More cleanup
parent
b309a074dc
commit
bcf10e416b
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@ -582,9 +582,10 @@ dependencies = [
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"crossbeam",
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"galactica-constants",
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"galactica-content",
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"galactica-physics",
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"galactica-gameobject",
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"galactica-render",
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"galactica-shipbehavior",
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"galactica-world",
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"image",
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"nalgebra",
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"pollster",
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@ -613,7 +614,7 @@ dependencies = [
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]
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[[package]]
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name = "galactica-physics"
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name = "galactica-gameobject"
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version = "0.0.0"
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dependencies = [
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"cgmath",
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@ -646,7 +647,21 @@ 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-physics",
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"galactica-world",
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]
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[[package]]
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name = "galactica-world"
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version = "0.0.0"
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dependencies = [
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"cgmath",
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"crossbeam",
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"galactica-content",
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"galactica-gameobject",
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"galactica-render",
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"nalgebra",
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"rand",
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"rapier2d",
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]
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[[package]]
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@ -32,8 +32,9 @@ members = [
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"crates/content",
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"crates/render",
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"crates/constants",
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"crates/physics",
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"crates/world",
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"crates/shipbehavior",
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"crates/gameobject",
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]
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@ -42,8 +43,9 @@ members = [
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galactica-content = { path = "crates/content" }
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galactica-render = { path = "crates/render" }
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galactica-constants = { path = "crates/constants" }
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galactica-physics = { path = "crates/physics" }
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galactica-world = { path = "crates/world" }
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galactica-shipbehavior = { path = "crates/shipbehavior" }
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galactica-gameobject = { path = "crates/gameobject" }
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# Files
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image = { version = "0.24", features = ["png"] }
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@ -2,10 +2,6 @@
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space.weapon = 10
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# Angle of fire cone
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# Smaller angle = more accurate
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spread = 2
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# Average delay between shots
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rate = 0.2
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# Random rate variation (+- this in both directions)
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@ -23,3 +19,8 @@ projectile.speed_rng = 10.0
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projectile.lifetime = 2.0
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projectile.lifetime_rng = 0.2
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projectile.damage = 10.0
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# Random variation of firing angle.
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# If this is 0, the projectile always goes straight.
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# If this is 10, projectiles will form a cone of 10 degrees
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# ( 5 degrees on each side )
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projectile.angle_rng = 2
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@ -1,6 +1,13 @@
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//! This module defines lightweight handles for every content type.
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//! This isn't strictly necessary (we could refer to them using their string keys),
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//! but this approach doesn't require frequent string cloning, and
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//! gives each content type a distinct Rust type.
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//!
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//! We could also use raw references to content types, but that creates a mess of lifetimes
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//! in our code. It's managable, but the approach here is simpler and easier to understand.
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use std::{cmp::Eq, hash::Hash};
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/// Represents a specific texture defined in the content dir.
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/// A lightweight representation of a
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#[derive(Debug, Clone, Copy)]
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pub struct TextureHandle {
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/// The index of this texture in content.textures
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@ -23,11 +30,63 @@ impl PartialEq for TextureHandle {
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}
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}
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/// A lightweight representation of an outfit
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub struct OutfitHandle {
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/// TODO
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pub index: usize,
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}
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impl Hash for OutfitHandle {
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fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
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self.index.hash(state)
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}
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}
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/// A lightweight representation of a gun
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub struct GunHandle {
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/// TODO
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pub index: usize,
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}
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impl Hash for GunHandle {
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fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
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self.index.hash(state)
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}
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}
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/// A lightweight representation of a ship
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub struct ShipHandle {
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/// TODO
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pub index: usize,
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}
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impl Hash for ShipHandle {
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fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
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self.index.hash(state)
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}
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}
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/// A lightweight representation of a star system
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub struct SystemHandle {
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/// TODO
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pub index: usize,
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}
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impl Hash for SystemHandle {
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fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
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self.index.hash(state)
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}
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}
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/// A lightweight representation of a faction
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub struct FactionHandle {
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/// The index of this faction in content.factions
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/// TODO: pub in crate, currently for debug.
