
pub damage: f32,
/// TODO
pub faction: content::FactionHandle,
}
/// A single projectile in the world
#[derive(Debug)]
pub struct Projectile {
/// TODO
pub rigid_body: RigidBodyHandle,
/// TODO
pub collider: ColliderHandle,
/// TODO
pub sprite_texture: content::TextureHandle,
/// TODO
pub lifetime: f32,
/// TODOd
pub size: f32,
/// TODO
pub damage: f32,
/// TODO
pub faction: content::FactionHandle,
}
impl Projectile {
/// Make a new projectile
pub fn new(b: ProjectileBuilder, r: RigidBodyHandle, c: ColliderHandle) -> Self {
Projectile {
rigid_body: r,
collider: c,
sprite_texture: b.sprite_texture,
lifetime: b.lifetime,
size: b.size,
damage: b.damage,
faction: b.faction,
}
}
/// Update this projectile's state after `t` seconds
pub fn tick(&mut self, t: f32) {
self.lifetime -= t;
}
/// Is this projectile expired?
pub fn is_expired(&self) -> bool {
return self.lifetime < 0.0;
}
/// Get this projectiles' sprite
pub fn get_sprite(&self, r: &RigidBody) -> ObjectSprite {
let pos = util::rigidbody_position(r);
let rot = util::rigidbody_rotation(r);
// Sprites point north at 0 degrees
let ang: Deg<f32> = rot.angle(Vector2 { x: 1.0, y: 0.0 }).into();
ObjectSprite {
texture: self.sprite_texture,
pos: Point3 {
x: pos.x,
y: pos.y,
z: 1.0,
},
size: self.size,
angle: -ang,
children: None,
}
}
}

