Renamed structs
parent
17aa76ac61
commit
e6a45a16a4
|
@ -43,15 +43,15 @@ impl Game {
|
|||
let t: Pfloat = self.last_update.elapsed().as_secs_f32();
|
||||
|
||||
if self.input.key_thrust {
|
||||
self.player.body.thrust(50.0 * t);
|
||||
self.player.physicsbody.thrust(50.0 * t);
|
||||
}
|
||||
|
||||
if self.input.key_right {
|
||||
self.player.body.rot(Deg(35.0) * t);
|
||||
self.player.physicsbody.rot(Deg(35.0) * t);
|
||||
}
|
||||
|
||||
if self.input.key_left {
|
||||
self.player.body.rot(Deg(-35.0) * t);
|
||||
self.player.physicsbody.rot(Deg(-35.0) * t);
|
||||
}
|
||||
|
||||
if self.input.v_scroll != 0.0 {
|
||||
|
@ -60,8 +60,8 @@ impl Game {
|
|||
self.input.v_scroll = 0.0;
|
||||
}
|
||||
|
||||
self.player.body.tick(t);
|
||||
self.camera.pos = self.player.body.pos;
|
||||
self.player.physicsbody.tick(t);
|
||||
self.camera.pos = self.player.physicsbody.pos;
|
||||
|
||||
self.last_update = Instant::now();
|
||||
}
|
||||
|
|
|
@ -1,13 +1,13 @@
|
|||
mod camera;
|
||||
mod doodad;
|
||||
mod game;
|
||||
mod inputstatus;
|
||||
mod ship;
|
||||
mod system;
|
||||
mod systemobject;
|
||||
|
||||
pub use camera::Camera;
|
||||
pub use doodad::Doodad;
|
||||
pub use game::Game;
|
||||
pub use inputstatus::InputStatus;
|
||||
pub use ship::Ship;
|
||||
pub use system::System;
|
||||
pub use systemobject::SystemObject;
|
||||
|
|
|
@ -1,7 +1,8 @@
|
|||
use cgmath::Point2;
|
||||
|
||||
use crate::{
|
||||
physics::Pfloat, physics::PhysBody, render::Sprite, render::SpriteTexture, render::Spriteable,
|
||||
physics::Pfloat, physics::PhysicsBody, render::Sprite, render::SpriteTexture,
|
||||
render::Spriteable,
|
||||
};
|
||||
|
||||
pub enum ShipKind {
|
||||
|
@ -25,14 +26,14 @@ impl ShipKind {
|
|||
}
|
||||
|
||||
pub struct Ship {
|
||||
pub body: PhysBody,
|
||||
pub physicsbody: PhysicsBody,
|
||||
kind: ShipKind,
|
||||
}
|
||||
|
||||
impl Ship {
|
||||
pub fn new(kind: ShipKind, pos: Point2<Pfloat>) -> Self {
|
||||
Ship {
|
||||
body: PhysBody::new(pos),
|
||||
physicsbody: PhysicsBody::new(pos),
|
||||
kind,
|
||||
}
|
||||
}
|
||||
|
@ -41,9 +42,9 @@ impl Ship {
|
|||
impl Spriteable for Ship {
|
||||
fn get_sprite(&self) -> Sprite {
|
||||
return Sprite {
|
||||
pos: (self.body.pos.x, self.body.pos.y, 1.0).into(),
|
||||
pos: (self.physicsbody.pos.x, self.physicsbody.pos.y, 1.0).into(),
|
||||
texture: self.kind.sprite(),
|
||||
angle: self.body.angle,
|
||||
angle: self.physicsbody.angle,
|
||||
scale: 1.0,
|
||||
size: self.kind.size(),
|
||||
};
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
use cgmath::{Point3, Vector2};
|
||||
use rand::{self, Rng};
|
||||
|
||||
use super::Doodad;
|
||||
use super::SystemObject;
|
||||
use crate::{
|
||||
consts, content, physics::Pfloat, render::Sprite, render::SpriteTexture, render::Spriteable,
|
||||
};
|
||||
|
@ -22,7 +22,7 @@ pub struct StarfieldStar {
|
|||
|
||||
pub struct System {
|
||||
pub name: String,
|
||||
bodies: Vec<Doodad>,
|
||||
bodies: Vec<SystemObject>,
|
||||
pub starfield: Vec<StarfieldStar>,
|
||||
}
|
||||
|
||||
|
@ -50,7 +50,7 @@ impl System {
|
|||
};
|
||||
|
||||
for o in &ct.objects {
|
||||
s.bodies.push(Doodad {
|
||||
s.bodies.push(SystemObject {
|
||||
pos: o.position,
|
||||
sprite: SpriteTexture(o.sprite.to_owned()),
|
||||
size: o.size,
|
||||
|
|
|
@ -2,14 +2,14 @@ use cgmath::{Deg, Point3};
|
|||
|
||||
use crate::{physics::Pfloat, render::Sprite, render::SpriteTexture, render::Spriteable};
|
||||
|
||||
pub struct Doodad {
|
||||
pub struct SystemObject {
|
||||
pub sprite: SpriteTexture,
|
||||
pub pos: Point3<Pfloat>,
|
||||
pub size: Pfloat,
|
||||
pub angle: Deg<Pfloat>,
|
||||
}
|
||||
|
||||
impl Spriteable for Doodad {
|
||||
impl Spriteable for SystemObject {
|
||||
fn get_sprite(&self) -> Sprite {
|
||||
return Sprite {
|
||||
texture: self.sprite.clone(),
|
|
@ -1,16 +1,16 @@
|
|||
use super::Pfloat;
|
||||
use cgmath::{Angle, Deg, Point2, Vector2};
|
||||
|
||||
pub struct PhysBody {
|
||||
pub struct PhysicsBody {
|
||||
pub pos: Point2<Pfloat>,
|
||||
pub vel: Vector2<Pfloat>,
|
||||
pub mass: Pfloat,
|
||||
pub angle: Deg<Pfloat>,
|
||||
}
|
||||
|
||||
impl PhysBody {
|
||||
impl PhysicsBody {
|
||||
pub fn new(pos: Point2<Pfloat>) -> Self {
|
||||
return PhysBody {
|
||||
return PhysicsBody {
|
||||
pos,
|
||||
vel: (0.0, 0.0).into(),
|
||||
mass: 0.3,
|
||||
|
|
|
@ -4,5 +4,5 @@ mod polar;
|
|||
// What kind of float shoud we use for physics?
|
||||
pub type Pfloat = f32;
|
||||
|
||||
pub use body::PhysBody;
|
||||
pub use body::PhysicsBody;
|
||||
pub use polar::Polar;
|
||||
|
|
Loading…
Reference in New Issue