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5279eeb7d4
...
b6df512b90
|
@ -543,7 +543,6 @@ dependencies = [
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"rand",
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"serde",
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"toml",
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"walkdir",
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"wgpu",
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"winit",
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]
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@ -1383,15 +1382,6 @@ version = "1.1.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "08d43f7aa6b08d49f382cde6a7982047c3426db949b1424bc4b7ec9ae12c6ce2"
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[[package]]
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name = "same-file"
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version = "1.0.6"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "93fc1dc3aaa9bfed95e02e6eadabb4baf7e3078b0bd1b4d7b6b0b68378900502"
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dependencies = [
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"winapi-util",
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]
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[[package]]
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name = "scoped-tls"
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version = "1.0.1"
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@ -1685,16 +1675,6 @@ version = "0.9.4"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "49874b5167b65d7193b8aba1567f5c7d93d001cafc34600cee003eda787e483f"
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[[package]]
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name = "walkdir"
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version = "2.4.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "d71d857dc86794ca4c280d616f7da00d2dbfd8cd788846559a6813e6aa4b54ee"
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dependencies = [
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"same-file",
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"winapi-util",
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]
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[[package]]
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name = "wasi"
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version = "0.11.0+wasi-snapshot-preview1"
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|
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@ -40,4 +40,3 @@ pollster = "0.3"
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anyhow = "1.0"
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cgmath = "0.18.0"
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rand = "0.8.5"
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walkdir = "2.4.0"
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|
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@ -1,13 +0,0 @@
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# content type: system
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[system]
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name = "12 Autumn above"
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[object.star]
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sprite = "star::a0"
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center = [0.0, 0.0]
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[object.earth]
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sprite = "planet::earth"
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center = "star"
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radius = 200
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angle = 14
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@ -1,32 +0,0 @@
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use anyhow::Result;
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use super::{syntax, ContentType};
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#[derive(Debug)]
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pub struct Content {
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systems: Vec<syntax::System>,
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}
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impl Content {
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pub fn new(cv: Vec<ContentType>) -> Result<Self> {
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let mut content = Self {
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systems: Vec::new(),
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};
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// TODO: locate bad files
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// These methods check intra-file consistency
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for c in cv {
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match c {
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ContentType::System(v) => content.add_system(v)?,
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};
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}
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return Ok(content);
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}
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fn add_system(&mut self, toml: syntax::system::toml::SystemRoot) -> Result<()> {
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self.systems.push(syntax::System::parse(toml)?);
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return Ok(());
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}
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}
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@ -1,30 +0,0 @@
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use anyhow::Result;
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use std::{fs::File, io::Read, path::Path};
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use super::syntax;
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#[derive(Debug)]
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pub enum ContentType {
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System(syntax::system::toml::SystemRoot),
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}
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// TODO: check content without loading game
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impl ContentType {
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pub fn try_parse(file_string: &str) -> Result<Option<Self>> {
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// TODO: More advanced parsing, read the whole top comment
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let (first, _) = file_string.split_once("\n").unwrap();
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let type_spec = first[1..].trim(); // Remove hash
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return Ok(match type_spec {
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"content type: system" => Some(Self::System(toml::from_str(&file_string)?)),
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_ => None,
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});
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}
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pub fn from_path(path: &Path) -> Result<Option<Self>> {
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let mut file_string = String::new();
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let _ = File::open(path)?.read_to_string(&mut file_string);
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let file_string = file_string.trim();
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return Self::try_parse(&file_string);
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}
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}
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@ -1,6 +0,0 @@
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mod content;
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mod contenttype;
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mod syntax;
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pub use content::Content;
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pub use contenttype::ContentType;
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@ -1,3 +0,0 @@
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#![allow(dead_code)]
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pub mod system;
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pub use system::System;
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@ -1,95 +0,0 @@
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use anyhow::{bail, Result};
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use cgmath::Point2;
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use std::collections::HashMap;
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use crate::physics::Pfloat;
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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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#[derive(Debug, Deserialize)]
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pub struct SystemRoot {
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pub system: System,
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pub object: HashMap<String, Object>,
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}
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#[derive(Debug, Deserialize)]
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pub struct System {
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pub name: String,
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}
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#[derive(Debug, Deserialize)]
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pub struct Object {
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pub sprite: String,
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pub center: Center,
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#[serde(default)]
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pub radius: Pfloat,
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#[serde(default)]
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pub angle: Pfloat,
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}
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#[derive(Debug, Deserialize)]
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#[serde(untagged)]
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pub enum Center {
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Label(String),
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Coords([Pfloat; 2]),
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}
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}
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#[derive(Debug)]
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pub struct System {
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name: String,
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objects: Vec<Object>,
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}
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#[derive(Debug)]
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struct Object {
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sprite: String,
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center: Point2<Pfloat>,
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radius: Pfloat,
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angle: Pfloat,
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}
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fn resolve_center(
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objects: &HashMap<String, toml::Object>,
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obj: &toml::Object,
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) -> Option<Point2<f32>> {
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match &obj.center {
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toml::Center::Label(s) => resolve_center(&objects, objects.get(s)?),
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toml::Center::Coords(v) => Some(Point2::from(*v)),
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}
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}
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impl System {
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pub fn parse(value: toml::SystemRoot) -> Result<Self> {
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let mut objects = Vec::new();
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for (_, obj) in &value.object {
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let center = match resolve_center(&value.object, obj) {
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Some(v) => v,
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None => {
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bail!(
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"Failed to parse content file: could not resolve center label `{:?}`",
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obj.center
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);
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}
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};
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objects.push(Object {
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sprite: obj.sprite.clone(),
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center,
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radius: obj.radius,
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angle: obj.angle,
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});
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}
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return Ok(Self {
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name: value.system.name.clone(),
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objects,
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});
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}
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}
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@ -1,19 +1,19 @@
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use cgmath::{Deg, Point2};
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use crate::{physics::Pfloat, render::SpriteTexture, Sprite, Spriteable};
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use crate::{physics::Pfloat, Sprite, Spriteable};
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pub struct Doodad {
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pub sprite: SpriteTexture,
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pub sprite: String,
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pub pos: Point2<Pfloat>,
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pub parallax: Pfloat,
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pub height: Pfloat,
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}
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impl Spriteable for Doodad {
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fn get_sprite(&self) -> Sprite {
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fn sprite(&self) -> Sprite {
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return Sprite {
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texture: self.sprite.clone(),
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pos: self.pos,
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name: self.sprite.clone(),
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angle: Deg { 0: 0.0 },
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scale: 1.0,
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height: self.height,
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61
src/main.rs
61
src/main.rs
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@ -1,15 +1,5 @@
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mod content;
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mod doodad;
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mod inputstatus;
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mod physics;
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mod render;
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mod ship;
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mod system;
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use anyhow::Result;
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use cgmath::{Deg, Point2};
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use std::time::Instant;
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use walkdir::WalkDir;
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use winit::{
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event::{
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ElementState, Event, KeyboardInput, MouseButton, MouseScrollDelta, TouchPhase,
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@ -19,14 +9,12 @@ use winit::{
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window::WindowBuilder,
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};
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use crate::{
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doodad::Doodad,
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inputstatus::InputStatus,
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physics::Pfloat,
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render::{GPUState, SpriteTexture},
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ship::{Ship, ShipKind},
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system::System,
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};
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mod doodad;
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mod inputstatus;
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mod physics;
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mod render;
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mod ship;
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mod system;
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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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@ -46,6 +34,15 @@ pub const STARFIELD_DENSITY: f64 = 0.01;
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// Must fit inside an i32
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pub const STARFIELD_COUNT: u64 = (STARFIELD_SIZE as f64 * STARFIELD_DENSITY) as u64;
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use crate::{
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doodad::Doodad,
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inputstatus::InputStatus,
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physics::Pfloat,
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render::GPUState,
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ship::{Ship, ShipKind},
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system::System,
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};
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#[derive(Debug, Clone, Copy)]
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struct Camera {
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/// Camera center
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|
@ -57,12 +54,12 @@ struct Camera {
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}
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trait Spriteable {
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fn get_sprite(&self) -> Sprite;
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fn sprite(&self) -> Sprite;
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}
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struct Sprite {
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/// Name of the sprite to draw
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texture: SpriteTexture,
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name: String,
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/// This object's position, in world coordinates.