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/// TODO: pub in crate, currently for debug (same with all other handles)
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pub index: usize,
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}
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@ -17,15 +17,16 @@ use std::{
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use toml;
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use walkdir::WalkDir;
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pub use handle::{FactionHandle, TextureHandle};
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pub use handle::{FactionHandle, GunHandle, OutfitHandle, ShipHandle, SystemHandle, TextureHandle};
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pub use part::{
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EnginePoint, Faction, Gun, GunPoint, Outfit, OutfitSpace, Relationship, Ship, System, Texture,
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EnginePoint, Faction, Gun, GunPoint, Outfit, OutfitSpace, Projectile, Relationship, Ship,
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System, Texture,
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};
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mod syntax {
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use anyhow::{bail, Result};
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use anyhow::{bail, Context, Result};
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use serde::Deserialize;
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use std::collections::HashMap;
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use std::{collections::HashMap, fmt::Display, hash::Hash};
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use crate::part::{faction, gun, outfit, ship, system, texture};
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@ -39,6 +40,31 @@ mod syntax {
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pub faction: Option<HashMap<String, faction::syntax::Faction>>,
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}
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fn merge_hashmap<K, V>(
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to: &mut Option<HashMap<K, V>>,
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mut from: Option<HashMap<K, V>>,
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) -> Result<()>
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where
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K: Hash + Eq + Display,
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{
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if to.is_none() {
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*to = from.take();
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return Ok(());
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}
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if let Some(from_inner) = from {
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let to_inner = to.as_mut().unwrap();
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for (k, v) in from_inner {
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if to_inner.contains_key(&k) {
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bail!("Found duplicate key `{k}`");
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} else {
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to_inner.insert(k, v);
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}
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}
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}
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return Ok(());
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}
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impl Root {
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pub fn new() -> Self {
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Self {
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@ -52,98 +78,16 @@ mod syntax {
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}
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pub fn merge(&mut self, other: Root) -> Result<()> {
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// Insert if not exists
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// TODO: replace with a macro and try_insert once that is stable
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if let Some(a) = other.gun {
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if self.gun.is_none() {
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self.gun = Some(a);
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} else {
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let sg = self.gun.as_mut().unwrap();
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for (k, v) in a {
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if sg.contains_key(&k) {
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bail!("Repeated gun name {k}");
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} else {
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sg.insert(k, v);
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}
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}
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}
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}
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if let Some(a) = other.ship {
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if self.ship.is_none() {
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self.ship = Some(a);
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} else {
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let sg = self.ship.as_mut().unwrap();
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for (k, v) in a {
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if sg.contains_key(&k) {
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bail!("Repeated ship name {k}");
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} else {
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sg.insert(k, v);
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}
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}
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}
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}
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if let Some(a) = other.system {
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if self.system.is_none() {
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self.system = Some(a);
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} else {
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let sg = self.system.as_mut().unwrap();
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for (k, v) in a {
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if sg.contains_key(&k) {
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bail!("Repeated system name {k}");
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} else {
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sg.insert(k, v);
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}
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}
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}
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}
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if let Some(a) = other.outfit {
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if self.outfit.is_none() {
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self.outfit = Some(a);
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} else {
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let sg = self.outfit.as_mut().unwrap();
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for (k, v) in a {
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if sg.contains_key(&k) {
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bail!("Repeated engine name {k}");
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} else {
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sg.insert(k, v);
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}
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}
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}
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}
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if let Some(a) = other.texture {
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if self.texture.is_none() {
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self.texture = Some(a);
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} else {
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let sg = self.texture.as_mut().unwrap();
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for (k, v) in a {
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if sg.contains_key(&k) {
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bail!("Repeated texture name {k}");
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} else {
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sg.insert(k, v);
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}
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}
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}
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}
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if let Some(a) = other.faction {
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if self.faction.is_none() {
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self.faction = Some(a);
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} else {
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let sg = self.faction.as_mut().unwrap();
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for (k, v) in a {