View File

@ -1,189 +0,0 @@
use cgmath::{Deg, EuclideanSpace, InnerSpace, Matrix2, Rad, Vector2};
use content::{FactionHandle, TextureHandle};
use nalgebra::vector;
use rand::Rng;
use rapier2d::{
dynamics::{RigidBody, RigidBodyBuilder},
geometry::ColliderBuilder,
pipeline::ActiveEvents,
};
use super::{ProjectileBuilder, ShipOutfits};
use crate::{util, ShipHandle};
use galactica_content as content;
use galactica_render::ObjectSprite;
pub struct ShipTickResult {
pub projectiles: Vec<ProjectileBuilder>,
}
pub struct ShipControls {
pub left: bool,
pub right: bool,
pub thrust: bool,
pub guns: bool,
}
impl ShipControls {
pub fn new() -> Self {
ShipControls {
left: false,
right: false,
thrust: false,
guns: false,
}
}
}
/// A ship instance in the physics system
/// TODO: Decouple ship data from physics
pub struct Ship {
/// TODO
pub physics_handle: ShipHandle,
/// TODO
pub faction: FactionHandle,
/// TODO
pub hull: f32,
/// TODO
pub controls: ShipControls,
outfits: ShipOutfits,
sprite_texture: TextureHandle,
size: f32,
}
impl Ship {
/// Make a new ship
pub fn new(
c: &content::Ship,
outfits: ShipOutfits,
physics_handle: ShipHandle,
faction: FactionHandle,
) -> Self {
Ship {
physics_handle,
outfits,
sprite_texture: c.sprite_texture,
size: c.size,
hull: c.hull,
controls: ShipControls::new(),
faction,
}
}
/// Fire this ship's guns. Called every frame, if this ship is firing.
pub fn fire_guns(&mut self, r: &RigidBody) -> Vec<ProjectileBuilder> {
let mut rng = rand::thread_rng();
let mut out = Vec::new();
for (g, p) in self.outfits.iter_guns_points() {
if g.cooldown > 0.0 {
continue;
}
g.cooldown = g.kind.rate + rng.gen_range(-g.kind.rate_rng..=g.kind.rate_rng);
let ship_pos = util::rigidbody_position(r);
let ship_rot = util::rigidbody_rotation(r);
let ship_vel = util::rigidbody_velocity(r);
let ship_ang = ship_rot.angle(Vector2 { x: 0.0, y: 1.0 });
let pos = ship_pos + (Matrix2::from_angle(-ship_ang) * p.pos.to_vec());
let spread: Rad<f32> =
Deg(rng.gen_range(-(g.kind.spread.0 / 2.0)..=g.kind.spread.0 / 2.0)).into();
let vel = ship_vel
+ (Matrix2::from_angle(-ship_ang + spread)
* Vector2 {
x: 0.0,
y: g.kind.projectile.speed
+ rng.gen_range(
-g.kind.projectile.speed_rng..=g.kind.projectile.speed_rng,
),
});
let p_r = RigidBodyBuilder::kinematic_velocity_based()
.translation(vector![pos.x, pos.y])
.rotation(-ship_ang.0)
.linvel(vector![vel.x, vel.y]);
let p_c = ColliderBuilder::ball(5.0)
.sensor(true)
.active_events(ActiveEvents::COLLISION_EVENTS);
out.push(ProjectileBuilder {
rigid_body: p_r,
collider: p_c,
sprite_texture: g.kind.projectile.sprite_texture,
lifetime: g.kind.projectile.lifetime
+ rng.gen_range(
-g.kind.projectile.lifetime_rng..=g.kind.projectile.lifetime_rng,
),
size: g.kind.projectile.size
+ rng.gen_range(-g.kind.projectile.size_rng..=g.kind.projectile.size_rng),
damage: g.kind.projectile.damage, // TODO: kind as param to builder
faction: self.faction,
})
}
return out;
}
/// Apply the effects of all active controls
pub fn apply_controls(&mut self, r: &mut RigidBody, t: f32) -> ShipTickResult {
let ship_rot = util::rigidbody_rotation(r);
let engine_force = ship_rot * t;
if self.controls.thrust {
r.apply_impulse(
vector![engine_force.x, engine_force.y] * self.outfits.stats.engine_thrust,
true,
);
}
if self.controls.right {
r.apply_torque_impulse(self.outfits.stats.steer_power * -100.0 * t, true);
}
if self.controls.left {
r.apply_torque_impulse(self.outfits.stats.steer_power * 100.0 * t, true);
}
let p = if self.controls.guns {
self.fire_guns(r)
} else {
Vec::new()
};
for i in self.outfits.iter_guns() {
i.cooldown -= t;
}
return ShipTickResult { projectiles: p };
}
/// Get this ship's sprite
pub fn get_sprite(&self, r: &RigidBody) -> ObjectSprite {
let ship_pos = util::rigidbody_position(r);
let ship_rot = util::rigidbody_rotation(r);
// Sprites point north at 0 degrees
let ship_ang: Deg<f32> = ship_rot.angle(Vector2 { x: 0.0, y: 1.0 }).into();
ObjectSprite {
pos: (ship_pos.x, ship_pos.y, 1.0).into(),
texture: self.sprite_texture,
angle: -ship_ang,
size: self.size,
children: if self.controls.thrust {
Some(self.outfits.get_engine_flares())
} else {
None
},
}
}
}

View File

@ -5,5 +5,5 @@ edition = "2021"
[dependencies]
galactica-content = { path = "../content" }
galactica-physics = { path = "../physics" }
galactica-world = { path = "../world" }
cgmath = "0.18.0"

View File

@ -1,23 +1,23 @@
use crate::ShipBehavior;
use galactica_content as content;
use galactica_physics::{Physics, ShipHandle};
use galactica_world::{ShipPhysicsHandle, World};
/// Dummy ship behavior.
/// Does nothing.
pub struct Dummy {
_handle: ShipHandle,
_handle: ShipPhysicsHandle,
}
impl Dummy {
/// Create a new ship controller
pub fn new(handle: ShipHandle) -> Box<Self> {
pub fn new(handle: ShipPhysicsHandle) -> Box<Self> {
Box::new(Self { _handle: handle })
}
}
impl ShipBehavior for Dummy {
fn update_controls(&mut self, _physics: &mut Physics, _content: &content::Content) {}
fn get_handle(&self) -> ShipHandle {
fn update_controls(&mut self, _physics: &mut World, _content: &content::Content) {}
fn get_handle(&self) -> ShipPhysicsHandle {
return self._handle;
}
}

