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No commits in common. "54a1a26a2ca81a79797026645480e0c51dec9314" and "c6f22557f23db655e1a11b243a6a9dfd2da59ae6" have entirely different histories.
54a1a26a2c
...
c6f22557f2
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@ -573,17 +573,6 @@ version = "0.3.29"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "e36d3378ee38c2a36ad710c5d30c2911d752cb941c00c72dbabfb786a7970817"
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[[package]]
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name = "galactica-content"
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version = "0.0.0"
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dependencies = [
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"anyhow",
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"cgmath",
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"serde",
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"toml",
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"walkdir",
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]
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[[package]]
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name = "game"
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version = "0.1.0"
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@ -592,7 +581,6 @@ dependencies = [
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"bytemuck",
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"cgmath",
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"crossbeam",
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"galactica-content",
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"image",
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"nalgebra",
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"pollster",
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15
Cargo.toml
15
Cargo.toml
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@ -26,15 +26,7 @@ panic = "abort"
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incremental = false
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rpath = false
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[workspace]
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members = ["crates/content"]
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[dependencies]
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# Internal crates
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galactica-content = { path = "crates/content" }
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# Files
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image = { version = "0.24", features = ["png"] }
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toml = "0.8.8"
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@ -43,13 +35,12 @@ serde = { version = "1.0.193", features = ["derive"] }
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winit = "0.28"
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wgpu = "0.18"
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bytemuck = { version = "1.12", features = ["derive"] }
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# Physics
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rapier2d = "0.17.2"
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nalgebra = "0.32.3"
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crossbeam = "0.8.3"
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# Misc helpers
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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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rapier2d = "0.17.2"
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nalgebra = "0.32.3"
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crossbeam = "0.8.3"
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@ -1,11 +0,0 @@
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[package]
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name = "galactica-content"
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version = "0.0.0"
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edition = "2021"
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[dependencies]
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toml = "0.8.8"
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serde = { version = "1.0.193", features = ["derive"] }
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anyhow = "1.0"
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cgmath = "0.18.0"
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walkdir = "2.4.0"
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@ -17,18 +17,10 @@ pub(super) mod syntax {
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}
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}
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/// Represents an (foward) engine outfit that may be attached to a ship.
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#[derive(Debug, Clone)]
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pub struct Engine {
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/// The name of this outfit
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pub name: String,
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/// How much thrust this engine produces
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pub thrust: f32,
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/// The flare sprite this engine creates.
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/// Its location and size is determined by a ship's
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/// engine points.
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pub flare_sprite: String,
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}
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@ -27,54 +27,24 @@ pub(super) mod syntax {
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}
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}
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/// Represents a gun outfit.
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#[derive(Debug, Clone)]
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pub struct Gun {
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/// The name of this gun
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pub name: String,
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/// The projectile this gun produces
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pub projectile: Projectile,
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/// The accuracy of this gun.
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/// Projectiles can be off center up to
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/// `spread / 2` degrees in both directions.
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///
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/// (Forming a "fire cone" of `spread` degrees)
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pub spread: Deg<f32>,
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/// Average delay between projectiles, in seconds.
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pub rate: f32,
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/// Random variation of projectile delay, in seconds.
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/// Each shot waits (rate += rate_rng).
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pub rate_rng: f32,
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}
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/// Represents a projectile that a [`Gun`] produces.
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#[derive(Debug, Clone)]
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pub struct Projectile {
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/// The projectile sprite
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pub sprite: String,
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/// The average size of this projectile
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/// (height in game units)
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pub size: f32,
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/// Random size variation
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pub size_rng: f32,
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/// The speed of this projectile, in game units / second
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pub speed: f32,
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/// Random speed variation
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pub speed_rng: f32,
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/// The lifespan of this projectile.
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/// It will vanish if it lives this long without hitting anything.
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pub lifetime: f32,
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/// Random lifetime variation
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pub lifetime_rng: f32,
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/// The damage this projectile does
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pub damage: f32,
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}
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@ -1,13 +1,8 @@
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#![warn(missing_docs)]
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//! This subcrate is responsible for loading, parsing, validating game content,
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//! which is usually stored in `./content`.
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#![allow(dead_code)]
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mod engine;
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mod gun;
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mod ship;
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mod system;
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mod util;
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pub use engine::Engine;
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pub use gun::{Gun, Projectile};
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@ -44,16 +39,9 @@ trait Build {
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/// Represents generic game content, not connected to any game objects.
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#[derive(Debug)]
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pub struct Content {
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/// Star systems
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pub systems: Vec<system::System>,
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/// Ship bodies
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pub ships: Vec<ship::Ship>,
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/// Gun outfits
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pub guns: Vec<gun::Gun>,
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/// Engine outfits
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pub engines: Vec<engine::Engine>,
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}
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@ -91,7 +79,6 @@ impl Content {
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return Ok(());
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}
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/// Load content from a directory.
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pub fn load_dir(path: &str) -> Result<Self> {
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let mut content = Self {
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systems: Vec::new(),
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@ -32,50 +32,24 @@ pub(super) mod syntax {
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// Processed data structs.
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// These are exported.
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/// Represents a ship chassis.
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#[derive(Debug, Clone)]
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pub struct Ship {
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/// This ship's name
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pub name: String,
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/// This ship's sprite
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pub sprite: String,
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/// The size of this ship.
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/// Measured as unrotated height,
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/// in terms of game units.
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pub size: f32,
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/// Engine points on this ship.
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/// This is where engine flares are drawn.
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pub engines: Vec<EnginePoint>,
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/// Gun points on this ship.
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/// A gun outfit can be mounted on each.
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pub guns: Vec<GunPoint>,
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/// This ship's hull strength
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pub hull: f32,
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}
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/// An engine point on a ship.
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/// This is where flares are drawn.
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#[derive(Debug, Clone)]
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pub struct EnginePoint {
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/// This engine point's position, in game units,
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/// relative to the ship's center.
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pub pos: Point2<f32>,
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/// The size of the flare that should be drawn
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/// at this point, measured as height in game units.
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pub size: f32,
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}
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/// A gun point on a ship.
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#[derive(Debug, Clone)]
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pub struct GunPoint {
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/// This gun point's position, in game units,
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/// relative to the ship's center.
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pub pos: Point2<f32>,
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}
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@ -77,36 +77,17 @@ pub(super) mod syntax {
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// Processed data structs.
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// These are exported.
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/// Represents a star system
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#[derive(Debug)]
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pub struct System {
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/// This star system's name
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pub name: String,
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/// Objects in this system
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pub objects: Vec<Object>,
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}
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/// Represents an orbiting body in a star system
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/// (A star, planet, moon, satellite, etc)
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/// These may be landable and may be decorative.
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/// System objects to not interact with the physics engine.
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#[derive(Debug)]
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pub struct Object {
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/// This object's sprite
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pub sprite: String,
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/// This object's size.
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/// Measured as height in game units.
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/// This value is scaled for distance
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/// (i.e, the z-value of position)
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pub size: f32,
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/// This object's position, in game coordinates,
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/// relative to the system's center (0, 0).
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pub position: Point3<f32>,
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/// This object's sprite's angle, in degrees.
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pub size: f32,
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pub angle: Deg<f32>,
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}
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@ -1,15 +1,14 @@
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use cgmath::Point2;
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use std::time::Instant;
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use winit::event::{ElementState, MouseButton, MouseScrollDelta, TouchPhase, VirtualKeyCode};
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use super::{camera::Camera, outfits, system::System};
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use crate::{
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consts,
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content::Content,
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inputstatus::InputStatus,
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physics::{util, Physics, ShipHandle},
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render::Sprite,
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use super::{
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camera::Camera,
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system::System,
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util,
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world::{ShipGun, ShipHandle, ShipOutfit, World},
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InputStatus,
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};
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use crate::{consts, content::Content, render::Sprite};
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pub struct Game {
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pub input: InputStatus,
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@ -20,32 +19,23 @@ pub struct Game {
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paused: bool,
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pub time_scale: f32,
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world: Physics,
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world: World,
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}
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impl Game {
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pub fn new(ct: Content) -> Self {
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let mut world = Physics::new();
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let mut world = World::new();
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let c = world.add_ship(
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&ct.ships[0],
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vec![
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outfits::ShipOutfit::Gun(outfits::ShipGun::new(ct.guns[0].clone(), 1)),
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outfits::ShipOutfit::Gun(outfits::ShipGun::new(ct.guns[0].clone(), 2)),
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outfits::ShipOutfit::Engine(ct.engines[0].clone()),
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ShipOutfit::Gun(ShipGun::new(ct.guns[0].clone(), 1)),
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ShipOutfit::Gun(ShipGun::new(ct.guns[0].clone(), 2)),
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ShipOutfit::Engine(ct.engines[0].clone()),
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],
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Point2 { x: 0.0, y: 0.0 },
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);
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world.add_ship(&ct.ships[0], vec![], Point2 { x: 300.0, y: 300.0 });
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world.add_ship(
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&ct.ships[0],
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vec![],
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Point2 {
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x: -300.0,
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y: 300.0,
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},
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);
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world.add_ship(&ct.ships[0], vec![]);
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Game {
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last_update: Instant::now(),
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|
|
|
@ -1,10 +1,11 @@
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//! This module contains high-level game control routines.
