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45 changed files with 946 additions and 1201 deletions

45
Cargo.lock generated
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@ -580,12 +580,8 @@ dependencies = [
"anyhow",
"cgmath",
"crossbeam",
"galactica-constants",
"galactica-content",
"galactica-gameobject",
"galactica-render",
"galactica-shipbehavior",
"galactica-world",
"image",
"nalgebra",
"pollster",
@ -596,10 +592,6 @@ dependencies = [
"winit",
]
[[package]]
name = "galactica-constants"
version = "0.0.0"
[[package]]
name = "galactica-content"
version = "0.0.0"
@ -613,19 +605,6 @@ dependencies = [
"walkdir",
]
[[package]]
name = "galactica-gameobject"
version = "0.0.0"
dependencies = [
"cgmath",
"crossbeam",
"galactica-content",
"galactica-render",
"nalgebra",
"rand",
"rapier2d",
]
[[package]]
name = "galactica-render"
version = "0.0.0"
@ -633,7 +612,6 @@ dependencies = [
"anyhow",
"bytemuck",
"cgmath",
"galactica-constants",
"galactica-content",
"image",
"rand",
@ -641,29 +619,6 @@ dependencies = [
"winit",
]
[[package]]
name = "galactica-shipbehavior"
version = "0.0.0"
dependencies = [
"cgmath",
"galactica-content",
"galactica-world",
]
[[package]]
name = "galactica-world"
version = "0.0.0"
dependencies = [
"cgmath",
"crossbeam",
"galactica-content",
"galactica-gameobject",
"galactica-render",
"nalgebra",
"rand",
"rapier2d",
]
[[package]]
name = "getrandom"
version = "0.2.11"

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@ -28,24 +28,13 @@ rpath = false
[workspace]
members = [
"crates/content",
"crates/render",
"crates/constants",
"crates/world",
"crates/shipbehavior",
"crates/gameobject",
]
members = ["crates/content", "crates/render"]
[dependencies]
# Internal crates
galactica-content = { path = "crates/content" }
galactica-render = { path = "crates/render" }
galactica-constants = { path = "crates/constants" }
galactica-world = { path = "crates/world" }
galactica-shipbehavior = { path = "crates/shipbehavior" }
galactica-gameobject = { path = "crates/gameobject" }
# Files
image = { version = "0.24", features = ["png"] }

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@ -2,6 +2,10 @@
space.weapon = 10
# Angle of fire cone
# Smaller angle = more accurate
spread = 2
# Average delay between shots
rate = 0.2
# Random rate variation (+- this in both directions)
@ -19,8 +23,3 @@ projectile.speed_rng = 10.0
projectile.lifetime = 2.0
projectile.lifetime_rng = 0.2
projectile.damage = 10.0
# Random variation of firing angle.
# If this is 0, the projectile always goes straight.
# If this is 10, projectiles will form a cone of 10 degrees
# ( 5 degrees on each side )
projectile.angle_rng = 2

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@ -1,4 +0,0 @@
[package]
name = "galactica-constants"
version = "0.0.0"
edition = "2021"

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@ -1,13 +1,6 @@
//! This module defines lightweight handles for every content type.
//! This isn't strictly necessary (we could refer to them using their string keys),
//! but this approach doesn't require frequent string cloning, and
//! gives each content type a distinct Rust type.
//!
//! We could also use raw references to content types, but that creates a mess of lifetimes
//! in our code. It's managable, but the approach here is simpler and easier to understand.
use std::{cmp::Eq, hash::Hash};
/// A lightweight representation of a
/// Represents a specific texture defined in the content dir.
#[derive(Debug, Clone, Copy)]
pub struct TextureHandle {
/// The index of this texture in content.textures
@ -30,38 +23,16 @@ impl PartialEq for TextureHandle {
}
}
/// A lightweight representation of an outfit
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub struct OutfitHandle {
/// TODO
pub index: usize,
}
/// A lightweight representation of a gun
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub struct GunHandle {
/// TODO
pub index: usize,
}
/// A lightweight representation of a ship
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub struct ShipHandle {
/// TODO
pub index: usize,
}
/// A lightweight representation of a star system
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub struct SystemHandle {
/// TODO
pub index: usize,
}
/// A lightweight representation of a faction
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub struct FactionHandle {
/// The index of this faction in content.factions
/// TODO: pub in crate, currently for debug (same with all other handles)
/// TODO: pub in crate, currently for debug.
pub index: usize,
}
impl Hash for FactionHandle {
fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
self.index.hash(state)
}
}

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@ -17,16 +17,15 @@ use std::{
use toml;
use walkdir::WalkDir;
pub use handle::{FactionHandle, GunHandle, OutfitHandle, ShipHandle, SystemHandle, TextureHandle};
pub use handle::{FactionHandle, TextureHandle};
pub use part::{
EnginePoint, Faction, Gun, GunPoint, Outfit, OutfitSpace, Projectile, Relationship, Ship,
System, Texture,
EnginePoint, Faction, Gun, GunPoint, Outfit, OutfitSpace, Relationship, Ship, System, Texture,
};
mod syntax {
use anyhow::{bail, Context, Result};
use anyhow::{bail, Result};
use serde::Deserialize;
use std::{collections::HashMap, fmt::Display, hash::Hash};
use std::collections::HashMap;
use crate::part::{faction, gun, outfit, ship, system, texture};
@ -40,31 +39,6 @@ mod syntax {
pub faction: Option<HashMap<String, faction::syntax::Faction>>,
}
fn merge_hashmap<K, V>(
to: &mut Option<HashMap<K, V>>,
mut from: Option<HashMap<K, V>>,
) -> Result<()>
where
K: Hash + Eq + Display,
{
if to.is_none() {
*to = from.take();
return Ok(());
}
if let Some(from_inner) = from {
let to_inner = to.as_mut().unwrap();
for (k, v) in from_inner {
if to_inner.contains_key(&k) {
bail!("Found duplicate key `{k}`");
} else {
to_inner.insert(k, v);
}
}
}
return Ok(());
}
impl Root {
pub fn new() -> Self {
Self {
@ -78,16 +52,98 @@ mod syntax {
}
pub fn merge(&mut self, other: Root) -> Result<()> {
merge_hashmap(&mut self.gun, other.gun).with_context(|| "while merging guns")?;
merge_hashmap(&mut self.ship, other.ship).with_context(|| "while merging ships")?;
merge_hashmap(&mut self.system, other.system)
.with_context(|| "while merging systems")?;
merge_hashmap(&mut self.outfit, other.outfit)
.with_context(|| "while merging outfits")?;
merge_hashmap(&mut self.texture, other.texture)
.with_context(|| "while merging textures")?;
merge_hashmap(&mut self.faction, other.faction)
.with_context(|| "while merging factions")?;
// Insert if not exists
// TODO: replace with a macro and try_insert once that is stable
if let Some(a) = other.gun {
if self.gun.is_none() {
self.gun = Some(a);
} else {
let sg = self.gun.as_mut().unwrap();
for (k, v) in a {
if sg.contains_key(&k) {
bail!("Repeated gun name {k}");
} else {
sg.insert(k, v);
}
}
}
}
if let Some(a) = other.ship {
if self.ship.is_none() {
self.ship = Some(a);
} else {
let sg = self.ship.as_mut().unwrap();
for (k, v) in a {
if sg.contains_key(&k) {
bail!("Repeated ship name {k}");
} else {
sg.insert(k, v);
}
}
}
}
if let Some(a) = other.system {
if self.system.is_none() {
self.system = Some(a);
} else {
let sg = self.system.as_mut().unwrap();
for (k, v) in a {
if sg.contains_key(&k) {
bail!("Repeated system name {k}");
} else {
sg.insert(k, v);
}
}
}
}
if let Some(a) = other.outfit {
if self.outfit.is_none() {
self.outfit = Some(a);
} else {
let sg = self.outfit.as_mut().unwrap();
for (k, v) in a {
if sg.contains_key(&k) {
bail!("Repeated engine name {k}");
} else {
sg.insert(k, v);
}
}
}
}
if let Some(a) = other.texture {
if self.texture.is_none() {
self.texture = Some(a);
} else {
let sg = self.texture.as_mut().unwrap();
for (k, v) in a {
if sg.contains_key(&k) {
bail!("Repeated texture name {k}");
} else {
sg.insert(k, v);
}
}
}
}
if let Some(a) = other.faction {
if self.faction.is_none() {
self.faction = Some(a);
} else {
let sg = self.faction.as_mut().unwrap();
for (k, v) in a {
if sg.contains_key(&k) {
bail!("Repeated faction name {k}");
} else {
sg.insert(k, v);
}
}
}
}
return Ok(());
}
}
@ -105,37 +161,38 @@ trait Build {
/// Represents static game content
#[derive(Debug)]
pub struct Content {
/* Configuration values */
/// Root directory for textures
texture_root: PathBuf,
/// Name of starfield texture
starfield_texture_name: String,
/// Star systems
pub systems: Vec<part::system::System>,
/// Ship bodies
pub ships: Vec<part::ship::Ship>,
/// Ship guns
pub guns: Vec<part::gun::Gun>,
/// Outfits
pub outfits: Vec<part::outfit::Outfit>,
/// Textures
pub textures: Vec<part::texture::Texture>,
/// Map strings to texture names.
/// This is only necessary because we need to hard-code a few texture names for UI elements.
/// Factions
pub factions: Vec<part::faction::Faction>,
/// Map strings to texture handles
/// This is never used outside this crate.
texture_index: HashMap<String, handle::TextureHandle>,
/// The texture to use for starfield stars
starfield_handle: Option<handle::TextureHandle>,
/// Outfits
outfits: Vec<part::outfit::Outfit>,
/// Root directory for textures
texture_root: PathBuf,
/// Ship guns
guns: Vec<part::gun::Gun>,
/// Ship bodies
ships: Vec<part::ship::Ship>,
/// Star systems
systems: Vec<part::system::System>,
/// Factions
factions: Vec<part::faction::Faction>,
/// Name of starfield texture
starfield_texture_name: String,
}
// Loading methods
impl Content {
fn try_parse(path: &Path) -> Result<syntax::Root> {
let mut file_string = String::new();
@ -144,6 +201,32 @@ impl Content {
return Ok(toml::from_str(&file_string)?);
}
/// Get the texture handle for the starfield texture
pub fn get_starfield_handle(&self) -> TextureHandle {
match self.starfield_handle {
Some(h) => h,
None => unreachable!("Starfield texture hasn't been loaded yet!"),
}
}
/// Get a texture from a handle
pub fn get_texture_handle(&self, name: &str) -> TextureHandle {
return *self.texture_index.get(name).unwrap();
// TODO: handle errors
}
/// Get a texture from a handle
pub fn get_texture(&self, h: TextureHandle) -> &Texture {
// In theory, this could fail if h has a bad index, but that shouldn't ever happen.
// The only TextureHandles that exist should be created by this crate.
return &self.textures[h.index];
}
/// Get a faction from a handle
pub fn get_faction(&self, h: FactionHandle) -> &Faction {
return &self.factions[h.index];
}
/// Load content from a directory.
pub fn load_dir(
path: PathBuf,
@ -213,54 +296,3 @@ impl Content {
return Ok(content);
}
}
// Access methods
impl Content {
/// Get the texture handle for the starfield texture
pub fn get_starfield_handle(&self) -> TextureHandle {
match self.starfield_handle {
Some(h) => h,
None => unreachable!("Starfield texture hasn't been loaded yet!"),
}
}
/// Get a handle from a texture name
pub fn get_texture_handle(&self, name: &str) -> TextureHandle {
return match self.texture_index.get(name) {
Some(s) => *s,
None => unreachable!("get_texture_handle was called with a bad handle!"),
};
}
/// Get a texture from a handle
pub fn get_texture(&self, h: TextureHandle) -> &Texture {
// In theory, this could fail if h has a bad index, but that shouldn't ever happen.
// The only TextureHandles that exist should be created by this crate.
return &self.textures[h.index];
}
/// Get an outfit from a handle
pub fn get_outfit(&self, h: OutfitHandle) -> &Outfit {
return &self.outfits[h.index];
}
/// Get a gun from a handle
pub fn get_gun(&self, h: GunHandle) -> &Gun {
return &self.guns[h.index];
}
/// Get a texture from a handle
pub fn get_ship(&self, h: ShipHandle) -> &Ship {
return &self.ships[h.index];
}
/// Get a system from a handle
pub fn get_system(&self, h: SystemHandle) -> &System {
return &self.systems[h.index];
}
/// Get a faction from a handle
pub fn get_faction(&self, h: FactionHandle) -> &Faction {
return &self.factions[h.index];
}
}

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@ -16,6 +16,7 @@ pub(crate) mod syntax {
#[derive(Debug, Deserialize)]
pub struct Gun {
pub projectile: Projectile,
pub spread: f32,
pub rate: f32,
pub rate_rng: f32,
pub space: shared::syntax::OutfitSpace,
@ -31,7 +32,6 @@ pub(crate) mod syntax {
pub lifetime: f32,
pub lifetime_rng: f32,
pub damage: f32,
pub angle_rng: f32,
}
}
@ -44,6 +44,13 @@ pub struct Gun {
/// The projectile this gun produces
pub projectile: Projectile,
/// The accuracy of this gun.
/// Projectiles can be off center up to
/// `spread / 2` degrees in both directions.
///
/// (Forming a "fire cone" of `spread` degrees)
pub spread: Deg<f32>,
/// Average delay between projectiles, in seconds.
pub rate: f32,
@ -80,13 +87,6 @@ pub struct Projectile {
/// The damage this projectile does
pub damage: f32,
/// 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 {
@ -106,6 +106,7 @@ 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 {
@ -117,7 +118,6 @@ 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),
},
});
}

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@ -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

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@ -1,14 +0,0 @@
[package]
name = "galactica-gameobject"
version = "0.0.0"
edition = "2021"
[dependencies]
galactica-render = { path = "../render" }
galactica-content = { path = "../content" }
rapier2d = { version = "0.17.2" }
nalgebra = "0.32.3"
crossbeam = "0.8.3"
cgmath = "0.18.0"
rand = "0.8.5"

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@ -1,17 +0,0 @@
//! 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;
mod system;
mod systemobject;
pub use outfits::{OutfitSet, OutfitStatSum, ShipGun};
pub use projectile::Projectile;
pub use ship::Ship;
pub use system::System;
pub use systemobject::SystemObject;

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@ -1,18 +0,0 @@
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;
}
}

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@ -1,68 +0,0 @@
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()
}
}

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@ -6,7 +6,6 @@ edition = "2021"
[dependencies]
# Internal crates
galactica-content = { path = "../content" }
galactica-constants = { path = "../constants" }
# Misc helpers
anyhow = "1.0"

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@ -0,0 +1,21 @@
use crate::consts_main;
use cgmath::Matrix4;
// We can draw at most this many sprites on the screen.
// TODO: compile-time option or config file
pub const SPRITE_INSTANCE_LIMIT: u64 = 500;
// Must be small enough to fit in an i32
pub const STARFIELD_INSTANCE_LIMIT: u64 = consts_main::STARFIELD_COUNT * 24;
/// Shader entry points
pub const SHADER_MAIN_VERTEX: &'static str = "vertex_main";
pub const SHADER_MAIN_FRAGMENT: &'static str = "fragment_main";
#[rustfmt::skip]
pub const OPENGL_TO_WGPU_MATRIX: Matrix4<f32> = Matrix4::new(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 0.5, 0.5,
0.0, 0.0, 0.0, 1.0,
);

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@ -1,24 +1,14 @@
#![warn(missing_docs)]
//! Compile-time parameters
/// Minimum zoom level
pub const ZOOM_MIN: f32 = 200.0;
/// Maximum zoom level
pub const ZOOM_MAX: f32 = 2000.0;
/// Z-axis range for starfield stars
/// This does not affect scale.
pub const STARFIELD_Z_MIN: f32 = 100.0;
/// Z-axis range for starfield stars
/// This does not affect scale.
pub const STARFIELD_Z_MAX: f32 = 200.0;
/// Size range for starfield stars, in game units.
/// This is scaled for zoom, but NOT for distance.
pub const STARFIELD_SIZE_MIN: f32 = 0.2;
/// Size range for starfield stars, in game units.
/// This is scaled for zoom, but NOT for distance.
pub const STARFIELD_SIZE_MAX: f32 = 1.8;
/// Size of a square starfield tile, in game units.
@ -34,18 +24,3 @@ pub const STARFIELD_DENSITY: f64 = 0.01;
/// Number of stars in one starfield tile
/// Must fit inside an i32
pub const STARFIELD_COUNT: u64 = (STARFIELD_SIZE as f64 * STARFIELD_DENSITY) as u64;
/// Name of starfield texture
pub const STARFIELD_TEXTURE_NAME: &'static str = "starfield";
/// Root directory of game content
pub const CONTENT_ROOT: &'static str = "./content";
/// Root directory of game textures
pub const TEXTURE_ROOT: &'static str = "./assets/render";
/// We can draw at most this many sprites on the screen.
pub const SPRITE_INSTANCE_LIMIT: u64 = 500;
/// Must be small enough to fit in an i32
pub const STARFIELD_INSTANCE_LIMIT: u64 = STARFIELD_COUNT * 24;

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@ -1,13 +1,13 @@
use anyhow::Result;
use bytemuck;
use cgmath::{Deg, EuclideanSpace, Matrix4, Point2, Vector3};
use galactica_constants;
use std::{iter, rc::Rc};
use wgpu;
use winit::{self, dpi::LogicalSize, window::Window};
use crate::{
content,
consts::{OPENGL_TO_WGPU_MATRIX, SPRITE_INSTANCE_LIMIT, STARFIELD_INSTANCE_LIMIT},
consts_main, content,
globaldata::{GlobalData, GlobalDataContent},
pipeline::PipelineBuilder,
sprite::ObjectSubSprite,
@ -18,7 +18,7 @@ use crate::{
types::{SpriteInstance, StarfieldInstance, TexturedVertex},
VertexBuffer,
},
ObjectSprite, UiSprite, OPENGL_TO_WGPU_MATRIX,
ObjectSprite, UiSprite,
};
/// A high-level GPU wrapper. Consumes game state,
@ -122,7 +122,7 @@ impl GPUState {
&device,
Some(SPRITE_VERTICES),
Some(SPRITE_INDICES),
galactica_constants::SPRITE_INSTANCE_LIMIT,
SPRITE_INSTANCE_LIMIT,
)),
starfield: Rc::new(VertexBuffer::new::<TexturedVertex, StarfieldInstance>(
@ -130,7 +130,7 @@ impl GPUState {
&device,
Some(SPRITE_VERTICES),
Some(SPRITE_INDICES),
galactica_constants::STARFIELD_INSTANCE_LIMIT,
STARFIELD_INSTANCE_LIMIT,
)),
};
@ -409,7 +409,7 @@ impl GPUState {
}
// Enforce sprite limit
if instances.len() as u64 > galactica_constants::SPRITE_INSTANCE_LIMIT {
if instances.len() as u64 > SPRITE_INSTANCE_LIMIT {
// TODO: no panic, handle this better.
panic!("Sprite limit exceeded!")
}
@ -476,17 +476,17 @@ impl GPUState {
bytemuck::cast_slice(&[GlobalDataContent {
camera_position: camera_pos.into(),
camera_zoom: [camera_zoom, 0.0],
camera_zoom_limits: [galactica_constants::ZOOM_MIN, galactica_constants::ZOOM_MAX],
camera_zoom_limits: [consts_main::ZOOM_MIN, consts_main::ZOOM_MAX],
window_size: [
self.window_size.width as f32,
self.window_size.height as f32,
],
window_aspect: [self.window_aspect, 0.0],
starfield_texture: [self.texture_array.get_starfield_texture().index, 0],
starfield_tile_size: [galactica_constants::STARFIELD_SIZE as f32, 0.0],
starfield_tile_size: [consts_main::STARFIELD_SIZE as f32, 0.0],
starfield_size_limits: [
galactica_constants::STARFIELD_SIZE_MIN,
galactica_constants::STARFIELD_SIZE_MAX,
consts_main::STARFIELD_SIZE_MIN,
consts_main::STARFIELD_SIZE_MAX,
],
}]),
);

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@ -7,6 +7,7 @@
//! and the only one external code should interact with.
//! (Excluding data structs, like [`ObjectSprite`])
mod consts;
mod globaldata;
mod gpustate;
mod pipeline;
@ -15,20 +16,9 @@ mod starfield;
mod texturearray;
mod vertexbuffer;
// TODO: remove
mod consts_main;
use galactica_content as content;
pub use gpustate::GPUState;
pub use sprite::{AnchoredUiPosition, ObjectSprite, ObjectSubSprite, UiSprite};
use cgmath::Matrix4;
/// Shader entry points
pub(crate) const SHADER_MAIN_VERTEX: &'static str = "vertex_main";
pub(crate) const SHADER_MAIN_FRAGMENT: &'static str = "fragment_main";
#[rustfmt::skip]
pub(crate) const OPENGL_TO_WGPU_MATRIX: Matrix4<f32> = Matrix4::new(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 0.5, 0.5,
0.0, 0.0, 0.0, 1.0,
);

View File

@ -1,8 +1,8 @@
use std::rc::Rc;
use wgpu;
use crate::consts::{SHADER_MAIN_FRAGMENT, SHADER_MAIN_VERTEX};
use crate::vertexbuffer::VertexBuffer;
use crate::{SHADER_MAIN_FRAGMENT, SHADER_MAIN_VERTEX};
pub struct PipelineBuilder<'a> {
// These are provided with new()

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@ -1,8 +1,7 @@
use cgmath::{Point2, Point3, Vector2, Vector3};
use galactica_constants;
use rand::{self, Rng};
use crate::vertexbuffer::types::StarfieldInstance;
use crate::{consts, consts_main, vertexbuffer::types::StarfieldInstance};
pub(crate) struct StarfieldStar {
/// Star coordinates, in world space.
@ -34,20 +33,16 @@ impl Starfield {
pub fn regenerate(&mut self) {
// TODO: save seed in system, regenerate on jump
let mut rng = rand::thread_rng();
let sz = galactica_constants::STARFIELD_SIZE as f32 / 2.0;
self.stars = (0..galactica_constants::STARFIELD_COUNT)
let sz = consts_main::STARFIELD_SIZE as f32 / 2.0;
self.stars = (0..consts_main::STARFIELD_COUNT)
.map(|_| StarfieldStar {
pos: Point3 {
x: rng.gen_range(-sz..=sz),
y: rng.gen_range(-sz..=sz),
z: rng.gen_range(
galactica_constants::STARFIELD_Z_MIN..galactica_constants::STARFIELD_Z_MAX,
),
z: rng.gen_range(consts_main::STARFIELD_Z_MIN..consts_main::STARFIELD_Z_MAX),
},
size: rng.gen_range(
galactica_constants::STARFIELD_SIZE_MIN
..galactica_constants::STARFIELD_SIZE_MAX,
),
size: rng
.gen_range(consts_main::STARFIELD_SIZE_MIN..consts_main::STARFIELD_SIZE_MAX),
tint: Vector2 {
x: rng.gen_range(0.0..=1.0),
y: rng.gen_range(0.0..=1.0),
@ -57,17 +52,17 @@ impl Starfield {
}
pub fn make_instances(&mut self, aspect: f32) -> Vec<StarfieldInstance> {
let sz = galactica_constants::STARFIELD_SIZE as f32;
let sz = consts_main::STARFIELD_SIZE as f32;
// Compute window size in starfield tiles
let mut nw_tile: Point2<i32> = {
// Game coordinates (relative to camera) of nw corner of screen.
let clip_nw = Point2::from((aspect, 1.0)) * galactica_constants::ZOOM_MAX;
let clip_nw = Point2::from((aspect, 1.0)) * consts_main::ZOOM_MAX;
// Parallax correction.
// Also, adjust v for mod to work properly
// (v is centered at 0)
let v: Point2<f32> = clip_nw * galactica_constants::STARFIELD_Z_MIN;
let v: Point2<f32> = clip_nw * consts_main::STARFIELD_Z_MIN;
let v_adj: Point2<f32> = (v.x + (sz / 2.0), v.y + (sz / 2.0)).into();
#[rustfmt::skip]
@ -91,10 +86,8 @@ impl Starfield {
// Truncate tile grid to buffer size
// (The window won't be full of stars if our instance limit is too small)
while ((nw_tile.x * 2 + 1)
* (nw_tile.y * 2 + 1)
* galactica_constants::STARFIELD_COUNT as i32)
> galactica_constants::STARFIELD_INSTANCE_LIMIT as i32
while ((nw_tile.x * 2 + 1) * (nw_tile.y * 2 + 1) * consts_main::STARFIELD_COUNT as i32)
> consts::STARFIELD_INSTANCE_LIMIT as i32
{
nw_tile -= Vector2::from((1, 1));
}
@ -119,7 +112,7 @@ impl Starfield {
}
// Enforce starfield limit
if instances.len() as u64 > galactica_constants::STARFIELD_INSTANCE_LIMIT {
if instances.len() as u64 > consts::STARFIELD_INSTANCE_LIMIT {
unreachable!("Starfield limit exceeded!")
}
self.instance_count = instances.len() as u32;

View File

@ -1,9 +0,0 @@
[package]
name = "galactica-shipbehavior"
version = "0.0.0"
edition = "2021"
[dependencies]
galactica-content = { path = "../content" }
galactica-world = { path = "../world" }
cgmath = "0.18.0"

View File

@ -1,23 +0,0 @@
use crate::ShipBehavior;
use galactica_content as content;
use galactica_world::{ShipPhysicsHandle, World};
/// Dummy ship behavior.
/// Does nothing.
pub struct Dummy {
_handle: ShipPhysicsHandle,
}
impl Dummy {
/// Create a new ship controller
pub fn new(handle: ShipPhysicsHandle) -> Self {
Self { _handle: handle }
}
}
impl ShipBehavior for Dummy {
fn update_controls(&mut self, _physics: &mut World, _content: &content::Content) {}
fn get_handle(&self) -> ShipPhysicsHandle {
return self._handle;
}
}

View File

@ -1,9 +0,0 @@
//! Various implementations of [`crate::ShipBehavior`]
mod dummy;
mod player;
mod point;
pub use dummy::Dummy;
pub use player::Player;
pub use point::Point;

View File

@ -1,48 +0,0 @@
use crate::ShipBehavior;
use galactica_content as content;
use galactica_world::{ShipPhysicsHandle, World};
/// Player ship behavior.
/// Controls a ship using controller input
pub struct Player {
handle: ShipPhysicsHandle,
/// Turn left
pub key_left: bool,
/// Turn right
pub key_right: bool,
/// Fire guns
pub key_guns: bool,
/// Foward thrust
pub key_thrust: bool,
}
impl Player {
/// Make a new ship controller
pub fn new(handle: ShipPhysicsHandle) -> Self {
Self {
handle,
key_left: false,
key_right: false,
key_guns: false,
key_thrust: false,
}
}
}
impl ShipBehavior for Player {
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;
s.controls.guns = self.key_guns;
s.controls.thrust = self.key_thrust;
}
fn get_handle(&self) -> ShipPhysicsHandle {
return self.handle;
}
}

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@ -1,82 +0,0 @@
use cgmath::{Deg, InnerSpace};
use crate::ShipBehavior;
use galactica_content as content;
use galactica_world::{util, ShipPhysicsHandle, World};
/// "Point" ship behavior.
/// Point and shoot towards the nearest enemy.
pub struct Point {
handle: ShipPhysicsHandle,
}
impl Point {
/// Create a new ship controller
pub fn new(handle: ShipPhysicsHandle) -> Self {
Self { handle }
}
}
impl ShipBehavior for Point {
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;
s.controls.right = false;
s.controls.guns = false;
s.controls.thrust = false;
let (my_s, my_r) = physics.get_ship_body(&self.handle).unwrap();
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.ship.faction);
// Iterate all possible targets
let mut it = physics
.iter_ship_body()
.filter(
|(s, _)| match my_faction.relationships.get(&s.ship.faction).unwrap() {
content::Relationship::Hostile => true,
_ => false,
},
)
.map(|(_, r)| r);
// Find the closest target
let mut closest_enemy_position = match it.next() {
Some(c) => util::rigidbody_position(c),
None => return, // Do nothing if no targets are available
};
let mut d = (my_position - closest_enemy_position).magnitude();
for r in it {
let p = util::rigidbody_position(r);
let new_d = (my_position - p).magnitude();
if new_d < d {
d = new_d;
closest_enemy_position = p;
}
}
let angle_delta: Deg<f32> = (my_rotation)
.angle(closest_enemy_position - my_position)
.into();
let s = physics.get_ship_mut(&self.handle).unwrap();
s.controls.left = false;
s.controls.right = false;
if angle_delta < Deg(0.0) && my_angvel > -0.3 {
s.controls.right = true;
} else if angle_delta > Deg(0.0) && my_angvel < 0.3 {
s.controls.left = true;
}
s.controls.guns = true;
s.controls.thrust = false;
}
fn get_handle(&self) -> ShipPhysicsHandle {
return self.handle;
}
}

View File

@ -1,21 +0,0 @@
#![warn(missing_docs)]
//! Computer-controlled ship behaviors
pub mod behavior;
use galactica_content as content;
use galactica_world::{ShipPhysicsHandle, World};
/// Main behavior trait. Any struct that implements this
/// may be used to control a ship.
pub trait ShipBehavior
where
Self: Send,
{
/// Update a ship's controls based on world state
fn update_controls(&mut self, physics: &mut World, content: &content::Content);
/// Get the ship this behavior is attached to
fn get_handle(&self) -> ShipPhysicsHandle;
}

View File

@ -1,15 +0,0 @@
[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"

View File

@ -1,17 +0,0 @@
#![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);

