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2a7d4a7688
Author | SHA1 | Date |
---|---|---|
Mark | 2a7d4a7688 | |
Mark | 5815bb9f9f |
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@ -7,3 +7,7 @@ end_of_line = lf
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charset = utf-8
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trim_trailing_whitespace = false
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insert_final_newline = false
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[*.md]
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indent_style = space
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indent_size = 2
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250
TODO.md
250
TODO.md
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@ -1,7 +1,129 @@
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## Specific Jobs
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- Fix angles (point, land)
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# Specific projects
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## Currently working on:
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- player selection
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- planet outfitter
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## Small jobs
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- Procedural suns
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- 🌟 Back arrow -> reverse
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- No wobble for ai ships & autopilot
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- 🌟 User-configurable outfit space types
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- 🌟 Sticky radar
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- Configurable radar
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- 🌟 Ship damage events, unify spawners
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- Better landing animation (slow down)
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- Land from farther away
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- Ship collapse: damage + force events
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- Redesign UI elements
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- Background haze: 3d perlin?
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- nova dust parallax
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- Motion blur
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- 🌟 Generate outlines and colliders
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- Then: outline self in status
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- Reverse engines + flares
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- Turn flares (physics by location?)
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- Angled engines & guns
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## Misc fixes & Optimizations
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- 🌟 Better errors when content/asset dirs don't exist
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- Clear `// TODO:` comments
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- Correct drawing order (player on top, landing ships)
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- Faster handles (better than a hashmap?)
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- Check for handle leaks
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- 🌟 Log/warning system
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- Clean up & faster frame timings
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- 🌟 Handle lost focus
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- User config file
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- 🌟 Document content
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- 🌟 Clean up content: one ship per file, autodetect
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- CLI: pack sprites(?), check content, content location, logs, etc
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- Better WGSL preprocessor?
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- Projectile performance
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- Starfield clusters, shader instead of an array?
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- Collider groups for factions? (projectile optimization)
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## 🌟 Player selection
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- Planet name, ring, and distance
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- Selection UI (around game object)
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- Selection UI (radar arrow)
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- Selection keys
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- Select ships
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- Selection UI (HUD)
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- attack selected ship, even if friendly
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## 🌟 Planet outfitter
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- UI, show ship on land
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- Money
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- Display name != key
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- then: non-removable outfits
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- then: cargo space
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- then: collectible flotsam
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- then: mass from cargo and outfits
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- then: space conversion
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- then: heat + energy stats
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- then: damage type (heat, energy, disrupt, etc)
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- then: debuffs
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- then: assign guns to points
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- then: guns with consumable ammunition
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- then: enable/disable weapons
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## Ship Spawning
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- requires: Basic ship AI (disable collision for now?)
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- requires: Fleets
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- Spawn ships from planets
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- Land ships on planets (destroy)
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- Start with player on planet, respawn
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## Debris (requires: flotsam)
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- Destroyed ships leave debris
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- Destructible & floatingdebris
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- Orbiting debris: asteroids
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- ES-style asteroid field (how should we do this?)
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## Camera physics
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- lookahead
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- damping
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- Don't jump when landing/taking off
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- wobble / ship thrown when hit?
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- UI/effects when damaged?
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- Focus important objects
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## Sprite reels
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- Sprite reels in content
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- Trigger sprite reel during collapse sequence
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- Trigger sprite reel when firing (requires: non-removable outfits)
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- then: ship tint
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- then: frame timing randomness
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- then: leaks during collapse (needs particle physics)
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- then: passive engine glow, ease in/out
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- Sprite color variation
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## Texture loading
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- loading screen & menu
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- GPU limits?
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- Cache direcory
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- How to pack?
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## Particle physics
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- Particles should stick to their ships. How?
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- Particle compute shader
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- Land and unland particles
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- Effect on fire gun
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- Particle / sprite color variation
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## Sound effects
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- Sound effects
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- User-configurable music (?, game config or user config?)
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## Specific Jobs
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- Correct depth order
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- Land from farther away
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- Take off
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- Prevent collisions on unlanding
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- UI: text arranger
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- loading screen, menus
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@ -27,7 +149,30 @@
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- Arbitrary size resource names
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----------------------------------
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----------------------------------------------------
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----------------------------------------------------
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# Ideas and long-term goals
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## Features (not soon)
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- Multiplayer
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- Configure key bindings, controller support
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- Save game state
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- Dynamic relationships (get angry when attacked)
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- Jump between systems
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- Story: how?
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- Conversations, trade, missions
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- Lightweight whole-universe simulation
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- Documentation site & front page
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- Dynamic lighting (planets & ships)
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- Lens flare?