View File

@ -1,11 +1,11 @@
use crate::ShipBehavior;
use galactica_content as content;
use galactica_physics::{Physics, ShipHandle};
use galactica_world::{ShipPhysicsHandle, World};
/// Player ship behavior.
/// Controls a ship using controller input
pub struct Player {
handle: ShipHandle,
handle: ShipPhysicsHandle,
key_left: bool,
key_right: bool,
key_guns: bool,
@ -14,7 +14,7 @@ pub struct Player {
impl Player {
/// Make a new ship controller
pub fn new(handle: ShipHandle) -> Box<Self> {
pub fn new(handle: ShipPhysicsHandle) -> Box<Self> {
Box::new(Self {
handle,
key_left: false,
@ -26,7 +26,7 @@ impl Player {
}
impl ShipBehavior for Player {
fn update_controls(&mut self, physics: &mut Physics, _content: &content::Content) {
fn update_controls(&mut self, physics: &mut World, _content: &content::Content) {
let s = physics.get_ship_mut(&self.handle).unwrap();
s.controls.left = self.key_left;
s.controls.right = self.key_right;
@ -34,7 +34,7 @@ impl ShipBehavior for Player {
s.controls.thrust = self.key_thrust;
}
fn get_handle(&self) -> ShipHandle {
fn get_handle(&self) -> ShipPhysicsHandle {
return self.handle;
}
}

View File

@ -2,23 +2,23 @@ use cgmath::{Deg, InnerSpace};
use crate::ShipBehavior;
use galactica_content as content;
use galactica_physics::{util, Physics, ShipHandle};
use galactica_world::{util, ShipPhysicsHandle, World};
/// "Point" ship behavior.
/// Point and shoot towards the nearest enemy.
pub struct Point {
handle: ShipHandle,
handle: ShipPhysicsHandle,
}
impl Point {
/// Create a new ship controller
pub fn new(handle: ShipHandle) -> Box<Self> {
pub fn new(handle: ShipPhysicsHandle) -> Box<Self> {
Box::new(Self { handle })
}
}
impl ShipBehavior for Point {
fn update_controls(&mut self, physics: &mut Physics, content: &content::Content) {
fn update_controls(&mut self, physics: &mut World, content: &content::Content) {
// Turn off all controls
let s = physics.get_ship_mut(&self.handle).unwrap();
s.controls.left = false;
@ -30,12 +30,12 @@ impl ShipBehavior for Point {
let my_position = util::rigidbody_position(my_r);
let my_rotation = util::rigidbody_rotation(my_r);
let my_angvel = my_r.angvel();
let my_faction = content.get_faction(my_s.faction);
let my_faction = content.get_faction(my_s.ship.faction);
// Iterate all possible targets
let mut it = physics
.iter_ship_body()
.filter(|(s, _)| match my_faction.relationships[&s.faction] {
.filter(|(s, _)| match my_faction.relationships[&s.ship.faction] {
content::Relationship::Hostile => true,
_ => false,
})
@ -74,7 +74,7 @@ impl ShipBehavior for Point {
s.controls.thrust = false;
}
fn get_handle(&self) -> ShipHandle {
fn get_handle(&self) -> ShipPhysicsHandle {
return self.handle;
}
}