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||||
|
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mod camera;
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mod game;
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pub mod outfits;
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mod inputstatus;
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mod system;
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mod systemobject;
|
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mod util;
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mod world;
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pub use game::Game;
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pub use inputstatus::InputStatus;
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pub use systemobject::SystemObject;
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||||
|
|
|
@ -0,0 +1,13 @@
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mod physicswrapper;
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mod projectile;
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mod ship;
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mod world;
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||||
|
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pub use projectile::{Projectile, ProjectileBuilder};
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pub use ship::{Ship, ShipControls, ShipGun, ShipOutfit, ShipOutfits, ShipTickResult};
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pub use world::World;
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|
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use rapier2d::{dynamics::RigidBodyHandle, geometry::ColliderHandle};
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||||
|
||||
#[derive(Debug, Copy, Clone)]
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pub struct ShipHandle(pub(in super::super) RigidBodyHandle, ColliderHandle);
|
|
@ -8,7 +8,7 @@ use rapier2d::{
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pipeline::{EventHandler, PhysicsPipeline},
|
||||
};
|
||||
|
||||
pub(super) struct Wrapper {
|
||||
pub(super) struct PhysicsWrapper {
|
||||
pub rigid_body_set: RigidBodySet,
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pub collider_set: ColliderSet,
|
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|
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|
@ -22,7 +22,7 @@ pub(super) struct Wrapper {
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pub ccd: CCDSolver,
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||||
}
|
||||
|
||||
impl Wrapper {
|
||||
impl PhysicsWrapper {
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
rigid_body_set: RigidBodySet::new(),
|
|
@ -4,10 +4,8 @@ use rapier2d::{
|
|||
geometry::{ColliderBuilder, ColliderHandle},
|
||||
};
|
||||
|
||||
use crate::{
|
||||
physics::util,
|
||||
render::{Sprite, SpriteTexture},
|
||||
};
|
||||
use super::super::util;
|
||||
use crate::render::{Sprite, SpriteTexture};
|
||||
|
||||
pub struct ProjectileBuilder {
|
||||
pub rigid_body: RigidBodyBuilder,
|
|
@ -0,0 +1,29 @@
|
|||
mod outfits;
|
||||
mod ship;
|
||||
|
||||
pub use outfits::{ShipGun, ShipOutfit, ShipOutfits};
|
||||
pub use ship::Ship;
|
||||
|
||||
use super::{super::InputStatus, 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 ShipTickResult {
|
||||
pub projectiles: Vec<ProjectileBuilder>,
|
||||
}
|
|
@ -1,46 +1,21 @@
|
|||
use cgmath::{Deg, EuclideanSpace, Matrix2, Rad, Vector2};
|
||||
use nalgebra::vector;
|
||||
use rand::Rng;
|
||||
use rapier2d::{
|
||||
dynamics::{RigidBody, RigidBodyBuilder},
|
||||
geometry::ColliderBuilder,
|
||||
pipeline::ActiveEvents,
|
||||
};
|
||||
use rapier2d::dynamics::{RigidBody, RigidBodyBuilder};
|
||||
use rapier2d::geometry::ColliderBuilder;
|
||||