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- Active abilities
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- Galaxy date system, slowly orbiting planets
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- Parallelize frame computations
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- Advanced AI: avoid collisions
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## Game & Story
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- How to keep player in system bounds, what to do if they fly far away
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@ -35,9 +180,7 @@
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- (Soft limits, you shouldn't go too far unless you decide to.)
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- Enforce: silently teleport to the other end
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- How to handle death -- save scum should not be the norm (hollow knight?)
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- Jumping between systems -- how?
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- Locks and keys -> variation?
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- Active abilities
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- Hard to get outfits you've lost (hollow knight's charms do this very well)
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- Missions: hunt scary targets
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- The world exists outside of the system you're in
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@ -49,100 +192,7 @@
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- Enemy motivations
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- Where does money come from?
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- Changing map paths? How?
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## Features
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- Music (user-configurable)
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- Sound effects
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- Debris (ship death, destructible, physics)
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- Orbiting debris (asteroids)
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- Collectibles (flotsam)
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- Back arrow: reverse thruster or reverse ship
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- Multiplayer? (how does that fit into gameplay?)
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- On-screen text
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- Controller input & key bindings
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- Save games
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- Date system -> planet position
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- AI fleets
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- More ship behaviors, improved ai
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- Collision avoidance
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- Jump between systems
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- Government color, ship tint
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- Different kinds of ship behaviors:
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- who to target
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- how to target them
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- where to go
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- etc, extra flags
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- Advanced particle physics (must move to cpu. Maybe both?)
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- Background simulation (two modes)
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## Faction interaction
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- Targeting overrides hitscan rules (only for player)
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- Static and dynamic faction relationships (change with player actions/game events?)
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- Dynamic relationships only for player? Other governments may be hard-coded
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- Opinion towards player -> how to handle well?
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- Actions against one faction affect another
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## Internal
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- Logging/warning system
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- Only compute timings when necessary
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- Elegantly handle lost focus
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- Pause game
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- Clear all `// TODO:` comments littered in the source
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- CLI options (debug, save location, content location, check content)
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- Config file and compile options, remove all those consts.
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- Better error when run outside of directory
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- Documentation site & front page
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- Random animation delay/fps?
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- Better WGSL preprocessor
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- Depth buffer (z-axis when landing!)
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- Compute shader for particles
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- Better performance for projectiles
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## Content
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- Angled engines
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- Angled guns
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- Turn engine flares
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- Turn engine physics?
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- Reverse engine & flares
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- Better ship colliders (need a tool or an algorithm)
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- Turrets
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- Weapons with ammunition
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- Enable/disable weapons
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- Cargo space
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- Display name != internal key
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- Conversations
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- Trade
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- Missions
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- Procedural suns
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- Heat and energy
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- Non-removable outfits
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- Space-converting outfits
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- Damage struct and debuffs
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## Camera
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- Shake/wobble on heavy hits?
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- Camera effects on low health?
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- (or are ship particles better?)
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- Lookahead -> position or direction?
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- Damping?
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- Important objects affect camera
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## Visuals
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- Dynamic lighting (planets & ships)
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- Motion blur
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- Zoom parallax (?)
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- Background haze
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- Nova dust parallax
|
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- Engine flare ease in/out
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- Lens flare
|
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- Clustered starfield
|
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- Redesign UI
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- Passive engine glow
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- Landing atmosphere burn
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- Actions against one faction affect another, dynamic relationships
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## Write and Document
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- Parallax
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|
|
|
@ -38,13 +38,7 @@ pub enum ShipState {
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},
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/// This ship has been destroyed, and is playing its collapse sequence.
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Collapsing {
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/// Total collapse sequence length, in seconds
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total: f32,
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/// How many seconds of the collapse sequence we've played
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elapsed: f32,
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},
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Collapsing,
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/// This ship is landed on a planet
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Landed {
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|
@ -84,18 +78,6 @@ impl ShipState {
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_ => None,
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}
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}
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/// If this ship is collapsing, return total collapse time and remaining collapse time.
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/// Otherwise, return None
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pub fn collapse_state(&self) -> Option<(f32, f32)> {
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match self {
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Self::Collapsing {
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total,
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elapsed: remaining,
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} => Some((*total, *remaining)),
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_ => None,
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}
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}
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}
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/// Represents all attributes of a single ship
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|
@ -257,6 +239,18 @@ impl ShipData {
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}
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};
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}
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/// Called when collapse sequence is finished.
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/// Will panic if we're not collapsing
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pub fn finish_collapse(&mut self) {
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match self.state {
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ShipState::Collapsing => self.state = ShipState::Dead,
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_ => {
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unreachable!("Called `finish_collapse` on a ship that isn't collapsing!")