View File

@ -5,7 +5,7 @@
pub mod behavior;
use galactica_content as content;
use galactica_physics::{Physics, ShipHandle};
use galactica_world::{ShipPhysicsHandle, World};
/// Main behavior trait. Any struct that implements this
/// may be used to control a ship.
@ -14,8 +14,8 @@ where
Self: Send,
{
/// Update a ship's controls based on world state
fn update_controls(&mut self, physics: &mut Physics, content: &content::Content);
fn update_controls(&mut self, physics: &mut World, content: &content::Content);
/// Get the ship this behavior is attached to
fn get_handle(&self) -> ShipHandle;
fn get_handle(&self) -> ShipPhysicsHandle;
}

15
crates/world/Cargo.toml Normal file
View File

@ -0,0 +1,15 @@
[package]
name = "galactica-world"
version = "0.0.0"
edition = "2021"
[dependencies]
galactica-render = { path = "../render" }
galactica-content = { path = "../content" }
galactica-gameobject = { path = "../gameobject" }
rapier2d = { version = "0.17.2" }
nalgebra = "0.32.3"
crossbeam = "0.8.3"
cgmath = "0.18.0"
rand = "0.8.5"

17
crates/world/src/lib.rs Normal file
View File

@ -0,0 +1,17 @@
#![warn(missing_docs)]
//! This module keeps track of the visible world.
//! Ships, projectiles, collisions, etc.
pub mod objects;
pub mod util;
mod world;
mod wrapper;
pub use world::World;
use rapier2d::{dynamics::RigidBodyHandle, geometry::ColliderHandle};
/// A lightweight handle for a specific ship in our physics system
#[derive(Debug, Copy, Clone, PartialEq, Eq)]
pub struct ShipPhysicsHandle(pub RigidBodyHandle, ColliderHandle);

View File

@ -0,0 +1,6 @@
//! This module contains game objects that may interact with the physics engine.
mod projectile;
mod ship;
pub use projectile::ProjectileWorldObject;
pub use ship::ShipWorldObject;

View File

@ -0,0 +1,58 @@
use cgmath::{Deg, InnerSpace, Point3, Vector2};
use rapier2d::{
dynamics::{RigidBody, RigidBodyHandle},
geometry::ColliderHandle,
};
use crate::util;
use galactica_gameobject as object;
use galactica_render::ObjectSprite;
/// A single projectile in the world
#[derive(Debug)]
pub struct ProjectileWorldObject {
/// TODO
pub projectile: object::Projectile,
/// TODO
pub rigid_body: RigidBodyHandle,
/// TODO
pub collider: ColliderHandle,
}
impl ProjectileWorldObject {
/// Make a new projectile
pub fn new(
projectile: object::Projectile,
rigid_body: RigidBodyHandle,
collider: ColliderHandle,
) -> Self {
ProjectileWorldObject {
rigid_body,
collider,
projectile,
}
}
/// Get this projectiles' sprite
pub fn get_sprite(&self, r: &RigidBody) -> ObjectSprite {
let pos = util::rigidbody_position(r);
let rot = util::rigidbody_rotation(r);
// Sprites point north at 0 degrees
let ang: Deg<f32> = rot.angle(Vector2 { x: 1.0, y: 0.0 }).into();
ObjectSprite {
texture: self.projectile.content.sprite_texture,
pos: Point3 {
x: pos.x,
y: pos.y,
z: 1.0,
},
size: self.projectile.content.size,
angle: -ang,
children: None,
}
}
}

View File

@ -0,0 +1,100 @@
use cgmath::{Deg, InnerSpace, Vector2};
use nalgebra::vector;
use rapier2d::dynamics::RigidBody;
use crate::{util, ShipPhysicsHandle};
use galactica_content as content;
use galactica_gameobject as object;
use galactica_render::ObjectSprite;
pub struct ShipControls {
pub left: bool,
pub right: bool,
pub thrust: bool,
pub guns: bool,
}
impl ShipControls {
pub fn new() -> Self {
ShipControls {
left: false,
right: false,
thrust: false,
guns: false,
}
}
}
/// A ship instance in the physics system
/// TODO: Decouple ship data from physics
pub struct ShipWorldObject {
/// TODO
pub physics_handle: ShipPhysicsHandle,
/// TODO
pub ship: object::Ship,
/// TODO
pub controls: ShipControls,
}
impl ShipWorldObject {
/// Make a new ship
pub fn new(ship: object::Ship, physics_handle: ShipPhysicsHandle) -> Self {
ShipWorldObject {
physics_handle,
ship,
controls: ShipControls::new(),
}
}
/// Apply the effects of all active controls
pub fn tick(&mut self, r: &mut RigidBody, t: f32) {
let ship_rot = util::rigidbody_rotation(r);
let engine_force = ship_rot * t;
if self.controls.thrust {
r.apply_impulse(
vector![engine_force.x, engine_force.y] * self.ship.outfits.stats.engine_thrust,
true,
);
}
if self.controls.right {
r.apply_torque_impulse(self.ship.outfits.stats.steer_power * -100.0 * t, true);
}
if self.controls.left {
r.apply_torque_impulse(self.ship.outfits.stats.steer_power * 100.0 * t, true);
}
for i in self.ship.outfits.iter_guns() {
i.cooldown -= t;
}
}
/// Get this ship's sprite
pub fn get_sprite(&self, ct: &content::Content, r: &RigidBody) -> ObjectSprite {
let ship_pos = util::rigidbody_position(r);
let ship_rot = util::rigidbody_rotation(r);
// Sprites point north at 0 degrees
let ship_ang: Deg<f32> = ship_rot.angle(Vector2 { x: 0.0, y: 1.0 }).into();
let s = ct.get_ship(self.ship.handle);
ObjectSprite {
pos: (ship_pos.x, ship_pos.y, 1.0).into(),
texture: s.sprite_texture,
angle: -ship_ang,
size: s.size,
children: if self.controls.thrust {
Some(self.ship.outfits.get_engine_flares())
} else {
None
},
}
}
}

View File

@ -1,35 +1,32 @@
use cgmath::Point2;
use cgmath::{Deg, EuclideanSpace, InnerSpace, Matrix2, Point2, Rad, Vector2};
use crossbeam::channel::Receiver;
use nalgebra::vector;
use rand::Rng;
use rapier2d::{
dynamics::{RigidBody, RigidBodyBuilder, RigidBodyHandle},
geometry::{ColliderBuilder, ColliderHandle, CollisionEvent},
pipeline::ChannelEventCollector,
pipeline::{ActiveEvents, ChannelEventCollector},
};
use std::{collections::HashMap, f32::consts::PI};
use crate::{
objects,
objects::{Projectile, ShipOutfits},
wrapper::Wrapper,
ShipHandle,
};
use crate::{objects, objects::ProjectileWorldObject, util, wrapper::Wrapper, ShipPhysicsHandle};
use galactica_content as content;
use galactica_gameobject as object;
use galactica_render::ObjectSprite;
/// Keeps track of all objects in the world that we can interact with.
/// Also wraps our physics engine
pub struct Physics {
pub struct World {
wrapper: Wrapper,
projectiles: HashMap<ColliderHandle, objects::Projectile>,
ships: HashMap<ColliderHandle, objects::Ship>,
projectiles: HashMap<ColliderHandle, objects::ProjectileWorldObject>,
ships: HashMap<ColliderHandle, objects::ShipWorldObject>,
collision_handler: ChannelEventCollector,
collision_queue: Receiver<CollisionEvent>,
}
// Private methods
impl Physics {
impl<'a> World {
fn remove_projectile(&mut self, c: ColliderHandle) {
let p = match self.projectiles.remove(&c) {
Some(p) => p,
@ -45,7 +42,7 @@ impl Physics {
);
}
fn remove_ship(&mut self, h: ShipHandle) {
fn remove_ship(&mut self, h: ShipPhysicsHandle) {
self.wrapper.rigid_body_set.remove(
h.0,
&mut self.wrapper.im,
@ -57,20 +54,70 @@ impl Physics {
self.ships.remove(&h.1);
}
fn add_projectile(&mut self, pb: objects::ProjectileBuilder) -> ColliderHandle {
let r = self.wrapper.rigid_body_set.insert(pb.rigid_body.build());
let c = self.wrapper.collider_set.insert_with_parent(
pb.collider.build(),
r,
/// Add a projectile fired from a ship
fn add_projectiles(
&mut self,
s: &ShipPhysicsHandle,
p: Vec<(object::Projectile, content::GunPoint)>,
) {
let mut rng = rand::thread_rng();
for (projectile, point) in p {
let r = self.get_ship_body(&s).unwrap().1;
let ship_pos = util::rigidbody_position(r);
let ship_rot = util::rigidbody_rotation(r);
let ship_vel = util::rigidbody_velocity(r);
let ship_ang = ship_rot.angle(Vector2 { x: 0.0, y: 1.0 });
let pos = ship_pos + (Matrix2::from_angle(-ship_ang) * point.pos.to_vec());
let spread: Rad<f32> = Deg(rng.gen_range(
-(projectile.content.angle_rng.0 / 2.0)..=projectile.content.angle_rng.0 / 2.0,
))
.into();
let vel = ship_vel
+ (Matrix2::from_angle(-ship_ang + spread)
* Vector2 {
x: 0.0,
y: projectile.content.speed
+ rng.gen_range(
-projectile.content.speed_rng..=projectile.content.speed_rng,
),
});
let rigid_body = RigidBodyBuilder::kinematic_velocity_based()
.translation(vector![pos.x, pos.y])
.rotation(-ship_ang.0)
.linvel(vector![vel.x, vel.y])
.build();
let collider = ColliderBuilder::ball(5.0)
.sensor(true)
.active_events(ActiveEvents::COLLISION_EVENTS)
.build();
let rigid_body = self.wrapper.rigid_body_set.insert(rigid_body);
let collider = self.wrapper.collider_set.insert_with_parent(
collider,
rigid_body,
&mut self.wrapper.rigid_body_set,
);
self.projectiles.insert(c, Projectile::new(pb, r, c));
return c;
self.projectiles.insert(
collider.clone(),
ProjectileWorldObject {
projectile: projectile,
rigid_body,
collider,
},
);
}
}
}
// Public methods
impl Physics {
impl<'a> World {
/// Create a new physics system
pub fn new() -> Self {
let (collision_send, collision_queue) = crossbeam::channel::unbounded();
@ -89,23 +136,23 @@ impl Physics {
/// TODO: decouple from Ship::new()
pub fn add_ship(
&mut self,
ct: &content::Ship,
outfits: ShipOutfits,
ct: &content::Content,
ship: object::Ship,
position: Point2<f32>,
faction: content::FactionHandle,
) -> ShipHandle {
) -> ShipPhysicsHandle {
let ship_content = ct.get_ship(ship.handle);
let cl = ColliderBuilder::convex_decomposition(
&ct.collision.points[..],
&ct.collision.indices[..],
&ship_content.collision.points[..],
&ship_content.collision.indices[..],
)
// Rotate collider to match sprite
// (Collider starts pointing east, sprite starts pointing north.)
.rotation(PI / -2.0)
.mass(ct.mass);
.mass(ship_content.mass);
let rb = RigidBodyBuilder::dynamic()
.angular_damping(ct.angular_drag)
.linear_damping(ct.linear_drag)
.angular_damping(ship_content.angular_drag)
.linear_damping(ship_content.linear_drag)
.translation(vector![position.x, position.y])
.can_sleep(false);
@ -116,32 +163,33 @@ impl Physics {
&mut self.wrapper.rigid_body_set,
);
let h = ShipHandle(r, c);
self.ships
.insert(c, objects::Ship::new(ct, outfits, h, faction));
let h = ShipPhysicsHandle(r, c);
self.ships.insert(c, objects::ShipWorldObject::new(ship, h));
return h;
}
/// Step this physics system by `t` seconds
pub fn step(&mut self, t: f32, ct: &content::Content) {
// Run ship updates
let mut res = Vec::new();
// TODO: Clean this mess
let mut ps = Vec::new();
let mut to_remove = Vec::new();
for (_, s) in &mut self.ships {
if s.hull <= 0.0 {
if s.ship.hull <= 0.0 {
to_remove.push(s.physics_handle);
continue;
}
let r = &mut self.wrapper.rigid_body_set[s.physics_handle.0];
res.push(s.apply_controls(r, t));
s.tick(r, t);
if s.controls.guns {
ps.push((s.physics_handle, s.ship.fire_guns()));
}
}
for r in to_remove {
self.remove_ship(r);
}
for r in res {
for p in r.projectiles {
self.add_projectile(p);
}
for (s, p) in ps {
self.add_projectiles(&s, p);
}
// Update physics
@ -153,7 +201,7 @@ impl Physics {
let a = &event.collider1();
let b = &event.collider2();
// If projectiles are a part of this collision, make sure
// If projectiles are part of this collision, make sure
// `a` is one of them.
let (a, b) = if self.projectiles.contains_key(b) {
(b, a)
@ -163,16 +211,9 @@ impl Physics {
if let Some(p) = self.projectiles.get(a) {
if let Some(s) = self.ships.get_mut(b) {
let p_faction = ct.get_faction(p.faction);
let r = p_faction.relationships[&s.faction];
match r {
content::Relationship::Hostile => {
// TODO: implement death and spawning, and enable damage
//s.hull -= p.damage;
let hit = s.ship.handle_projectile_collision(ct, &p.projectile);
if hit {
self.remove_projectile(*a);
self.remove_projectile(*b);
}
_ => {}
}
}
}
@ -182,8 +223,8 @@ impl Physics {
// Delete projectiles
let mut to_remove = Vec::new();
for (_, p) in &mut self.projectiles {
p.tick(t);
if p.is_expired() {
p.projectile.tick(t);
if p.projectile.is_expired() {
to_remove.push(p.collider);
}
}
@ -198,18 +239,23 @@ impl Physics {
}
/// Get a ship from a handle
pub fn get_ship_mut(&mut self, s: &ShipHandle) -> Option<&mut objects::Ship> {
pub fn get_ship_mut(&mut self, s: &ShipPhysicsHandle) -> Option<&mut objects::ShipWorldObject> {
self.ships.get_mut(&s.1)
}
/// Get a ship and its rigidbody from a handle
pub fn get_ship_body(&self, s: &ShipHandle) -> Option<(&objects::Ship, &RigidBody)> {
pub fn get_ship_body(
&self,
s: &ShipPhysicsHandle,
) -> Option<(&objects::ShipWorldObject, &RigidBody)> {
// TODO: handle dead handles
Some((self.ships.get(&s.1)?, self.wrapper.rigid_body_set.get(s.0)?))
}
/// Iterate over all ships in this physics system
pub fn iter_ship_body(&self) -> impl Iterator<Item = (&objects::Ship, &RigidBody)> + '_ {
pub fn iter_ship_body(
&self,
) -> impl Iterator<Item = (&objects::ShipWorldObject, &RigidBody)> + '_ {
self.ships.values().map(|x| {
(
x,
@ -219,10 +265,13 @@ impl Physics {
}
/// Iterate over all ship sprites in this physics system
pub fn get_ship_sprites(&self) -> impl Iterator<Item = ObjectSprite> + '_ {
pub fn get_ship_sprites(
&'a self,
ct: &'a content::Content,
) -> impl Iterator<Item = ObjectSprite> + '_ {
self.ships
.values()
.map(|x| x.get_sprite(&self.wrapper.rigid_body_set[x.physics_handle.0]))
.map(|x| x.get_sprite(ct, &self.wrapper.rigid_body_set[x.physics_handle.0]))
}
/// Iterate over all projectile sprites in this physics system