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pos: Point2<Pfloat>,
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|
@ -146,11 +143,11 @@ impl Game {
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self.last_update = Instant::now();
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}
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||||
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||||
fn get_sprites(&self) -> Vec<Sprite> {
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fn sprites(&self) -> Vec<Sprite> {
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let mut sprites: Vec<Sprite> = Vec::new();
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||||
|
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sprites.append(&mut self.system.get_sprites());
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sprites.push(self.player.get_sprite());
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sprites.append(&mut self.system.sprites());
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sprites.push(self.player.sprite());
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||||
|
||||
// Make sure sprites are drawn in the correct order
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||||
// (note the reversed a, b in the comparator)
|
||||
|
@ -163,6 +160,8 @@ impl Game {
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|||
}
|
||||
}
|
||||
|
||||
use std::time::Instant;
|
||||
|
||||
pub async fn run() -> Result<()> {
|
||||
let event_loop = EventLoop::new();
|
||||
let window = WindowBuilder::new().build(&event_loop).unwrap();
|
||||
|
@ -231,20 +230,6 @@ pub async fn run() -> Result<()> {
|
|||
}
|
||||
|
||||
fn main() -> Result<()> {
|
||||
let mut raw_content = Vec::new();
|
||||
for e in WalkDir::new("content").into_iter().filter_map(|e| e.ok()) {
|
||||
if e.metadata().unwrap().is_file() {
|
||||
let c = crate::content::ContentType::from_path(e.path())?;
|
||||
match c {
|
||||
Some(c) => raw_content.push(c),
|
||||
None => continue,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
let a = crate::content::Content::new(raw_content)?;
|
||||
println!("{:?}", a);
|
||||
|
||||
//pollster::block_on(run())?;
|
||||
pollster::block_on(run())?;
|
||||
return Ok(());
|
||||
}
|
||||
|
|
|
@ -215,11 +215,11 @@ impl GPUState {
|
|||
let clip_ne = Point2::from((-self.window_aspect, 1.0)) * game.camera.zoom;
|
||||
let clip_sw = Point2::from((self.window_aspect, -1.0)) * game.camera.zoom;
|
||||
|
||||
for s in game.get_sprites() {
|
||||
for s in game.sprites() {
|
||||
// Parallax is computed here, so we can check if this sprite is visible.
|
||||
let pos =
|
||||
(s.pos - game.camera.pos.to_vec()) / (s.parallax + game.camera.zoom / ZOOM_MIN);
|
||||
let texture = self.texture_array.get_sprite_texture(s.texture);
|
||||
let texture = self.texture_array.get_texture(&s.name[..]);
|
||||
|
||||
// Game dimensions of this sprite post-scale.
|
||||
// Don't divide by 2, we use this later.
|
||||
|
@ -376,7 +376,7 @@ impl GPUState {
|
|||
self.window_size.height as f32,
|
||||
],
|
||||
window_aspect: [self.window_aspect, 0.0],
|
||||
starfield_texture: [self.texture_array.get_starfield_texture().index, 0],
|
||||
starfield_texture: [self.texture_array.get_starfield().index, 0],
|
||||
starfield_tile_size: [STARFIELD_SIZE as f32, 0.0],
|
||||
}]),
|
||||
);
|
||||
|
|
|
@ -6,12 +6,6 @@ mod vertexbuffer;
|
|||
|
||||
pub use gpustate::GPUState;
|
||||
|
||||
/// A handle to a sprite texture
|
||||
#[derive(Debug, Clone, Copy)]
|
||||
pub struct SpriteTexture {
|
||||
pub name: &'static str,
|
||||
}
|
||||
|
||||
// API correction matrix.
|
||||
// cgmath uses OpenGL's matrix format, which
|
||||
// needs to be converted to wgpu's matrix format.