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}
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};
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}
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/// Add an outfit to this ship
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pub fn add_outfit(&mut self, o: &Outfit) -> super::OutfitAddResult {
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let r = self.outfits.add(o);
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|
@ -292,7 +286,7 @@ impl ShipData {
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}
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/// Hit this ship with the given amount of damage
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pub(crate) fn apply_damage(&mut self, ct: &Content, mut d: f32) {
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pub(crate) fn apply_damage(&mut self, mut d: f32) {
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match self.state {
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ShipState::Flying { .. } => {}
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_ => {
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|
@ -311,10 +305,7 @@ impl ShipData {
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|
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if self.hull <= 0.0 {
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// This ship has been destroyed, update state
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self.state = ShipState::Collapsing {
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total: ct.get_ship(self.ct_handle).collapse.length,
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elapsed: 0.0,
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}
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self.state = ShipState::Collapsing
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}
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}
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|
@ -360,17 +351,7 @@ impl ShipData {
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}
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}
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ShipState::Collapsing {
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ref mut elapsed,
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total,
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} => {
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*elapsed += t;
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if *elapsed >= total {
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self.state = ShipState::Dead
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}
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}
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ShipState::Dead => {}
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ShipState::Collapsing {} | ShipState::Dead => {}
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}
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}
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}
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|
|
|
@ -1,5 +1,6 @@
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use galactica_content::Relationship;
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use nalgebra::{Rotation2, Vector2};
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use galactica_util::clockwise_angle;
|
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use nalgebra::Vector2;
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use rapier2d::{dynamics::RigidBodySet, geometry::ColliderHandle};
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use std::collections::HashMap;
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|
@ -73,12 +74,14 @@ impl ShipControllerStruct for PointShipController {
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}
|
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}
|
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let angle = (closest_enemy_position - my_position).angle(&Vector2::new(1.0, 0.0));
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let angle_delta = my_rotation.angle_to(&Rotation2::new(angle).into());
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let angle = clockwise_angle(
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&(my_rotation * Vector2::new(1.0, 0.0)),
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&(closest_enemy_position - my_position),
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);
|
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|
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if angle_delta < 0.0 && my_angvel > -0.3 {
|
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if angle < 0.0 && my_angvel > -0.3 {
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controls.right = true;
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} else if angle_delta > 0.0 && my_angvel < 0.3 {
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} else if angle > 0.0 && my_angvel < 0.3 {
|
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controls.left = true;
|
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}
|
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|
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|
|
|
@ -10,27 +10,35 @@ use crate::data::ShipData;
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pub(super) struct ShipCollapseSequence {
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rng: ThreadRng,
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|
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/// The elapsed collapse duration when step()
|
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/// was last called
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last_call: f32,
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/// The total length of this collapse sequence
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total_length: f32,
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|
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/// How many seconds we've spent playing this sequence
|
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elapsed: f32,
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}
|
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|
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impl ShipCollapseSequence {
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pub(super) fn new() -> Self {
|
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pub(super) fn new(total_length: f32) -> Self {
|
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Self {
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rng: rand::thread_rng(),
|
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last_call: 0.0,
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total_length,
|
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elapsed: 0.0,
|
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}
|
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}
|
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|
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/// Has this collapse sequence fully played out?
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pub fn is_done(&self) -> bool {
|
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self.elapsed >= self.total_length
|
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}
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/// Pick a random points inside a ship's collider
|
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fn random_in_ship(&mut self, ship: &Ship, collider: &Collider) -> Vector2<f32> {
|
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let mut y = 0.0;
|
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let mut x = 0.0;
|
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let mut a = false;
|
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while !a {
|
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y = self.rng.gen_range(-1.0..=1.0) * ship.size / 2.0;
|
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x = self.rng.gen_range(-1.0..=1.0) * ship.size * ship.sprite.aspect / 2.0;
|
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x = self.rng.gen_range(-1.0..=1.0) * ship.size / 2.0;
|
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y = self.rng.gen_range(-1.0..=1.0) * ship.size * ship.sprite.aspect / 2.0;
|
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a = collider.shape().contains_local_point(&Point2::new(x, y));
|
||||
}
|
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Vector2::new(x, y)
|
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|
@ -48,12 +56,8 @@ impl ShipCollapseSequence {
|
|||
let ship_pos = rigid_body.translation();
|
||||
let ship_rot = rigid_body.rotation();
|
||||
|
||||
let (total, elapsed) = ship_data.get_state().collapse_state().unwrap();
|
||||
// How much time has passed since step() was last called
|
||||
let delta = elapsed - self.last_call;
|
||||
|
||||
// The fraction of this collapse sequence that has been played
|
||||
let frac_done = elapsed / total;
|
||||
let frac_done = self.elapsed / self.total_length;
|
||||
|
||||
// TODO: slight random offset for event particles
|
||||
|
||||
|
@ -61,8 +65,8 @@ impl ShipCollapseSequence {
|
|||
for event in &ship_content.collapse.events {
|
||||
match event {
|
||||
CollapseEvent::Effect(event) => {
|
||||
if (event.time > self.last_call && event.time <= elapsed)
|
||||
|| (event.time == 0.0 && self.last_call == 0.0)
|
||||
if (event.time > self.elapsed && event.time <= self.elapsed + res.t)
|
||||
|| (event.time == 0.0 && self.elapsed == 0.0)
|
||||
// ^^ Don't miss events scheduled at the very start of the sequence!
|
||||
{
|
||||
for spawner in &event.effects {
|
||||
|
@ -110,9 +114,7 @@ impl ShipCollapseSequence {
|
|||
return y;
|
||||
};
|
||||
|
||||
// Notice that we don't use res.t here, since ship state is updated earlier
|
||||
// ( through self.data.step() )
|
||||
let p_add = (delta / total) * pdf(frac_done) * spawner.count;
|
||||
let p_add = (res.t / self.total_length) * pdf(frac_done) * spawner.count;
|
||||
|
||||
if self.rng.gen_range(0.0..=1.0) <= p_add {
|
||||
let pos = if let Some(pos) = spawner.pos {
|
||||
|
@ -138,6 +140,6 @@ impl ShipCollapseSequence {
|
|||
}
|
||||
}
|
||||
|
||||
self.last_call = elapsed;
|
||||
self.elapsed += res.t;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -70,12 +70,13 @@ impl PhysSimShip {
|
|||
rigid_body: RigidBodyHandle,
|
||||
collider: ColliderHandle,
|
||||
) -> Self {
|
||||
let ship_ct = ct.get_ship(handle);
|
||||
PhysSimShip {
|
||||
rigid_body,
|
||||
collider,
|
||||
data: ShipData::new(ct, handle, faction, personality),
|
||||
controls: ShipControls::new(),
|
||||
collapse_sequence: Some(ShipCollapseSequence::new()),
|
||||
collapse_sequence: Some(ShipCollapseSequence::new(ship_ct.collapse.length)),
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -94,6 +95,10 @@ impl PhysSimShip {
|
|||
let mut seq = self.collapse_sequence.take().unwrap();
|
||||
seq.step(res, &self.data, rigid_body, collider);
|
||||
self.collapse_sequence = Some(seq);
|
||||
|
||||
if self.collapse_sequence.as_ref().unwrap().is_done() {
|
||||
self.data.finish_collapse();
|
||||
}
|
||||
}
|
||||
ShipState::Flying { .. } => {
|
||||
self.step_physics(res, rigid_body, collider);
|
||||
|
@ -167,8 +172,8 @@ impl PhysSimShip {
|
|||
let mut x = 0.0;
|
||||
let mut a = false;
|
||||
while !a {
|
||||
y = rng.gen_range(-1.0..=1.0) * ship_content.size / 2.0;
|
||||
x = rng.gen_range(-1.0..=1.0)
|
||||
x = rng.gen_range(-1.0..=1.0) * ship_content.size / 2.0;
|
||||
y = rng.gen_range(-1.0..=1.0)
|
||||
* ship_content.size * ship_content.sprite.aspect
|
||||
/ 2.0;
|
||||
a = collider.shape().contains_local_point(&point![x, y]);
|
||||
|
|
|
@ -162,7 +162,7 @@ impl PhysSim {
|
|||
let destory_projectile = match r {
|
||||
Relationship::Hostile => match ship.data.get_state() {
|
||||
ShipState::Flying { .. } => {
|
||||
ship.data.apply_damage(res.ct, projectile.content.damage);
|
||||
ship.data.apply_damage(projectile.content.damage);
|
||||
true
|
||||
}
|
||||
ShipState::Collapsing { .. } => true,
|
||||
|
|
|
@ -13,7 +13,7 @@ pub fn to_radians(degrees: f32) -> f32 {
|
|||
}
|
||||
|
||||
/// Compute the clockwise angle between two vectors
|
||||
/// Returns a value in [0, 2pi]
|
||||
/// Returns a value in [-pi, pi]
|
||||
pub fn clockwise_angle(a: &Vector2<f32>, b: &Vector2<f32>) -> f32 {
|
||||
(a.x * b.y - b.x * a.y).atan2(a.dot(&b))
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue