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fdce0a7d3b
Author | SHA1 | Date |
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Mark | fdce0a7d3b | |
Mark | e6a45a16a4 |
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@ -1,7 +1,5 @@
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use crate::physics::Pfloat;
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pub const ZOOM_MIN: Pfloat = 200.0;
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pub const ZOOM_MAX: Pfloat = 2000.0;
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pub const ZOOM_MIN: f32 = 200.0;
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pub const ZOOM_MAX: f32 = 2000.0;
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/// Z-axis range for starfield stars
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/// This does not affect scale.
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@ -2,11 +2,10 @@ use anyhow::{bail, Context, Result};
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use cgmath::{Deg, Point3};
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use std::collections::{HashMap, HashSet};
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use crate::physics::{Pfloat, Polar};
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use crate::physics::Polar;
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/// Toml file syntax
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pub(in crate::content) mod toml {
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use super::Pfloat;
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use serde::Deserialize;
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use std::collections::HashMap;
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@ -26,10 +25,10 @@ pub(in crate::content) mod toml {
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pub sprite: String,
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pub position: Position,
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pub size: Pfloat,
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pub size: f32,
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pub radius: Option<Pfloat>,
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pub angle: Option<Pfloat>,
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pub radius: Option<f32>,
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pub angle: Option<f32>,
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}
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#[derive(Debug, Deserialize)]
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@ -42,16 +41,16 @@ pub(in crate::content) mod toml {
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#[derive(Debug, Deserialize)]
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pub struct PolarCoords {
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pub center: CoordinatesTwo,
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pub radius: Pfloat,
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pub angle: Pfloat,
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pub z: Pfloat,
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pub radius: f32,
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pub angle: f32,
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pub z: f32,
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}
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#[derive(Debug, Deserialize)]
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#[serde(untagged)]
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pub enum CoordinatesTwo {
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Label(String),
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Coords([Pfloat; 2]),
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Coords([f32; 2]),
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}
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impl ToString for CoordinatesTwo {
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@ -67,7 +66,7 @@ pub(in crate::content) mod toml {
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#[serde(untagged)]
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pub enum CoordinatesThree {
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Label(String),
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Coords([Pfloat; 3]),
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Coords([f32; 3]),
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}
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impl ToString for CoordinatesThree {
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@ -90,8 +89,8 @@ pub struct System {
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pub struct Object {
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pub sprite: String,
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pub position: Point3<f32>,
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pub size: Pfloat,
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pub angle: Deg<Pfloat>,
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pub size: f32,
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pub angle: Deg<f32>,
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}
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// Helper function for resolve_position, never called on its own.
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@ -1,13 +1,11 @@
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use cgmath::Point2;
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use crate::physics::Pfloat;
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#[derive(Debug, Clone, Copy)]
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pub struct Camera {
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/// Camera center
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pub pos: Point2<Pfloat>,
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pub pos: Point2<f32>,
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/// Camera zoom
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/// (How many game units tall is the viewport?)
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pub zoom: Pfloat,
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pub zoom: f32,
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}
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@ -3,7 +3,7 @@ use std::time::Instant;
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use winit::event::{ElementState, MouseButton, MouseScrollDelta, TouchPhase, VirtualKeyCode};
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use super::{ship::ShipKind, Camera, InputStatus, Ship, System};
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use crate::{consts, content::Content, physics::Pfloat, render::Sprite, render::Spriteable};
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use crate::{consts, content::Content, render::Sprite, render::Spriteable};
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pub struct Game {
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pub input: InputStatus,
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@ -40,18 +40,18 @@ impl Game {
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}
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pub fn update(&mut self) {
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let t: Pfloat = self.last_update.elapsed().as_secs_f32();
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let t: f32 = self.last_update.elapsed().as_secs_f32();
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if self.input.key_thrust {
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self.player.body.thrust(50.0 * t);
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self.player.physicsbody.thrust(50.0 * t);
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}
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if self.input.key_right {
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self.player.body.rot(Deg(35.0) * t);
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self.player.physicsbody.rot(Deg(35.0) * t);
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}
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if self.input.key_left {
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self.player.body.rot(Deg(-35.0) * t);
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self.player.physicsbody.rot(Deg(-35.0) * t);
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}
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if self.input.v_scroll != 0.0 {
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@ -60,8 +60,8 @@ impl Game {
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self.input.v_scroll = 0.0;
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}
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self.player.body.tick(t);
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self.camera.pos = self.player.body.pos;
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self.player.physicsbody.tick(t);
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self.camera.pos = self.player.physicsbody.pos;
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self.last_update = Instant::now();
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}
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@ -1,13 +1,13 @@
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mod camera;
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mod doodad;
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mod game;
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mod inputstatus;
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mod ship;
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mod system;
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mod systemobject;
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pub use camera::Camera;
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pub use doodad::Doodad;
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pub use game::Game;
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pub use inputstatus::InputStatus;
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pub use ship::Ship;
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pub use system::System;
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pub use systemobject::SystemObject;
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@ -1,8 +1,6 @@
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use cgmath::Point2;
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use crate::{
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physics::Pfloat, physics::PhysBody, render::Sprite, render::SpriteTexture, render::Spriteable,
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};
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use crate::{physics::PhysicsBody, render::Sprite, render::SpriteTexture, render::Spriteable};
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pub enum ShipKind {
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Gypsum,
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@ -17,7 +15,7 @@ impl ShipKind {
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return SpriteTexture(name.to_owned());
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}
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fn size(&self) -> Pfloat {
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fn size(&self) -> f32 {
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match self {
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Self::Gypsum => 100.0,
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}
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@ -25,14 +23,14 @@ impl ShipKind {
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}
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pub struct Ship {
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pub body: PhysBody,
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pub physicsbody: PhysicsBody,
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kind: ShipKind,
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}
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impl Ship {
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pub fn new(kind: ShipKind, pos: Point2<Pfloat>) -> Self {
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pub fn new(kind: ShipKind, pos: Point2<f32>) -> Self {
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Ship {
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body: PhysBody::new(pos),
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physicsbody: PhysicsBody::new(pos),
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kind,
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}
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}
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@ -41,9 +39,9 @@ impl Ship {
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impl Spriteable for Ship {
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fn get_sprite(&self) -> Sprite {
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return Sprite {
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pos: (self.body.pos.x, self.body.pos.y, 1.0).into(),
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pos: (self.physicsbody.pos.x, self.physicsbody.pos.y, 1.0).into(),
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texture: self.kind.sprite(),
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angle: self.body.angle,
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angle: self.physicsbody.angle,
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scale: 1.0,
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size: self.kind.size(),
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};
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@ -1,28 +1,26 @@
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use cgmath::{Point3, Vector2};
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use rand::{self, Rng};
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use super::Doodad;
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use crate::{
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consts, content, physics::Pfloat, render::Sprite, render::SpriteTexture, render::Spriteable,
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};
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use super::SystemObject;
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use crate::{consts, content, render::Sprite, render::SpriteTexture, render::Spriteable};
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pub struct StarfieldStar {
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/// Star coordinates, in world space.
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/// These are relative to the center of a starfield tile.
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pub pos: Point3<Pfloat>,
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pub pos: Point3<f32>,
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/// Height in game units.
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/// Will be scaled for zoom, but not for distance.
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pub size: Pfloat,
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pub size: f32,
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/// Color/brightness variation. Random between 0 and 1.
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/// Used in starfield shader.
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pub tint: Vector2<Pfloat>,
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pub tint: Vector2<f32>,
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}
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pub struct System {
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pub name: String,
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bodies: Vec<Doodad>,
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bodies: Vec<SystemObject>,
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pub starfield: Vec<StarfieldStar>,
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}
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@ -50,7 +48,7 @@ impl System {
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};
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for o in &ct.objects {
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s.bodies.push(Doodad {
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s.bodies.push(SystemObject {
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pos: o.position,
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sprite: SpriteTexture(o.sprite.to_owned()),
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size: o.size,
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@ -1,15 +1,15 @@
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use cgmath::{Deg, Point3};
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use crate::{physics::Pfloat, render::Sprite, render::SpriteTexture, render::Spriteable};
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use crate::{render::Sprite, render::SpriteTexture, render::Spriteable};
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pub struct Doodad {
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pub struct SystemObject {
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pub sprite: SpriteTexture,
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pub pos: Point3<Pfloat>,
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pub size: Pfloat,
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pub angle: Deg<Pfloat>,
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pub pos: Point3<f32>,
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pub size: f32,
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pub angle: Deg<f32>,
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}
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impl Spriteable for Doodad {
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impl Spriteable for SystemObject {
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fn get_sprite(&self) -> Sprite {
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return Sprite {
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texture: self.sprite.clone(),
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@ -1,16 +1,15 @@
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use super::Pfloat;
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use cgmath::{Angle, Deg, Point2, Vector2};
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pub struct PhysBody {
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pub pos: Point2<Pfloat>,
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pub vel: Vector2<Pfloat>,
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pub mass: Pfloat,
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pub angle: Deg<Pfloat>,
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pub struct PhysicsBody {
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pub pos: Point2<f32>,
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pub vel: Vector2<f32>,
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pub mass: f32,
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pub angle: Deg<f32>,
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}
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impl PhysBody {
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pub fn new(pos: Point2<Pfloat>) -> Self {
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return PhysBody {
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impl PhysicsBody {
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pub fn new(pos: Point2<f32>) -> Self {
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return PhysicsBody {
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pos,
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vel: (0.0, 0.0).into(),
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mass: 0.3,
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@ -19,17 +18,17 @@ impl PhysBody {
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}
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/// Calculate the position of this body after t seconds.
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pub fn tick(&mut self, t: Pfloat) {
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pub fn tick(&mut self, t: f32) {
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self.pos += self.vel * t;
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}
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/// Apply an instantaneous force to this object
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pub fn force(&mut self, v: Vector2<Pfloat>) {
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pub fn force(&mut self, v: Vector2<f32>) {
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self.vel += v / self.mass;
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}
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/// Apply a force in the direction this object is pointing.
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pub fn thrust(&mut self, f: Pfloat) {
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pub fn thrust(&mut self, f: f32) {
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let l = Vector2 {
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x: -self.angle.sin(),
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y: self.angle.cos(),
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@ -38,7 +37,7 @@ impl PhysBody {
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}
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// Rotate this object
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pub fn rot(&mut self, a: Deg<Pfloat>) {
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pub fn rot(&mut self, a: Deg<f32>) {
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self.angle -= a;
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// Wrap angles
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@ -2,7 +2,5 @@ mod body;
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mod polar;
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// What kind of float shoud we use for physics?
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pub type Pfloat = f32;
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pub use body::PhysBody;
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pub use body::PhysicsBody;
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pub use polar::Polar;
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@ -1,15 +1,14 @@
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use super::Pfloat;
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use cgmath::{Angle, Deg, Point2, Vector2};
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#[derive(Debug, Clone, Copy)]
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pub struct Polar {
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pub center: Point2<Pfloat>,
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pub radius: Pfloat,
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pub angle: Deg<Pfloat>,
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pub center: Point2<f32>,
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pub radius: f32,
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pub angle: Deg<f32>,
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}
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impl Polar {
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pub fn to_cartesian(self) -> Point2<Pfloat> {
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pub fn to_cartesian(self) -> Point2<f32> {
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let v = Vector2 {
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x: self.radius * self.angle.sin(),
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y: self.radius * self.angle.cos(),
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@ -16,7 +16,7 @@ use super::{
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VertexBuffer,
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},
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};
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use crate::{consts, game::Game, physics::Pfloat};
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use crate::{consts, game::Game};
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pub struct GPUState {
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device: wgpu::Device,
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@ -211,7 +211,7 @@ impl GPUState {
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for s in game.get_sprites() {
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// Compute post-parallax position and distance-adjusted scale.
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// We do this here so we can check if a sprite is on the screen.
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let pos: Point2<Pfloat> = {
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let pos: Point2<f32> = {
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(Point2 {
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x: s.pos.x,
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y: s.pos.y,
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@ -1,26 +1,25 @@
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use cgmath::{Deg, Point3};
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use super::SpriteTexture;
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use crate::physics::Pfloat;
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pub struct Sprite {
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/// Name of the sprite to draw
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pub texture: SpriteTexture,
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/// This object's position, in world coordinates.
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pub pos: Point3<Pfloat>,
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pub pos: Point3<f32>,
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/// The size of this sprite,
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/// given as height in world units.
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pub size: Pfloat,
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pub size: f32,
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/// Scale factor.
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/// if this is 1, sprite height is exactly self.size.
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pub scale: Pfloat,
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pub scale: f32,
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/// This sprite's rotation
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/// (relative to north, measured ccw)
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pub angle: Deg<Pfloat>,
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pub angle: Deg<f32>,
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}
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pub trait Spriteable {
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