View File

@ -5,9 +5,10 @@ use winit::event::{ElementState, MouseButton, MouseScrollDelta, TouchPhase, Virt
use super::{camera::Camera, system::System};
use crate::{content, inputstatus::InputStatus};
use galactica_constants;
use galactica_physics::{objects::ShipOutfits, util, Physics, ShipHandle};
use galactica_gameobject as object;
use galactica_render::{AnchoredUiPosition, ObjectSprite, UiSprite};
use galactica_shipbehavior::{behavior, ShipBehavior};
use galactica_world::{util, ShipPhysicsHandle, World};
struct Ui {}
@ -18,8 +19,8 @@ impl Ui {
fn build_radar(
&self,
player: &ShipHandle,
physics: &Physics,
player: &ShipPhysicsHandle,
physics: &World,
ct: &content::Content,
) -> Vec<UiSprite> {
let mut out = Vec::new();
@ -68,52 +69,63 @@ impl Ui {
pub struct Game {
pub input: InputStatus,
pub last_update: Instant,
pub player: ShipHandle,
pub player: ShipPhysicsHandle,
pub system: System,
pub camera: Camera,
paused: bool,
pub time_scale: f32,
ui: Ui,
physics: Physics,
physics: World,
shipbehaviors: Vec<Box<dyn ShipBehavior>>,
content: content::Content,
}
impl Game {
pub fn new(ct: content::Content) -> Self {
let mut physics = Physics::new();
let mut physics = World::new();
let ss = ct.get_ship(content::ShipHandle { index: 0 });
let mut o1 = ShipOutfits::new(&ct.ships[0]);
o1.add(ct.outfits[0].clone());
o1.add_gun(ct.guns[0].clone());
o1.add_gun(ct.guns[0].clone());
let mut o1 = object::OutfitSet::new(ss);
o1.add(&ct, content::OutfitHandle { index: 0 });
o1.add_gun(&ct, content::GunHandle { index: 0 });
o1.add_gun(&ct, content::GunHandle { index: 0 });
let h1 = physics.add_ship(
&ct.ships[0],
let s = object::Ship::new(
&ct,
content::ShipHandle { index: 0 },
content::FactionHandle { index: 0 },
o1,
Point2 { x: 0.0, y: 0.0 },
content::FactionHandle { index: 0 },
);
let h2 = physics.add_ship(
&ct.ships[0],
ShipOutfits::new(&ct.ships[0]),
Point2 { x: 300.0, y: 300.0 },
let h1 = physics.add_ship(&ct, s, Point2 { x: 0.0, y: 0.0 });
let s = object::Ship::new(
&ct,
content::ShipHandle { index: 0 },
content::FactionHandle { index: 0 },
object::OutfitSet::new(ss),
);
let h2 = physics.add_ship(&ct, s, Point2 { x: 300.0, y: 300.0 });
let mut o1 = object::OutfitSet::new(ss);
o1.add(&ct, content::OutfitHandle { index: 0 });
o1.add_gun(&ct, content::GunHandle { index: 0 });
let s = object::Ship::new(
&ct,
content::ShipHandle { index: 0 },
content::FactionHandle { index: 0 },
o1,
);
let mut o2 = ShipOutfits::new(&ct.ships[0]);
o2.add(ct.outfits[0].clone());
o2.add_gun(ct.guns[0].clone());
let h3 = physics.add_ship(
&ct.ships[0],
o2,
&ct,
s,
Point2 {
x: -300.0,
y: 300.0,
},
content::FactionHandle { index: 1 },
);
let mut shipbehaviors: Vec<Box<dyn ShipBehavior>> = Vec::new();
@ -198,7 +210,7 @@ impl Game {
let mut sprites: Vec<ObjectSprite> = Vec::new();
sprites.append(&mut self.system.get_sprites());
sprites.extend(self.physics.get_ship_sprites());
sprites.extend(self.physics.get_ship_sprites(&self.content));
// Make sure sprites are drawn in the correct order
// (note the reversed a, b in the comparator)