use rapier2d::pipeline::ActiveEvents;
|
||||
|
||||
use super::ProjectileBuilder;
|
||||
use super::{outfits::ShipOutfits, InputStatus, ShipControls, ShipOutfit, ShipTickResult};
|
||||
use crate::game::{util, world::ShipHandle};
|
||||
use crate::{
|
||||
content,
|
||||
game::outfits,
|
||||
inputstatus::InputStatus,
|
||||
physics::{util, ShipHandle},
|
||||
render::{Sprite, SpriteTexture},
|
||||
};
|
||||
|
||||
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 ShipTickResult {
|
||||
pub projectiles: Vec<ProjectileBuilder>,
|
||||
}
|
||||
|
||||
pub struct Ship {
|
||||
pub physics_handle: ShipHandle,
|
||||
outfits: outfits::ShipOutfits,
|
||||
outfits: ShipOutfits,
|
||||
|
||||
sprite: SpriteTexture,
|
||||
size: f32,
|
||||
|
@ -51,12 +26,8 @@ pub struct Ship {
|
|||
}
|
||||
|
||||
impl Ship {
|
||||
pub fn new(
|
||||
c: &content::Ship,
|
||||
outfits: Vec<outfits::ShipOutfit>,
|
||||
physics_handle: ShipHandle,
|
||||
) -> Self {
|
||||
let mut o = outfits::ShipOutfits::new(c);
|
||||
pub fn new(c: &content::Ship, outfits: Vec<ShipOutfit>, physics_handle: ShipHandle) -> Self {
|
||||
let mut o = ShipOutfits::new(c);
|
||||
for x in outfits.into_iter() {
|
||||
o.add(x)
|
||||
}
|
|
@ -1,4 +1,3 @@
|
|||
use cgmath::Point2;
|
||||
use crossbeam::channel::Receiver;
|
||||
use nalgebra::vector;
|
||||
use rapier2d::{
|
||||
|
@ -8,55 +7,57 @@ use rapier2d::{
|
|||
};
|
||||
use std::collections::HashMap;
|
||||
|
||||
use super::{wrapper::Wrapper, ShipHandle};
|
||||
use crate::{content, game::outfits, objects, render::Sprite};
|
||||
use super::{
|
||||
physicswrapper::PhysicsWrapper, Projectile, ProjectileBuilder, Ship, ShipHandle, ShipOutfit,
|
||||
};
|
||||
use crate::{content, render::Sprite};
|
||||
|
||||
/// 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>,
|
||||
pub struct World {
|
||||
physics: PhysicsWrapper,
|
||||
projectiles: HashMap<ColliderHandle, Projectile>,
|
||||
ships: HashMap<ColliderHandle, Ship>,
|
||||
|
||||
collision_handler: ChannelEventCollector,
|
||||
collision_queue: Receiver<CollisionEvent>,
|
||||
}
|
||||
|
||||
// Private methods
|
||||
impl Physics {
|
||||
impl 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(
|
||||
self.physics.rigid_body_set.remove(
|
||||
p.rigid_body,
|
||||
&mut self.wrapper.im,
|
||||
&mut self.wrapper.collider_set,
|
||||
&mut self.wrapper.ij,
|
||||
&mut self.wrapper.mj,
|
||||
&mut self.physics.im,
|
||||
&mut self.physics.collider_set,
|
||||
&mut self.physics.ij,
|
||||
&mut self.physics.mj,
|
||||
true,
|
||||
);
|
||||
}
|
||||
|
||||
fn remove_ship(&mut self, h: ShipHandle) {
|
||||
self.wrapper.rigid_body_set.remove(
|
||||
self.physics.rigid_body_set.remove(
|
||||
h.0,
|
||||
&mut self.wrapper.im,
|
||||
&mut self.wrapper.collider_set,
|
||||
&mut self.wrapper.ij,
|
||||
&mut self.wrapper.mj,
|
||||
&mut self.physics.im,
|
||||
&mut self.physics.collider_set,
|
||||
&mut self.physics.ij,
|
||||
&mut self.physics.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(
|
||||
fn add_projectile(&mut self, pb: ProjectileBuilder) -> ColliderHandle {
|
||||
let r = self.physics.rigid_body_set.insert(pb.rigid_body.build());
|
||||
let c = self.physics.collider_set.insert_with_parent(
|
||||
pb.collider.build(),
|
||||
r,
|
||||
&mut self.wrapper.rigid_body_set,
|
||||
&mut self.physics.rigid_body_set,
|
||||
);
|
||||
self.projectiles.insert(c, pb.build(r, c));
|
||||
return c;
|
||||
|
@ -64,13 +65,13 @@ impl Physics {
|
|||
}
|
||||
|
||||
// Public methods
|
||||
impl Physics {
|
||||
impl World {
|
||||
pub fn new() -> Self {
|
||||
let (collision_send, collision_queue) = crossbeam::channel::unbounded();
|
||||
let (contact_force_send, _) = crossbeam::channel::unbounded();
|
||||
|
||||
Self {
|
||||
wrapper: Wrapper::new(),
|
||||
physics: PhysicsWrapper::new(),
|
||||
projectiles: HashMap::new(),