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if sg.contains_key(&k) {
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bail!("Repeated faction name {k}");
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} else {
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sg.insert(k, v);
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}
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}
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}
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}
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merge_hashmap(&mut self.gun, other.gun).with_context(|| "while merging guns")?;
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merge_hashmap(&mut self.ship, other.ship).with_context(|| "while merging ships")?;
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merge_hashmap(&mut self.system, other.system)
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.with_context(|| "while merging systems")?;
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merge_hashmap(&mut self.outfit, other.outfit)
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.with_context(|| "while merging outfits")?;
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merge_hashmap(&mut self.texture, other.texture)
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.with_context(|| "while merging textures")?;
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merge_hashmap(&mut self.faction, other.faction)
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.with_context(|| "while merging factions")?;
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return Ok(());
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}
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}
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@ -161,38 +105,35 @@ trait Build {
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/// Represents static game content
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#[derive(Debug)]
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pub struct Content {
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/// Star systems
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pub systems: Vec<part::system::System>,
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/// Ship bodies
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pub ships: Vec<part::ship::Ship>,
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/// Ship guns
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pub guns: Vec<part::gun::Gun>,
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/// Outfits
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pub outfits: Vec<part::outfit::Outfit>,
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/* Configuration values */
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/// Root directory for textures
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texture_root: PathBuf,
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/// Name of starfield texture
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starfield_texture_name: String,
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/// Textures
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pub textures: Vec<part::texture::Texture>,
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/// Factions
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pub factions: Vec<part::faction::Faction>,
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/// Map strings to texture handles
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/// This is never used outside this crate.
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texture_index: HashMap<String, handle::TextureHandle>,
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/// The texture to use for starfield stars
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starfield_handle: Option<handle::TextureHandle>,
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/// Root directory for textures
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texture_root: PathBuf,
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/// Outfits
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outfits: Vec<part::outfit::Outfit>,
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/// Name of starfield texture
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starfield_texture_name: String,
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/// Ship guns
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guns: Vec<part::gun::Gun>,
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/// Ship bodies
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ships: Vec<part::ship::Ship>,
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/// Star systems
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pub systems: Vec<part::system::System>,
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/// Factions
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factions: Vec<part::faction::Faction>,
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}
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// Loading methods
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impl Content {
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fn try_parse(path: &Path) -> Result<syntax::Root> {
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let mut file_string = String::new();
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@ -201,32 +142,6 @@ impl Content {
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return Ok(toml::from_str(&file_string)?);
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}
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/// Get the texture handle for the starfield texture
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pub fn get_starfield_handle(&self) -> TextureHandle {
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match self.starfield_handle {
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Some(h) => h,
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None => unreachable!("Starfield texture hasn't been loaded yet!"),
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}
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}
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/// Get a texture from a handle
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pub fn get_texture_handle(&self, name: &str) -> TextureHandle {
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return *self.texture_index.get(name).unwrap();
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// TODO: handle errors
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}
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/// Get a texture from a handle
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pub fn get_texture(&self, h: TextureHandle) -> &Texture {
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// In theory, this could fail if h has a bad index, but that shouldn't ever happen.
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// The only TextureHandles that exist should be created by this crate.
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return &self.textures[h.index];
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}
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/// Get a faction from a handle
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pub fn get_faction(&self, h: FactionHandle) -> &Faction {
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return &self.factions[h.index];
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}
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/// Load content from a directory.
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pub fn load_dir(
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path: PathBuf,
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@ -296,3 +211,54 @@ impl Content {
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return Ok(content);
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}
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}
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// Access methods
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impl Content {
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/// Get the texture handle for the starfield texture
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pub fn get_starfield_handle(&self) -> TextureHandle {
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match self.starfield_handle {
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Some(h) => h,
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None => unreachable!("Starfield texture hasn't been loaded yet!"),
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}
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}
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/// Get a handle from a texture name
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pub fn get_texture_handle(&self, name: &str) -> TextureHandle {
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return match self.texture_index.get(name) {
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Some(s) => *s,
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None => unreachable!("get_texture_handle was called with a bad handle!"),
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};
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}
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/// Get a texture from a handle
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pub fn get_texture(&self, h: TextureHandle) -> &Texture {
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// In theory, this could fail if h has a bad index, but that shouldn't ever happen.
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// The only TextureHandles that exist should be created by this crate.
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return &self.textures[h.index];
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}
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/// Get an outfit from a handle
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pub fn get_outfit(&self, h: OutfitHandle) -> &Outfit {
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return &self.outfits[h.index];
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}
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/// Get a gun from a handle
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pub fn get_gun(&self, h: GunHandle) -> &Gun {
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return &self.guns[h.index];
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}
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/// Get a texture from a handle
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pub fn get_ship(&self, h: ShipHandle) -> &Ship {
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return &self.ships[h.index];
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}
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/// Get a system from a handle
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pub fn get_system(&self, h: SystemHandle) -> &System {
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return &self.systems[h.index];
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}
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/// Get a faction from a handle
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pub fn get_faction(&self, h: FactionHandle) -> &Faction {
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return &self.factions[h.index];
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}
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}
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@ -16,7 +16,6 @@ pub(crate) mod syntax {
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#[derive(Debug, Deserialize)]
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pub struct Gun {
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pub projectile: Projectile,
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pub spread: f32,
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pub rate: f32,
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pub rate_rng: f32,
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pub space: shared::syntax::OutfitSpace,
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@ -32,6 +31,7 @@ pub(crate) mod syntax {
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pub lifetime: f32,
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pub lifetime_rng: f32,
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pub damage: f32,
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pub angle_rng: f32,
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}
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}
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@ -44,13 +44,6 @@ pub struct Gun {
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/// The projectile this gun produces
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pub projectile: Projectile,
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/// The accuracy of this gun.
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/// Projectiles can be off center up to
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/// `spread / 2` degrees in both directions.
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///
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/// (Forming a "fire cone" of `spread` degrees)
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pub spread: Deg<f32>,
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/// Average delay between projectiles, in seconds.
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pub rate: f32,
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@ -87,6 +80,13 @@ pub struct Projectile {
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/// The damage this projectile does
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pub damage: f32,
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/// 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),
|
||||
},
|
||||
});
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
[package]
|
||||
name = "galactica-physics"
|
||||
name = "galactica-gameobject"
|
||||
version = "0.0.0"
|
||||
edition = "2021"
|
||||
|
|
@ -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;
|
|
@ -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() {
|
|
@ -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;
|
||||
}
|
||||
}
|
|
@ -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()
|
||||
}
|
||||
}
|
|
@ -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);
|
|
@ -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;
|
|
@ -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,
|
||||
}
|
||||
}
|
||||
}
|
|
@ -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
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
|
@ -5,5 +5,5 @@ edition = "2021"
|
|||
|
||||
[dependencies]
|
||||
galactica-content = { path = "../content" }
|
||||
galactica-physics = { path = "../physics" }
|
||||
galactica-world = { path = "../world" }
|
||||
cgmath = "0.18.0"
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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"
|
|
@ -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);
|
|
@ -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;
|
|
@ -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,
|
||||
}
|
||||
}
|
||||
}
|
|
@ -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
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
|
@ -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,
|
||||
&mut self.wrapper.rigid_body_set,
|
||||
);
|
||||
self.projectiles.insert(c, Projectile::new(pb, r, c));
|
||||
return c;
|
||||
/// 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(
|
||||
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;
|
||||
self.remove_projectile(*a);
|
||||
self.remove_projectile(*b);
|
||||
}
|
||||
_ => {}
|
||||
let hit = s.ship.handle_projectile_collision(ct, &p.projectile);
|
||||
if hit {
|
||||
self.remove_projectile(*a);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -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
|
|
@ -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)
|
||||
|
|
Loading…
Reference in New Issue