View File

@ -1,58 +0,0 @@
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,
}
}
}

View File

@ -1,100 +0,0 @@
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
},
}
}
}

View File

@ -1,283 +0,0 @@
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::{ActiveEvents, ChannelEventCollector},
};
use std::{collections::HashMap, f32::consts::PI};
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 World {
wrapper: Wrapper,
projectiles: HashMap<ColliderHandle, objects::ProjectileWorldObject>,
ships: HashMap<ColliderHandle, objects::ShipWorldObject>,
collision_handler: ChannelEventCollector,
collision_queue: Receiver<CollisionEvent>,
}
// Private methods
impl<'a> World {
fn remove_projectile(&mut self, c: ColliderHandle) {
let p = match self.projectiles.remove(&c) {
Some(p) => p,
None => return,
};
self.wrapper.rigid_body_set.remove(
p.rigid_body,
&mut self.wrapper.im,
&mut self.wrapper.collider_set,
&mut self.wrapper.ij,
&mut self.wrapper.mj,
true,
);
}
fn remove_ship(&mut self, h: ShipPhysicsHandle) {
self.wrapper.rigid_body_set.remove(
h.0,
&mut self.wrapper.im,
&mut self.wrapper.collider_set,
&mut self.wrapper.ij,
&mut self.wrapper.mj,
true,
);
self.ships.remove(&h.1);
}
/// 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<'a> World {
/// Create a new physics system
pub fn new() -> Self {
let (collision_send, collision_queue) = crossbeam::channel::unbounded();
let (contact_force_send, _) = crossbeam::channel::unbounded();
Self {
wrapper: Wrapper::new(),
projectiles: HashMap::new(),
ships: HashMap::new(),
collision_handler: ChannelEventCollector::new(collision_send, contact_force_send),
collision_queue,
}
}
/// Add a ship to this physics system
/// TODO: decouple from Ship::new()
pub fn add_ship(
&mut self,
ct: &content::Content,
ship: object::Ship,
position: Point2<f32>,
) -> ShipPhysicsHandle {
let ship_content = ct.get_ship(ship.handle);
let cl = ColliderBuilder::convex_decomposition(
&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(ship_content.mass);
let rb = RigidBodyBuilder::dynamic()
.angular_damping(ship_content.angular_drag)
.linear_damping(ship_content.linear_drag)
.translation(vector![position.x, position.y])
.can_sleep(false);
let r = self.wrapper.rigid_body_set.insert(rb.build());
let c = self.wrapper.collider_set.insert_with_parent(
cl.build(),
r,
&mut self.wrapper.rigid_body_set,
);
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
// TODO: Clean this mess
let mut ps = Vec::new();
let mut to_remove = Vec::new();
for (_, s) in &mut self.ships {
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];
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 (s, p) in ps {
self.add_projectiles(&s, p);
}
// Update physics
self.wrapper.step(t, &self.collision_handler);
// Handle collision events
while let Ok(event) = &self.collision_queue.try_recv() {
if event.started() {
let a = &event.collider1();
let b = &event.collider2();
// 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)
} else {
(a, b)
};
if let Some(p) = self.projectiles.get(a) {
if let Some(s) = self.ships.get_mut(b) {
let hit = s.ship.handle_projectile_collision(ct, &p.projectile);
if hit {
self.remove_projectile(*a);
}
}
}
}
}
// Delete projectiles
let mut to_remove = Vec::new();
for (_, p) in &mut self.projectiles {
p.projectile.tick(t);
if p.projectile.is_expired() {
to_remove.push(p.collider);
}
}
for i in to_remove {
self.remove_projectile(i);
}
}
/// Get a rigid body from a handle
pub fn get_rigid_body(&self, r: RigidBodyHandle) -> &RigidBody {
&self.wrapper.rigid_body_set[r]
}
/// Get a ship from a handle
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: &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::ShipWorldObject, &RigidBody)> + '_ {
self.ships.values().map(|x| {
(
x,
self.wrapper.rigid_body_set.get(x.physics_handle.0).unwrap(),
)
})
}
/// Iterate over all ship sprites in this physics system
pub fn get_ship_sprites(
&'a self,
ct: &'a content::Content,
) -> impl Iterator<Item = ObjectSprite> + '_ {
self.ships
.values()
.map(|x| x.get_sprite(ct, &self.wrapper.rigid_body_set[x.physics_handle.0]))
}
/// Iterate over all projectile sprites in this physics system
pub fn get_projectile_sprites(&self) -> impl Iterator<Item = ObjectSprite> + '_ {
self.projectiles
.values()
.map(|x| x.get_sprite(&self.wrapper.rigid_body_set[x.rigid_body]))
}
}

11
src/consts.rs Normal file
View File

@ -0,0 +1,11 @@
pub const ZOOM_MIN: f32 = 200.0;
pub const ZOOM_MAX: f32 = 2000.0;
/// Name of starfield texture
pub const STARFIELD_TEXTURE_NAME: &'static str = "starfield";
/// Root directory of game content
pub const CONTENT_ROOT: &'static str = "./content";
/// Root directory of game textures
pub const TEXTURE_ROOT: &'static str = "./assets/render";

View File

@ -1,15 +1,15 @@
use cgmath::{Deg, InnerSpace, Point2};
use content::SystemHandle;
use galactica_render::{AnchoredUiPosition, ObjectSprite, UiSprite};
use std::time::Instant;
use winit::event::{ElementState, MouseButton, MouseScrollDelta, TouchPhase, VirtualKeyCode};
use super::camera::Camera;
use crate::{content, inputstatus::InputStatus};
use galactica_constants;
use galactica_gameobject as object;
use galactica_render::{AnchoredUiPosition, ObjectSprite, UiSprite};
use galactica_shipbehavior::{behavior, ShipBehavior};
use galactica_world::{util, ShipPhysicsHandle, World};
use super::{camera::Camera, outfits, system::System};
use crate::{
consts, content,
inputstatus::InputStatus,
physics::{util, Physics, ShipHandle},
shipbehavior::{self, ShipBehavior},
};
struct Ui {}
@ -20,8 +20,8 @@ impl Ui {
fn build_radar(
&self,
player: &ShipPhysicsHandle,
physics: &World,
player: &ShipHandle,
physics: &Physics,
ct: &content::Content,
) -> Vec<UiSprite> {
let mut out = Vec::new();
@ -70,69 +70,58 @@ impl Ui {
pub struct Game {
pub input: InputStatus,
pub last_update: Instant,
pub player: ShipPhysicsHandle,
pub system: object::System,
pub player: ShipHandle,
pub system: System,
pub camera: Camera,
paused: bool,
pub time_scale: f32,
ui: Ui,
physics: World,
physics: Physics,
shipbehaviors: Vec<Box<dyn ShipBehavior>>,
playerbehavior: behavior::Player,
content: content::Content,
}
impl Game {
pub fn new(ct: content::Content) -> Self {
let mut physics = World::new();
let ss = ct.get_ship(content::ShipHandle { index: 0 });
let mut physics = Physics::new();
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 mut o1 = outfits::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 s = object::Ship::new(
&ct,
content::ShipHandle { index: 0 },
content::FactionHandle { index: 0 },
let h1 = physics.add_ship(
&ct.ships[0],
o1,
);
let h1 = physics.add_ship(&ct, s, Point2 { x: 0.0, y: 0.0 });
let s = object::Ship::new(
&ct,
content::ShipHandle { index: 0 },
Point2 { x: 0.0, y: 0.0 },
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: 1 },
o1,
);
let h2 = physics.add_ship(
&ct.ships[0],
outfits::ShipOutfits::new(&ct.ships[0]),
Point2 { x: 300.0, y: 300.0 },
content::FactionHandle { index: 0 },
);
let mut o2 = outfits::ShipOutfits::new(&ct.ships[0]);
o2.add(ct.outfits[0].clone());
o2.add_gun(ct.guns[0].clone());
let h3 = physics.add_ship(
&ct,
s,
&ct.ships[0],
o2,
Point2 {
x: -300.0,
y: 300.0,
},
content::FactionHandle { index: 1 },
);
let mut shipbehaviors: Vec<Box<dyn ShipBehavior>> = Vec::new();
shipbehaviors.push(Box::new(behavior::Dummy::new(h2)));
shipbehaviors.push(Box::new(behavior::Point::new(h3)));
shipbehaviors.push(shipbehavior::Player::new(h1));
shipbehaviors.push(shipbehavior::Dummy::new(h2));
shipbehaviors.push(shipbehavior::Point::new(h3));
Game {
last_update: Instant::now(),
@ -143,14 +132,13 @@ impl Game {
pos: (0.0, 0.0).into(),
zoom: 500.0,
},
system: object::System::new(&ct, SystemHandle { index: 0 }),
system: System::new(&ct.systems[0]),
paused: false,
time_scale: 1.0,
physics,
shipbehaviors,
content: ct,
playerbehavior: behavior::Player::new(h1),
ui: Ui::new(),
}
}
@ -179,19 +167,11 @@ impl Game {
pub fn update(&mut self) {
let t: f32 = self.last_update.elapsed().as_secs_f32() * self.time_scale;
self.playerbehavior.key_guns = self.input.key_guns;
self.playerbehavior.key_thrust = self.input.key_thrust;
self.playerbehavior.key_right = self.input.key_right;
self.playerbehavior.key_left = self.input.key_left;
self.playerbehavior
.update_controls(&mut self.physics, &self.content);
self.shipbehaviors.retain_mut(|b| {
// Remove shipbehaviors of destroyed ships
if self.physics.get_ship_mut(&b.get_handle()).is_none() {
false
} else {
b.update_controls(&mut self.physics, &self.content);
b.update_controls(&mut self.physics, &self.input, &self.content);
true
}
});
@ -199,8 +179,8 @@ impl Game {
self.physics.step(t, &self.content);
if self.input.v_scroll != 0.0 {
self.camera.zoom = (self.camera.zoom + self.input.v_scroll)
.clamp(galactica_constants::ZOOM_MIN, galactica_constants::ZOOM_MAX);
self.camera.zoom =
(self.camera.zoom + self.input.v_scroll).clamp(consts::ZOOM_MIN, consts::ZOOM_MAX);
self.input.v_scroll = 0.0;
}
@ -220,7 +200,7 @@ impl Game {
let mut sprites: Vec<ObjectSprite> = Vec::new();
sprites.append(&mut self.system.get_sprites());
sprites.extend(self.physics.get_ship_sprites(&self.content));
sprites.extend(self.physics.get_ship_sprites());
// Make sure sprites are drawn in the correct order
// (note the reversed a, b in the comparator)

View File

@ -1,6 +1,10 @@
//! This module is responsible for high-level game control logic.
//! This module contains high-level game control routines.
mod camera;
mod game;
pub mod outfits;
mod system;
mod systemobject;
pub use game::Game;
pub use systemobject::SystemObject;

View File

@ -1,25 +1,20 @@
use cgmath::{Deg, Point3};
use galactica_content as content;
use galactica_render::ObjectSubSprite;
use crate::content;
/// Represents a gun attached to a specific ship at a certain gunpoint.
#[derive(Debug)]
pub struct ShipGun {
/// The kind of gun this is
pub kind: content::Gun,
/// How many seconds we must wait before this gun can fire
pub cooldown: f32,
/// Index of the gunpoint this gun is attached to
pub point: usize,
}
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.clone(),
kind: kind,
point,
cooldown: 0.0,
}
@ -67,17 +62,15 @@ impl OutfitStatSum {
}
}
/// Represents a set of outfits attached to a ship.
/// Represents all the outfits attached to a ship.
/// Keeps track of the sum of their stats, so it mustn't be re-computed every frame.
#[derive(Debug)]
pub struct OutfitSet {
/// The total sum of the stats this set of outfits provides
/// TODO: this shouldn't be pub
pub struct ShipOutfits {
pub stats: OutfitStatSum,
pub total_space: content::OutfitSpace,
//pub total_space: content::OutfitSpace,
available_space: content::OutfitSpace,
outfits: Vec<content::OutfitHandle>,
outfits: Vec<content::Outfit>,
guns: Vec<ShipGun>,
enginepoints: Vec<content::EnginePoint>,
gunpoints: Vec<content::GunPoint>,
@ -87,15 +80,14 @@ pub struct OutfitSet {
engine_flare_sprites: Vec<ObjectSubSprite>,
}
impl<'a> OutfitSet {
/// Make a new outfit array
impl<'a> ShipOutfits {
pub fn new(content: &content::Ship) -> Self {
Self {
stats: OutfitStatSum::new(),
outfits: Vec::new(),
guns: Vec::new(),
available_space: content.space.clone(),
//total_space: content.space.clone(),
total_space: content.space.clone(),
enginepoints: content.engines.clone(),
gunpoints: content.guns.clone(),
engine_flare_sprites: vec![],
@ -103,8 +95,8 @@ impl<'a> OutfitSet {
}
/// Does this outfit set contain the specified outfit?
pub fn contains_outfit(&self, o: content::OutfitHandle) -> bool {
match self.outfits.iter().position(|x| *x == o) {
pub fn contains_outfit(&self, o: &content::Outfit) -> bool {
match self.outfits.iter().position(|x| x.name == o.name) {
Some(_) => true,
None => false,
}
@ -113,35 +105,33 @@ impl<'a> OutfitSet {
/// Add an outfit to this ship.
/// Returns true on success, and false on failure
/// TODO: failure reason enum
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) {
pub fn add(&mut self, o: content::Outfit) -> bool {
if !self.available_space.can_contain(o.space) {
return false;
}
self.available_space.occupy(&outfit.space);
self.stats.add(&outfit);
self.available_space.occupy(&o.space);
self.stats.add(&o);
self.outfits.push(o);
self.update_engine_flares();
return true;
}
/// 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) {
/// 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) {
Some(i) => i,
None => panic!("removed non-existing outfit"),
None => panic!("Removed non-existing outfit"),
};
self.available_space.free(&outfit.space);
self.available_space.free(&o.space);
self.outfits.remove(i);
self.stats.remove(&outfit);
self.stats.remove(&o);
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, ct: &content::Content, g: content::GunHandle) -> bool {
pub fn add_gun(&mut self, gun: content::Gun) -> bool {
// Find first unused point
let mut p = None;
'outer: for i in 0..self.gunpoints.len() {
@ -153,7 +143,6 @@ impl<'a> OutfitSet {
p = Some(i);
break;
}
let gun = ct.get_gun(g);
// All points are taken
if p.is_none() {
@ -165,12 +154,10 @@ impl<'a> OutfitSet {
return true;
}
/// Iterate over all guns in this outfitset
pub fn iter_guns(&mut self) -> impl Iterator<Item = &mut ShipGun> {
self.guns.iter_mut()
}
/// Iterate over all guns and the gunpoints they're attached to
pub fn iter_guns_points(&mut self) -> impl Iterator<Item = (&mut ShipGun, &content::GunPoint)> {
self.guns
.iter_mut()
@ -178,7 +165,6 @@ impl<'a> OutfitSet {
.map(|(a, b)| (b, a))
}
/// Update engine flare sprites
pub fn update_engine_flares(&mut self) {
// TODO: better way to pick flare texture
self.engine_flare_sprites.clear();
@ -204,7 +190,6 @@ impl<'a> OutfitSet {
.collect();
}
/// Get the sprites we should show if this ship is firing its engines
pub fn get_engine_flares(&self) -> Vec<ObjectSubSprite> {
return self.engine_flare_sprites.clone();
}

View File

@ -1,21 +1,21 @@
use crate::SystemObject;
use galactica_content as content;
use galactica_render::ObjectSprite;
use super::SystemObject;
use crate::content;
pub struct System {
pub name: String,
bodies: Vec<SystemObject>,
}
impl System {
pub fn new(ct: &content::Content, handle: content::SystemHandle) -> Self {
let sys = ct.get_system(handle);
pub fn new(ct: &content::System) -> Self {
let mut s = System {
name: sys.name.clone(),
name: ct.name.clone(),
bodies: Vec::new(),
};
for o in &sys.objects {
for o in &ct.objects {
s.bodies.push(SystemObject {
pos: o.position,
sprite_texture: o.sprite_texture,

View File

@ -1,6 +1,5 @@
use crate::content;
use cgmath::{Deg, Point3};
use galactica_content as content;
use galactica_render::ObjectSprite;
pub struct SystemObject {

View File

@ -1,10 +1,13 @@
mod consts;
mod game;
mod inputstatus;
mod objects;
mod physics;
mod shipbehavior;
pub use galactica_content as content;
use anyhow::Result;
use galactica_constants;
use std::path::PathBuf;
use winit::{
event::{Event, KeyboardInput, WindowEvent},
@ -15,9 +18,9 @@ use winit::{
fn main() -> Result<()> {
// TODO: error if missing
let content = content::Content::load_dir(
PathBuf::from(galactica_constants::CONTENT_ROOT),
PathBuf::from(galactica_constants::TEXTURE_ROOT),
galactica_constants::STARFIELD_TEXTURE_NAME.to_owned(),
PathBuf::from(consts::CONTENT_ROOT),
PathBuf::from(consts::TEXTURE_ROOT),
consts::STARFIELD_TEXTURE_NAME.to_owned(),
)?;
let event_loop = EventLoop::new();

View File

@ -1,6 +1,7 @@
//! This module contains game objects that may interact with the physics engine.
mod projectile;
mod ship;
pub use projectile::ProjectileWorldObject;
pub use ship::ShipWorldObject;
pub use projectile::{Projectile, ProjectileBuilder};
pub use ship::Ship;

73
src/objects/projectile.rs Normal file
View File

@ -0,0 +1,73 @@
use cgmath::{Deg, InnerSpace, Point3, Vector2};
use galactica_render::ObjectSprite;
use rapier2d::{
dynamics::{RigidBody, RigidBodyBuilder, RigidBodyHandle},
geometry::{ColliderBuilder, ColliderHandle},
};
use crate::{content, physics::util};
pub struct ProjectileBuilder {
pub rigid_body: RigidBodyBuilder,
pub collider: ColliderBuilder,
pub sprite_texture: content::TextureHandle,
pub lifetime: f32,
pub size: f32,
pub damage: f32,
pub faction: content::FactionHandle,
}
impl ProjectileBuilder {
pub fn build(self, r: RigidBodyHandle, c: ColliderHandle) -> Projectile {
Projectile {
rigid_body: r,
collider: c,
sprite_texture: self.sprite_texture,
lifetime: self.lifetime,
size: self.size,
damage: self.damage,
faction: self.faction,
}
}
}
#[derive(Debug)]
pub struct Projectile {
pub rigid_body: RigidBodyHandle,
pub collider: ColliderHandle,
pub sprite_texture: content::TextureHandle,
pub lifetime: f32,
pub size: f32,
pub damage: 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;
}
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,
}
}
}

180
src/objects/ship.rs Normal file
View File

@ -0,0 +1,180 @@
use cgmath::{Deg, EuclideanSpace, InnerSpace, Matrix2, Rad, Vector2};
use content::{FactionHandle, TextureHandle};
use galactica_render::ObjectSprite;
use nalgebra::vector;
use rand::Rng;
use rapier2d::{
dynamics::{RigidBody, RigidBodyBuilder},
geometry::ColliderBuilder,
pipeline::ActiveEvents,
};
use super::ProjectileBuilder;
use crate::{
content,
game::outfits,
physics::{util, ShipHandle},
};
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,
}
}
}
pub struct Ship {
pub physics_handle: ShipHandle,
pub faction: FactionHandle,
pub hull: f32,
pub controls: ShipControls,
outfits: outfits::ShipOutfits,
sprite_texture: TextureHandle,
size: f32,
}
impl Ship {
pub fn new(
c: &content::Ship,
outfits: 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,
}
}
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 };
}
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
},
}
}
}

10
src/physics/mod.rs Normal file
View File

@ -0,0 +1,10 @@
mod physics;
pub mod util;
mod wrapper;
pub use physics::Physics;
use rapier2d::{dynamics::RigidBodyHandle, geometry::ColliderHandle};
#[derive(Debug, Copy, Clone, PartialEq, Eq)]
pub struct ShipHandle(pub(super) RigidBodyHandle, ColliderHandle);

219
src/physics/physics.rs Normal file
View File

@ -0,0 +1,219 @@
use cgmath::Point2;
use crossbeam::channel::Receiver;
use galactica_render::ObjectSprite;
use nalgebra::vector;
use rapier2d::{
dynamics::{RigidBody, RigidBodyBuilder, RigidBodyHandle},
geometry::{ColliderBuilder, ColliderHandle, CollisionEvent},
pipeline::ChannelEventCollector,
};
use std::{collections::HashMap, f32::consts::PI};
use super::{wrapper::Wrapper, ShipHandle};
use crate::{content, game::outfits, objects};
/// Keeps track of all objects in the world that we can interact with.
/// Also wraps our physics engine
pub struct Physics {
wrapper: Wrapper,
projectiles: HashMap<ColliderHandle, objects::Projectile>,
ships: HashMap<ColliderHandle, objects::Ship>,
collision_handler: ChannelEventCollector,
collision_queue: Receiver<CollisionEvent>,
}
// Private methods
impl Physics {
fn remove_projectile(&mut self, c: ColliderHandle) {
let p = match self.projectiles.remove(&c) {
Some(p) => p,
None => return,
};
self.wrapper.rigid_body_set.remove(
p.rigid_body,
&mut self.wrapper.im,
&mut self.wrapper.collider_set,
&mut self.wrapper.ij,
&mut self.wrapper.mj,
true,
);
}
fn remove_ship(&mut self, h: ShipHandle) {
self.wrapper.rigid_body_set.remove(
h.0,
&mut self.wrapper.im,
&mut self.wrapper.collider_set,
&mut self.wrapper.ij,
&mut self.wrapper.mj,
true,
);
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, pb.build(r, c));
return c;
}
}
// Public methods
impl Physics {
pub fn new() -> Self {
let (collision_send, collision_queue) = crossbeam::channel::unbounded();
let (contact_force_send, _) = crossbeam::channel::unbounded();
Self {
wrapper: Wrapper::new(),
projectiles: HashMap::new(),
ships: HashMap::new(),
collision_handler: ChannelEventCollector::new(collision_send, contact_force_send),
collision_queue,
}
}
pub fn add_ship(
&mut self,
ct: &content::Ship,
outfits: outfits::ShipOutfits,
position: Point2<f32>,
faction: content::FactionHandle,
) -> ShipHandle {
let cl = ColliderBuilder::convex_decomposition(
&ct.collision.points[..],
&ct.collision.indices[..],
)
// Rotate collider to match sprite
// (Collider starts pointing east, sprite starts pointing north.)
.rotation(PI / -2.0)
.mass(ct.mass);
let rb = RigidBodyBuilder::dynamic()
.angular_damping(ct.angular_drag)
.linear_damping(ct.linear_drag)
.translation(vector![position.x, position.y])
.can_sleep(false);
let r = self.wrapper.rigid_body_set.insert(rb.build());
let c = self.wrapper.collider_set.insert_with_parent(
cl.build(),
r,
&mut self.wrapper.rigid_body_set,
);
let h = ShipHandle(r, c);
self.ships
.insert(c, objects::Ship::new(ct, outfits, h, faction));
return h;
}
pub fn step(&mut self, t: f32, ct: &content::Content) {
// Run ship updates
let mut res = Vec::new();
let mut to_remove = Vec::new();
for (_, s) in &mut self.ships {
if s.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));
}
for r in to_remove {
self.remove_ship(r);
}
for r in res {
for p in r.projectiles {
self.add_projectile(p);
}
}
// Update physics
self.wrapper.step(t, &self.collision_handler);
// Handle collision events
while let Ok(event) = &self.collision_queue.try_recv() {
if event.started() {
let a = &event.collider1();
let b = &event.collider2();
// If projectiles are a part of this collision, make sure
// `a` is one of them.
let (a, b) = if self.projectiles.contains_key(b) {
(b, a)
} else {
(a, b)
};
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);
}
_ => {}
}
}
}
}
}
// Delete projectiles
let mut to_remove = Vec::new();
for (_, p) in &mut self.projectiles {
p.tick(t);
if p.is_expired() {
to_remove.push(p.collider);
}
}
for i in to_remove {
self.remove_projectile(i);
}
}
pub fn get_rigid_body(&self, r: RigidBodyHandle) -> &RigidBody {
&self.wrapper.rigid_body_set[r]
}
pub fn get_ship_mut(&mut self, s: &ShipHandle) -> Option<&mut objects::Ship> {
self.ships.get_mut(&s.1)
}
pub fn get_ship_body(&self, s: &ShipHandle) -> Option<(&objects::Ship, &RigidBody)> {
// TODO: handle dead handles
Some((self.ships.get(&s.1)?, self.wrapper.rigid_body_set.get(s.0)?))
}
pub fn iter_ship_body(&self) -> impl Iterator<Item = (&objects::Ship, &RigidBody)> + '_ {
self.ships.values().map(|x| {
(
x,
self.wrapper.rigid_body_set.get(x.physics_handle.0).unwrap(),
)
})
}
pub fn get_ship_sprites(&self) -> impl Iterator<Item = ObjectSprite> + '_ {
self.ships
.values()
.map(|x| x.get_sprite(&self.wrapper.rigid_body_set[x.physics_handle.0]))
}
pub fn get_projectile_sprites(&self) -> impl Iterator<Item = ObjectSprite> + '_ {
self.projectiles
.values()
.map(|x| x.get_sprite(&self.wrapper.rigid_body_set[x.rigid_body]))
}
}

View File

@ -1,12 +1,7 @@
//! Conversion utilities
use cgmath::{Point2, Vector2};
use nalgebra;
use rapier2d::dynamics::RigidBody;
// TODO: Migrate to nalgebra fully, remove these converters
/// Convert a rigidbody position to a position in game coordinates
pub fn rigidbody_position(r: &RigidBody) -> cgmath::Point2<f32> {
Point2 {
x: r.translation()[0],
@ -14,7 +9,6 @@ pub fn rigidbody_position(r: &RigidBody) -> cgmath::Point2<f32> {
}
}
/// Convert a rigidbody rotation to a rotation in game coordinates
pub fn rigidbody_rotation(r: &RigidBody) -> Vector2<f32> {
Vector2 {
x: r.rotation().re,
@ -22,7 +16,6 @@ pub fn rigidbody_rotation(r: &RigidBody) -> Vector2<f32> {
}
}
/// Convert a rigidbody velocity to a velocity in game coordinates
pub fn rigidbody_velocity(r: &RigidBody) -> cgmath::Vector2<f32> {
let v = r.velocity_at_point(&nalgebra::Point2::new(
r.translation()[0],

View File

@ -8,7 +8,7 @@ use rapier2d::{
pipeline::{EventHandler, PhysicsPipeline},
};
pub(crate) struct Wrapper {
pub(super) struct Wrapper {
pub rigid_body_set: RigidBodySet,
pub collider_set: ColliderSet,

149
src/shipbehavior/mod.rs Normal file
View File

@ -0,0 +1,149 @@
use cgmath::{Deg, InnerSpace};
use crate::{
content,
inputstatus::InputStatus,
physics::{util, Physics, ShipHandle},
};
pub trait ShipBehavior
where
Self: Send,
{
fn update_controls(
&mut self,
physics: &mut Physics,
input: &InputStatus,
content: &content::Content,
);
fn get_handle(&self) -> ShipHandle;
}
pub struct Dummy {
_handle: ShipHandle,
}
impl Dummy {
pub fn new(handle: ShipHandle) -> Box<Self> {
Box::new(Self { _handle: handle })
}
}
impl ShipBehavior for Dummy {
fn update_controls(
&mut self,
_physics: &mut Physics,
_input: &InputStatus,
_content: &content::Content,
) {
}
fn get_handle(&self) -> ShipHandle {
return self._handle;
}
}
pub struct Player {
handle: ShipHandle,
}
impl Player {
pub fn new(handle: ShipHandle) -> Box<Self> {
Box::new(Self { handle })
}
}
impl ShipBehavior for Player {
fn update_controls(
&mut self,
physics: &mut Physics,
input: &InputStatus,
_content: &content::Content,
) {
let s = physics.get_ship_mut(&self.handle).unwrap();
s.controls.left = input.key_left;
s.controls.right = input.key_right;
s.controls.guns = input.key_guns;
s.controls.thrust = input.key_thrust;
}
fn get_handle(&self) -> ShipHandle {
return self.handle;
}
}
pub struct Point {
handle: ShipHandle,
}
impl Point {
pub fn new(handle: ShipHandle) -> Box<Self> {
Box::new(Self { handle })
}
}
impl ShipBehavior for Point {
fn update_controls(
&mut self,
physics: &mut Physics,
_input: &InputStatus,
content: &content::Content,
) {
// Turn off all controls
let s = physics.get_ship_mut(&self.handle).unwrap();
s.controls.left = false;
s.controls.right = false;
s.controls.guns = false;
s.controls.thrust = false;
let (my_s, my_r) = physics.get_ship_body(&self.handle).unwrap();
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);
// Iterate all possible targets
let mut it = physics
.iter_ship_body()
.filter(|(s, _)| match my_faction.relationships[&s.faction] {
content::Relationship::Hostile => true,
_ => false,
})
.map(|(_, r)| r);
// Find the closest target
let mut closest_enemy_position = match it.next() {
Some(c) => util::rigidbody_position(c),
None => return, // Do nothing if no targets are available
};
let mut d = (my_position - closest_enemy_position).magnitude();
for r in it {
let p = util::rigidbody_position(r);
let new_d = (my_position - p).magnitude();
if new_d < d {
d = new_d;
closest_enemy_position = p;
}
}
let angle_delta: Deg<f32> = (my_rotation)
.angle(closest_enemy_position - my_position)
.into();
let s = physics.get_ship_mut(&self.handle).unwrap();
s.controls.left = false;
s.controls.right = false;
if angle_delta < Deg(0.0) && my_angvel > -0.3 {
s.controls.right = true;
} else if angle_delta > Deg(0.0) && my_angvel < 0.3 {
s.controls.left = true;
}
s.controls.guns = true;
s.controls.thrust = false;
}
fn get_handle(&self) -> ShipHandle {
return self.handle;
}
}