|
||||
ships: HashMap::new(),
|
||||
collision_handler: ChannelEventCollector::new(collision_send, contact_force_send),
|
||||
|
@ -78,26 +79,21 @@ impl Physics {
|
|||
}
|
||||
}
|
||||
|
||||
pub fn add_ship(
|
||||
&mut self,
|
||||
ct: &content::Ship,
|
||||
outfits: Vec<outfits::ShipOutfit>,
|
||||
position: Point2<f32>,
|
||||
) -> ShipHandle {
|
||||
pub fn add_ship(&mut self, ct: &content::Ship, outfits: Vec<ShipOutfit>) -> ShipHandle {
|
||||
let rb = RigidBodyBuilder::dynamic()
|
||||
.translation(vector![position.x, position.y])
|
||||
.translation(vector![0.0, 0.0])
|
||||
.can_sleep(false);
|
||||
let cl = ColliderBuilder::ball(50.0).restitution(0.7).mass(1.0);
|
||||
|
||||
let r = self.wrapper.rigid_body_set.insert(rb.build());
|
||||
let c = self.wrapper.collider_set.insert_with_parent(
|
||||
let r = self.physics.rigid_body_set.insert(rb.build());
|
||||
let c = self.physics.collider_set.insert_with_parent(
|
||||
cl.build(),
|
||||
r,
|
||||
&mut self.wrapper.rigid_body_set,
|
||||
&mut self.physics.rigid_body_set,
|
||||
);
|
||||
|
||||
let h = ShipHandle(r, c);
|
||||
self.ships.insert(c, objects::Ship::new(ct, outfits, h));
|
||||
self.ships.insert(c, Ship::new(ct, outfits, h));
|
||||
return h;
|
||||
}
|
||||
|
||||
|
@ -110,7 +106,7 @@ impl Physics {
|
|||
to_remove.push(s.physics_handle);
|
||||
continue;
|
||||
}
|
||||
let r = &mut self.wrapper.rigid_body_set[s.physics_handle.0];
|
||||
let r = &mut self.physics.rigid_body_set[s.physics_handle.0];
|
||||
res.push(s.tick(r, t));
|
||||
}
|
||||
for r in to_remove {
|
||||
|
@ -123,7 +119,7 @@ impl Physics {
|
|||
}
|
||||
|
||||
// Update physics
|
||||
self.wrapper.step(t, &self.collision_handler);
|
||||
self.physics.step(t, &self.collision_handler);
|
||||
|
||||
// Handle collision events
|
||||
while let Ok(event) = &self.collision_queue.try_recv() {
|
||||
|
@ -163,22 +159,22 @@ impl Physics {
|
|||
}
|
||||
|
||||
pub fn get_rigid_body(&self, r: RigidBodyHandle) -> &RigidBody {
|
||||
&self.wrapper.rigid_body_set[r]
|
||||
&self.physics.rigid_body_set[r]
|
||||
}
|
||||
|
||||
pub fn get_ship_mut(&mut self, s: &ShipHandle) -> &mut objects::Ship {
|
||||
pub fn get_ship_mut(&mut self, s: &ShipHandle) -> &mut Ship {
|
||||
self.ships.get_mut(&s.1).unwrap()
|
||||
}
|
||||
|
||||
pub fn get_ship_sprites(&self) -> impl Iterator<Item = Sprite> + '_ {
|
||||
self.ships
|
||||
.values()
|
||||
.map(|x| x.get_sprite(&self.wrapper.rigid_body_set[x.physics_handle.0]))
|
||||
.map(|x| x.get_sprite(&self.physics.rigid_body_set[x.physics_handle.0]))
|
||||
}
|
||||
|
||||
pub fn get_projectile_sprites(&self) -> impl Iterator<Item = Sprite> + '_ {
|
||||
self.projectiles
|
||||
.values()
|
||||
.map(|x| x.get_sprite(&self.wrapper.rigid_body_set[x.rigid_body]))
|
||||
.map(|x| x.get_sprite(&self.physics.rigid_body_set[x.rigid_body]))
|
||||
}
|
||||
}
|
|
@ -1,12 +1,10 @@
|
|||
mod consts;
|
||||
mod content;
|
||||
mod game;
|
||||
mod inputstatus;
|
||||
mod objects;
|
||||
mod physics;
|
||||
mod render;
|
||||
mod util;
|
||||
|
||||
use anyhow::Result;
|
||||
use galactica_content as content;
|
||||
use winit::{
|
||||
event::{Event, KeyboardInput, WindowEvent},
|
||||
event_loop::{ControlFlow, EventLoop},
|
||||
|
|
|
@ -1,7 +0,0 @@
|
|||
//! This module contains game objects that may interact with the physics engine.
|
||||
|
||||
mod projectile;
|
||||
mod ship;
|
||||
|
||||
pub use projectile::{Projectile, ProjectileBuilder};
|
||||
pub use ship::Ship;
|
|
@ -1,10 +0,0 @@
|
|||
mod physics;
|
||||
pub mod util;
|
||||
mod wrapper;
|
||||
|
||||
pub use physics::Physics;
|
||||
|
||||
use rapier2d::{dynamics::RigidBodyHandle, geometry::ColliderHandle};
|
||||
|
||||
#[derive(Debug, Copy, Clone)]
|
||||
pub struct ShipHandle(pub(super) RigidBodyHandle, ColliderHandle);
|
Loading…
Reference in New Issue