Minor cleanup

master
Mark 2024-01-08 21:02:02 -08:00
parent 10682db347
commit fef43d8744
Signed by: Mark
GPG Key ID: C6D63995FE72FD80
15 changed files with 26 additions and 53 deletions

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@ -14,9 +14,10 @@
- Better loading
- incremental?
- Higher texture limit (16 x 8096 x 8096 isn't enough)
- GPU limits? (texture size, texture number)
- GPU limits? (texture size, texture number, particle/sprite limits)
- Particles when a ship is damaged (events)
- Sticky radar
- Clean up world and objects
----------------------------------
@ -50,7 +51,6 @@
- Orbiting debris (asteroids)
- Collectibles (flotsam)
- UI
- health, shields (cpu by tinyskia?)
- loading screen, menus
- Indicators (planet names, enemy ship stats)
- Landable planets
@ -126,6 +126,7 @@
- Nova dust parallax
- Engine flare ease in/out
- Lens flare
- Clustered starfield
## Write and Document
- Parallax
@ -141,7 +142,7 @@
- Handles
- Content specification and pipeline
- How packer and optimizations work, and why
- How big should sprites be? (resize existing)
- How big should sprite resolutions be? How about frame rate?
- Naming: atlas, sprite, image, frame, texture
@ -158,4 +159,5 @@
- Find your wreckage when you die (dark souls/HK)
- Lose some outfits, lose ship? Real risk for going out! (HK does this well)
- Damage to ship subsystems
- Soft and highly armored ship points
- Repair your own ship

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@ -103,7 +103,5 @@ fade_rng = 0.1
# TODO:
# effect probabilities & variants
# multiple particles in one effect
# fade
# document: effect vs particle
# sprite lifetime/fps variation (and effects inherit lifetime later)
# universal effect creator

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@ -7,7 +7,6 @@ linear_drag = 0.2
angular_drag = 0.2
# TODO: disable
# TODO: damage effects
space.outfit = 200
space.engine = 50

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@ -1,5 +1,5 @@
use anyhow::{bail, Context, Result};
use cgmath::Deg;
use cgmath::{Deg, Rad};
use serde::Deserialize;
use std::collections::HashMap;
@ -109,7 +109,7 @@ pub struct Projectile {
/// `spread / 2` degrees in both directions.
///
/// (Forming a "fire cone" of `spread` degrees)
pub angle_rng: Deg<f32>,
pub angle_rng: Rad<f32>,
/// The particle this projectile will spawn when it hits something
pub impact_effect: Option<EffectHandle>,
@ -173,7 +173,7 @@ impl crate::Build for Gun {
// Divide by 2, so the angle matches the angle of the fire cone.
// This should ALWAYS be done in the content parser.
angle_rng: Deg(gun.projectile.angle_rng / 2.0),
angle_rng: Deg(gun.projectile.angle_rng / 2.0).into(),
impact_effect,
expire_effect,
collider: gun.projectile.collider,

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@ -1,5 +1,5 @@
use anyhow::{bail, Context, Result};
use cgmath::{Deg, Point3};
use cgmath::{Deg, Point3, Rad};
use std::collections::{HashMap, HashSet};
use crate::{handle::SpriteHandle, util::Polar, Content, ContentBuildContext};
@ -106,8 +106,8 @@ pub struct Object {
/// relative to the system's center (0, 0).
pub position: Point3<f32>,
/// This object's sprite's angle, in degrees.
pub angle: Deg<f32>,
/// This object's sprite's angle.
pub angle: Rad<f32>,
}
/// Helper function for resolve_position, never called on its own.
@ -162,7 +162,7 @@ fn resolve_position(
let plane = Polar {
center: (r.x, r.y).into(),
radius: p.radius,
angle: Deg(p.angle),
angle: Deg(p.angle).into(),
}
.to_cartesian();
Ok(Point3 {
@ -203,7 +203,7 @@ impl crate::Build for System {
position: resolve_position(&system.object, &obj, cycle_detector)
.with_context(|| format!("In object {:#?}", label))?,
size: obj.size,
angle: Deg(obj.angle.unwrap_or(0.0)),
angle: Deg(obj.angle.unwrap_or(0.0)).into(),
});
}

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@ -1,10 +1,10 @@
use cgmath::{Angle, Deg, Point2, Vector2};
use cgmath::{Angle, Point2, Rad, Vector2};
#[derive(Debug, Clone, Copy)]
pub struct Polar {
pub center: Point2<f32>,
pub radius: f32,
pub angle: Deg<f32>,
pub angle: Rad<f32>,
}
impl Polar {

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@ -162,7 +162,6 @@ impl Game {
self.input.v_scroll = 0.0;
}
// TODO: Camera physics
let r = self
.world
.get_ship_mut(&self.player)

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@ -137,7 +137,6 @@ impl<'a> OutfitSet {
self.available_space.occupy(&outfit.space);
self.stats.add(&outfit);
self.outfits.push(o);
//self.update_engine_flares();
return true;
}
@ -150,8 +149,6 @@ impl<'a> OutfitSet {
};
self.available_space.free(&outfit.space);
self.outfits.remove(i);
self.stats.remove(&outfit);
//self.update_engine_flares();
}
/// Add a gun to this outfit set.

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@ -1,4 +1,4 @@
use cgmath::{Deg, Point3};
use cgmath::{Point3, Rad};
use galactica_content as content;
@ -6,17 +6,5 @@ pub struct SystemObject {
pub sprite: content::SpriteHandle,
pub pos: Point3<f32>,
pub size: f32,
pub angle: Deg<f32>,
}
impl SystemObject {
//pub(crate) fn get_sprite(&self) -> ObjectSprite {
// return ObjectSprite {
// sprite: self.sprite,
// pos: self.pos,
// angle: self.angle,
// size: self.size,
// children: None,
// };
//}
pub angle: Rad<f32>,
}

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@ -8,10 +8,8 @@ use std::{
};
// TODO: article
// TODO: rework texturearray
// TODO: reasonable sprite sizes
// TODO: consistent naming
// TODO: parallelize
// TODO: consistent naming (document)
// spriteatlas: the big images
// texture: the same, what we load to wgpu
// image: a single file

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@ -1,7 +1,6 @@
#![warn(missing_docs)]
//! This crate creates texture atlases from an asset tree.
//! The main interface for this crate is ... TODO
use std::{collections::HashMap, path::PathBuf};

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@ -11,7 +11,7 @@ use walkdir::WalkDir;
// TODO: dynamic packing (for plugins)
// TODO: standalone cli (galactica should ask to run this)
// TODO: randomly assign sprites to textures, for efficiency
// TODO: group images by use case
// TODO: group images by use case (dynamic loading algorithm)
fn main() -> Result<()> {
let mut files = Vec::new();

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@ -98,9 +98,7 @@ impl GPUState {
if size < 2.0 {
continue;
}
let angle: Deg<f32> = util::rigidbody_rotation(r)
.angle(Vector2 { x: 0.0, y: 1.0 })
.into();
let angle = util::rigidbody_rotation(r).angle(Vector2 { x: 0.0, y: 1.0 });
let f = state.content.get_faction(s.ship.faction).color;
let f = [f[0], f[1], f[2], 1.0];
@ -124,7 +122,7 @@ impl GPUState {
bytemuck::cast_slice(&[UiInstance {
anchor: PositionAnchor::NwC.to_int(),
position: position.into(),
angle: -Rad::from(angle).0, // TODO: consistent angles
angle: -angle.0, // TODO: consistent angles
size,
color: f.into(),
sprite_index: ship_sprite.get_index(),

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@ -16,7 +16,7 @@ pub struct RenderState<'a> {
/// The world state to render
pub world: &'a World,
// TODO: handle overflow
// TODO: handle overflow. is it a problem?
/// The current time, in seconds
pub current_time: f32,

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@ -166,9 +166,7 @@ impl<'a> World {
.get(projectile.rigid_body)
.unwrap();
let pos = util::rigidbody_position(pr);
let angle: Deg<f32> = util::rigidbody_rotation(pr)
.angle(Vector2 { x: 1.0, y: 0.0 })
.into();
let angle = util::rigidbody_rotation(pr).angle(Vector2 { x: 1.0, y: 0.0 });
match &projectile.projectile.content.impact_effect {
None => {}
@ -182,7 +180,7 @@ impl<'a> World {
particles.push(ParticleBuilder::from_content(
effect,
pos,
Rad::from(-angle),
-angle,
parent_velocity,
Vector2 {
x: target_velocity.x,
@ -323,9 +321,7 @@ impl<'a> World {
let x = ct.get_effect(*x);
let pos = util::rigidbody_position(&pr);
let vel = util::rigidbody_velocity(&pr);
let angle: Deg<f32> = util::rigidbody_rotation(&pr)
.angle(Vector2 { x: 1.0, y: 0.0 })
.into();
let angle = util::rigidbody_rotation(&pr).angle(Vector2 { x: 1.0, y: 0.0 });
let velocity = {
let a = rng
@ -339,7 +335,7 @@ impl<'a> World {
particles.push(ParticleBuilder::from_content(
x,
pos,
Rad::from(-angle),
-angle,
velocity,
Vector2::zero(),
));
@ -368,7 +364,6 @@ impl<'a> World {
&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)?))
}