|
||||
|
|
|
@ -2,8 +2,6 @@ use anyhow::Result;
|
|||
use std::{collections::HashMap, num::NonZeroU32, path::PathBuf};
|
||||
use wgpu::BindGroupLayout;
|
||||
|
||||
use crate::render::SpriteTexture;
|
||||
|
||||
use super::{loader::TextureLoader, Texture, TextureArrayConfig};
|
||||
|
||||
pub struct TextureArray {
|
||||
|
@ -16,15 +14,11 @@ pub struct TextureArray {
|
|||
impl TextureArray {
|
||||
const INDEX_PATH: &'static str = "assets";
|
||||
|
||||
pub fn get_starfield_texture(&self) -> Texture {
|
||||
pub fn get_starfield(&self) -> Texture {
|
||||
return self.get_texture(&self.config.starfield);
|
||||
}
|
||||
|
||||
pub fn get_sprite_texture(&self, sprite: SpriteTexture) -> Texture {
|
||||
return self.get_texture(sprite.name);
|
||||
}
|
||||
|
||||
fn get_texture(&self, name: &str) -> Texture {
|
||||
pub fn get_texture(&self, name: &str) -> Texture {
|
||||
match self.textures.get(name) {
|
||||
Some(x) => *x,
|
||||
None => self.get_texture(&self.config.error),
|
||||
|
|
14
src/ship.rs
14
src/ship.rs
|
@ -1,18 +1,16 @@
|
|||
use cgmath::Point2;
|
||||
|
||||
use crate::{physics::Pfloat, physics::PhysBody, render::SpriteTexture, Sprite, Spriteable};
|
||||
use crate::{physics::Pfloat, physics::PhysBody, Sprite, Spriteable};
|
||||
|
||||
pub enum ShipKind {
|
||||
Gypsum,
|
||||
}
|
||||
|
||||
impl ShipKind {
|
||||
fn sprite(&self) -> SpriteTexture {
|
||||
let name = match self {
|
||||
fn sprite(&self) -> &'static str {
|
||||
match self {
|
||||
Self::Gypsum => "ship::gypsum",
|
||||
};
|
||||
|
||||
return SpriteTexture { name };
|
||||
}
|
||||
}
|
||||
|
||||
fn height(&self) -> Pfloat {
|
||||
|
@ -37,10 +35,10 @@ impl Ship {
|
|||
}
|
||||
|
||||
impl Spriteable for Ship {
|
||||
fn get_sprite(&self) -> Sprite {
|
||||
fn sprite(&self) -> Sprite {
|
||||
return Sprite {
|
||||
pos: self.body.pos,
|
||||
texture: self.kind.sprite(),
|
||||
name: self.kind.sprite().to_owned(),
|
||||
angle: self.body.angle,
|
||||
scale: 1.0,
|
||||
parallax: 1.0,
|
||||
|
|
|
@ -1,6 +1,5 @@
|
|||
use crate::{
|
||||
physics::{Pfloat, Polar},
|
||||
render::SpriteTexture,
|
||||
Doodad, Sprite, Spriteable, STARFIELD_COUNT, STARFIELD_PARALLAX_MAX, STARFIELD_PARALLAX_MIN,
|
||||
STARFIELD_SIZE,
|
||||
};
|
||||
|
@ -49,7 +48,7 @@ impl System {
|
|||
|
||||
s.bodies.push(Doodad {
|
||||
pos: (0.0, 0.0).into(),
|
||||
sprite: SpriteTexture { name: "star::star" },
|
||||
sprite: "star::star".to_owned(),
|
||||
parallax: 10.0,
|
||||
height: 80.0,
|
||||
});
|
||||
|
@ -61,9 +60,7 @@ impl System {
|
|||
angle: Deg { 0: 31.0 },
|
||||
}
|
||||
.to_cartesian(),
|
||||
sprite: SpriteTexture {
|
||||
name: "planet::earth",
|
||||
},
|
||||
sprite: "planet::earth".to_owned(),
|
||||
parallax: 5.0,
|
||||
height: 120.0,
|
||||
});
|
||||
|
@ -71,7 +68,7 @@ impl System {
|
|||
return s;
|
||||
}
|
||||
|
||||
pub fn get_sprites(&self) -> Vec<Sprite> {
|
||||
return self.bodies.iter().map(|x| x.get_sprite()).collect();
|
||||
pub fn sprites(&self) -> Vec<Sprite> {
|
||||
return self.bodies.iter().map(|x| x.sprite()).collect();
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue