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6b5588b061
...
1992bd7bb8
28
TODO.md
28
TODO.md
|
@ -1,21 +1,13 @@
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|||
## Specific Jobs
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- Particle variation
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- UI: health, shield, fuel, heat, energy bars
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- UI: text arranger
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- Sound system
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- Ship death debris
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- Sprite reels
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- random start frame
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- ship leaks
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- Passive engine glow
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- Ship death damage and force events
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- Gun fire effect
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- Sprite color variation
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- Multi-particle effects
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- Better loading
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- incremental?
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- Higher texture limit (16 x 8096 x 8096 isn't enough)
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- GPU limits? (texture size, texture number)
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- Particles when a ship is damaged (events)
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- Fix particle inherit velocity
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----------------------------------
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@ -49,11 +41,10 @@
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- Orbiting debris (asteroids)
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- Collectibles (flotsam)
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- UI
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- health, shields (cpu by tinyskia?)
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- loading screen, menus
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- Indicators (planet names, enemy ship stats)
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- Landable planets
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- Back arrow: reverse thruster or reverse ship
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- Loading screen, incremental texturearray loading
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- Indicators (planet names, enemy ship stats)
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- Multiplayer? (how does that fit into gameplay?)
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- On-screen text
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- Controller input & key bindings
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@ -68,6 +59,10 @@
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- how to target them
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- where to go
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- etc, extra flags
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- Higher texture limit (16 x 8096 x 8096 isn't enough)
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- Fast-load menu, progress bar for the rest
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- Only load what is needed?
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- GPU limits? (texture size, texture number)
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- Advanced particle physics (must move to cpu. Maybe both?)
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@ -87,11 +82,14 @@
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- Clear all `// TODO:` comments littered in the source
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- CLI options (debug, save location, content location, check content)
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- Config file and compile options, remove all those consts.
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- Engine flares shouldn't be centered
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- Sprite optimization: do we need to allocate a new `Vec` every frame? Probably not.
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- Better error when run outside of directory
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- Documentation site & front page
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- Random animation age for objects * ui
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- Random animation delay/fps?
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- Better WGSL preprocessor
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- Fade between animation frames
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- Better WGSL preprocessor (warning when including a bad file!)
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## Content
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- Angled engines
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@ -123,8 +121,10 @@
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- Zoom parallax (?)
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- Background haze
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- Nova dust parallax
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- Ship outlines in radar
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- Engine flare ease in/out
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- Lens flare
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- Particles when a ship is damaged
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## Write and Document
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- Parallax
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|
|
2
assets
2
assets
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@ -1 +1 @@
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|||
Subproject commit 95558076be1819b10d5a56c62274cdf7f61ea9a8
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||||
Subproject commit 74ddbde9e1cec1418c17844bc7336324ece88d15
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@ -6,8 +6,6 @@ size = 8.0
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size_rng = 1.6
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angle_rng = 360
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velocity_scale_parent = 1.0
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fade = 0.2
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fade_rng = 0.1
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||||
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[effect."large explosion"]
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|
@ -18,8 +16,6 @@ size = 25.0
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size_rng = 5.0
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angle_rng = 360
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velocity_scale_parent = 1.0
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fade = 0.2
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fade_rng = 0.1
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||||
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[effect."huge explosion"]
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@ -30,46 +26,6 @@ size = 50.0
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size_rng = 10.0
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angle_rng = 360
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velocity_scale_parent = 1.0
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fade = 0.2
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fade_rng = 0.1
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[effect."blue spark"]
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sprite = "particle::spark::blue"
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lifetime = 0.5
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lifetime_rng = 0.5
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inherit_velocity = "parent"
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size = 4.0
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size_rng = 2.0
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angle_rng = 360
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angvel_rng = 0.0
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velocity_scale_parent = 1.0
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fade = 0.2
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fade_rng = 0.1
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[effect."yellow spark"]
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sprite = "particle::spark::yellow"
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lifetime = "inherit"
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inherit_velocity = "parent"
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size = 4.0
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size_rng = 2.0
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angle_rng = 360
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angvel_rng = 0.0
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velocity_scale_parent = 1.0
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fade = 0.2
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fade_rng = 0.1
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[effect."red spark"]
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sprite = "particle::spark::red"
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lifetime = "inherit"
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inherit_velocity = "parent"
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size = 4.0
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size_rng = 1.0
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angle_rng = 360
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angvel_rng = 0.0
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velocity_scale_parent = 1.0
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fade = 0.2
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fade_rng = 0.1
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# Every effect has a parent, some effects have a target
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|
@ -82,7 +38,7 @@ size = 3.0 # sprite size, in game units
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size_rng = 1.0 # random size variation
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angle = 0.0 # absolute starting angle. always added to parent angle.
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angle_rng = 0.0 # Starting angle randomness (up to this value)
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angle_rng = 90.0 # Starting angle randomness (up to this value)
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# Does not affect velocity, only sprite angle
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angvel_rng = 0.0 # Angvel randomness, applied to angvel
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|
@ -95,10 +51,8 @@ velocity_scale_parent_rng = 0.0 # random variation of scale
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velocity_scale_target = 1.0
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velocity_scale_target_rng = 1.0
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direction_rng = 0.0 # Random variation of travel direction, in degrees, applied to velocity vector (/2 each side?)
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direction_rng = 1.0 # Random variation of travel direction, in degrees, applied to velocity vector (/2 each side?)
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fade = 0.2
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fade_rng = 0.1
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# TODO:
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# effect probabilities & variants
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|
|
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@ -13,19 +13,10 @@ space.outfit = 200
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space.engine = 50
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space.weapon = 50
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engines = [{ x = 0.0, y = -1, size = 25.0 }]
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engines = [{ x = 0.0, y = -1.05, size = 50.0 }]
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guns = [{ x = 0.0, y = 1 }, { x = 0.1, y = 0.80 }, { x = -0.1, y = 0.80 }]
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# Show these once we've been reduced to this much hull
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damage.hull = 190
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# Spawn this effect once every n seconds, on average
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damage.effects = [
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{ effect = "blue spark", frequency = 3 },
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{ effect = "yellow spark", frequency = 1 },
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]
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# Length of death sequence, in seconds
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collapse.length = 5.0
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|
|
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@ -139,39 +139,3 @@ frames = [
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"particle/explosion-huge/09.png",
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"particle/explosion-huge/10.png",
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]
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[sprite."particle::spark::blue"]
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timing.duration = 0.3
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#timing.rng = 0.2 # each frame will be independently sped up/slowed by this factor
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#timing.uniform_rng = 0.2 # one factor for all frames
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repeat = "reverse"
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frames = [
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"particle/spark-blue/01.png",
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"particle/spark-blue/02.png",
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"particle/spark-blue/03.png",
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"particle/spark-blue/04.png",
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"particle/spark-blue/05.png",
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]
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[sprite."particle::spark::yellow"]
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timing.duration = 0.3
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timing.rng = 0.2
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repeat = "once"
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frames = [
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"particle/spark-yellow/01.png",
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"particle/spark-yellow/02.png",
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"particle/spark-yellow/03.png",
|
||||
"particle/spark-yellow/04.png",
|
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"particle/spark-yellow/05.png",
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]
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[sprite."particle::spark::red"]
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timing.duration = 0.3
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timing.rng = 0.2
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repeat = "once"
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frames = [
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"particle/spark-red/01.png",
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"particle/spark-red/02.png",
|
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"particle/spark-red/03.png",
|
||||
]
|
||||
|
|
|
@ -29,8 +29,6 @@ pub(crate) mod syntax {
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pub velocity_scale_target: Option<f32>,
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pub velocity_scale_target_rng: Option<f32>,
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pub direction_rng: Option<f32>,
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pub fade: Option<f32>,
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pub fade_rng: Option<f32>,
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}
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||||
|
||||
#[derive(Debug, Deserialize)]
|
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|
@ -58,7 +56,7 @@ pub(crate) mod syntax {
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|||
TextOrFloat::Text(s) => {
|
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if s == "inherit" {
|
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let sprite = content.get_sprite(sprite);
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sprite.frame_duration * sprite.frames.len() as f32
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sprite.fps * sprite.frames.len() as f32
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} else {
|
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bail!("bad effect lifetime, must be float or \"inherit\"",)
|
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}
|
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|
@ -76,16 +74,14 @@ pub(crate) mod syntax {
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lifetime,
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lifetime_rng: self.lifetime_rng.unwrap_or(0.0),
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angle: Deg(self.angle.unwrap_or(0.0) / 2.0).into(),
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angle_rng: self.angle_rng.unwrap_or(0.0) / 2.0,
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angle_rng: Deg(self.angle_rng.unwrap_or(0.0) / 2.0).into(),
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angvel: Deg(self.angvel.unwrap_or(0.0)).into(),
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angvel_rng: self.angvel_rng.unwrap_or(0.0),
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angvel_rng: Deg(self.angle_rng.unwrap_or(0.0)).into(),
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velocity_scale_parent: self.velocity_scale_parent.unwrap_or(0.0),
|
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velocity_scale_parent_rng: self.velocity_scale_parent_rng.unwrap_or(0.0),
|
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velocity_scale_target: self.velocity_scale_target.unwrap_or(0.0),
|
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velocity_scale_target_rng: self.velocity_scale_target_rng.unwrap_or(0.0),
|
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direction_rng: self.direction_rng.unwrap_or(0.0) / 2.0,
|
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fade: self.fade.unwrap_or(0.0),
|
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fade_rng: self.fade_rng.unwrap_or(0.0),
|
||||
direction_rng: Deg(self.direction_rng.unwrap_or(0.0) / 2.0).into(),
|
||||
});
|
||||
|
||||
return Ok(handle);
|
||||
|
@ -145,13 +141,13 @@ pub struct Effect {
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pub angle: Rad<f32>,
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|
||||
/// Random angle variation
|
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pub angle_rng: f32,
|
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pub angle_rng: Rad<f32>,
|
||||
|
||||
/// How fast this particle spins
|
||||
pub angvel: Rad<f32>,
|
||||
|
||||
/// Random angvel variation
|
||||
pub angvel_rng: f32,
|
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pub angvel_rng: Rad<f32>,
|
||||
|
||||
/// The amount of this particle's parent's velocity to inherit
|
||||
pub velocity_scale_parent: f32,
|
||||
|
@ -167,13 +163,7 @@ pub struct Effect {
|
|||
pub velocity_scale_target_rng: f32,
|
||||
|
||||
/// Travel direction random variation
|
||||
pub direction_rng: f32,
|
||||
|
||||
/// Fade this effect out over this many seconds as it ends
|
||||
pub fade: f32,
|
||||
|
||||
/// Random fade ariation
|
||||
pub fade_rng: f32,
|
||||
pub direction_rng: Rad<f32>,
|
||||
}
|
||||
|
||||
impl crate::Build for Effect {
|
||||
|
|
|
@ -170,10 +170,7 @@ impl crate::Build for Gun {
|
|||
lifetime: gun.projectile.lifetime,
|
||||
lifetime_rng: gun.projectile.lifetime_rng,
|
||||
damage: gun.projectile.damage,
|
||||
|
||||
// Divide by 2, so the angle matches the angle of the fire cone.
|
||||
// This should ALWAYS be done in the content parser.
|
||||
angle_rng: Deg(gun.projectile.angle_rng / 2.0),
|
||||
angle_rng: Deg(gun.projectile.angle_rng),
|
||||
impact_effect,
|
||||
expire_effect,
|
||||
collider: gun.projectile.collider,
|
||||
|
|
|
@ -26,7 +26,6 @@ pub(crate) mod syntax {
|
|||
pub linear_drag: f32,
|
||||
pub space: outfitspace::syntax::OutfitSpace,
|
||||
pub collapse: Option<Collapse>,
|
||||
pub damage: Option<Damage>,
|
||||
}
|
||||
|
||||
#[derive(Debug, Deserialize)]
|
||||
|
@ -42,19 +41,6 @@ pub(crate) mod syntax {
|
|||
pub y: f32,
|
||||
}
|
||||
|
||||
#[derive(Debug, Deserialize)]
|
||||
pub struct Damage {
|
||||
pub hull: f32,
|
||||
pub effects: Vec<DamageEffectSpawner>,
|
||||
}
|
||||
|
||||
#[derive(Debug, Deserialize)]
|
||||
pub struct DamageEffectSpawner {
|
||||
pub effect: EffectReference,
|
||||
pub frequency: f32,
|
||||
pub pos: Option<[f32; 2]>,
|
||||
}
|
||||
|
||||
// TODO:
|
||||
// plural or not? document!
|
||||
#[derive(Debug, Deserialize)]
|
||||
|
@ -132,9 +118,6 @@ pub struct Ship {
|
|||
|
||||
/// Ship collapse sequence
|
||||
pub collapse: ShipCollapse,
|
||||
|
||||
/// Damaged ship effects
|
||||
pub damage: ShipDamage,
|
||||
}
|
||||
|
||||
/// Collision shape for this ship
|
||||
|
@ -178,31 +161,7 @@ pub struct ShipCollapse {
|
|||
pub events: Vec<CollapseEvent>,
|
||||
}
|
||||
|
||||
/// Parameters for damaged ship effects
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct ShipDamage {
|
||||
/// Show damaged ship effects if hull is below this value
|
||||
pub hull: f32,
|
||||
|
||||
/// Effects to create during collapse
|
||||
pub effects: Vec<DamageEffectSpawner>,
|
||||
}
|
||||
|
||||
/// An effect shown when a ship is damaged
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct DamageEffectSpawner {
|
||||
/// The effect to create
|
||||
pub effect: EffectHandle,
|
||||
|
||||
/// How often to create this effect
|
||||
pub frequency: f32,
|
||||
|
||||
/// Where to create is effect.
|
||||
/// Position is random if None.
|
||||
pub pos: Option<Point2<f32>>,
|
||||
}
|
||||
|
||||
/// An effect shown during a ship collapse sequence
|
||||
/// A scripted event during a ship collapse sequence
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct CollapseEffectSpawner {
|
||||
/// The effect to create
|
||||
|
@ -211,7 +170,7 @@ pub struct CollapseEffectSpawner {
|
|||
/// How many effects to create
|
||||
pub count: f32,
|
||||
|
||||
/// Where to create this effect.
|
||||
/// Where to create these effects.
|
||||
/// Position is random if None.
|
||||
pub pos: Option<Point2<f32>>,
|
||||
}
|
||||
|
@ -254,8 +213,7 @@ impl crate::Build for Ship {
|
|||
let size = ship.size;
|
||||
let aspect = ct.get_sprite(handle).aspect;
|
||||
|
||||
let collapse = {
|
||||
if let Some(c) = ship.collapse {
|
||||
let collapse = if let Some(c) = ship.collapse {
|
||||
let mut effects = Vec::new();
|
||||
for e in c.effects {
|
||||
effects.push(CollapseEffectSpawner {
|
||||
|
@ -278,12 +236,9 @@ impl crate::Build for Ship {
|
|||
let mut effects = Vec::new();
|
||||
for g in e.effects {
|
||||
effects.push(CollapseEffectSpawner {
|
||||
effect: g
|
||||
.effect
|
||||
.to_handle(build_context, ct)
|
||||
.with_context(|| {
|
||||
format!("while loading ship `{}`", ship_name)
|
||||
})?,
|
||||
effect: g.effect.to_handle(build_context, ct).with_context(
|
||||
|| format!("while loading ship `{}`", ship_name),
|
||||
)?,
|
||||
count: g.count,
|
||||
pos: g.pos.map(|p| Point2 {
|
||||
x: p[0] * (size / 2.0) * aspect,
|
||||
|
@ -312,43 +267,11 @@ impl crate::Build for Ship {
|
|||
effects: vec![],
|
||||
events: vec![],
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
let damage = {
|
||||
if let Some(c) = ship.damage {
|
||||
let mut effects = Vec::new();
|
||||
for e in c.effects {
|
||||
effects.push(DamageEffectSpawner {
|
||||
effect: e
|
||||
.effect
|
||||
.to_handle(build_context, ct)
|
||||
.with_context(|| format!("while loading ship `{}`", ship_name))?,
|
||||
frequency: e.frequency,
|
||||
pos: e.pos.map(|p| Point2 {
|
||||
x: p[0] * (size / 2.0) * aspect,
|
||||
y: p[1] * size / 2.0,
|
||||
}),
|
||||
});
|
||||
}
|
||||
|
||||
ShipDamage {
|
||||
hull: c.hull,
|
||||
effects: effects,
|
||||
}
|
||||
} else {
|
||||
// Default damage effects
|
||||
ShipDamage {
|
||||
hull: 0.0,
|
||||
effects: vec![],
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
ct.ships.push(Self {
|
||||
aspect,
|
||||
collapse,
|
||||
damage,
|
||||
name: ship_name,
|
||||
sprite: handle,
|
||||
mass: ship.mass,
|
||||
|
|
|
@ -35,20 +35,13 @@ pub(crate) mod syntax {
|
|||
}
|
||||
|
||||
#[derive(Debug, Deserialize)]
|
||||
pub enum TimingVariant {
|
||||
pub enum Timing {
|
||||
#[serde(rename = "duration")]
|
||||
Duration(f32),
|
||||
|
||||
#[serde(rename = "fps")]
|
||||
Fps(f32),
|
||||
}
|
||||
|
||||
#[derive(Debug, Deserialize)]
|
||||
pub struct Timing {
|
||||
#[serde(flatten)]
|
||||
pub variant: TimingVariant,
|
||||
//pub uniform_rng: Option<f32>,
|
||||
}
|
||||
}
|
||||
|
||||
/// How to replay a texture's animation
|
||||
|
@ -93,11 +86,8 @@ pub struct Sprite {
|
|||
pub frames: Vec<PathBuf>,
|
||||
|
||||
/// The speed of this sprite's animation.
|
||||
/// This is zero for unanimate sprites.
|
||||
pub frame_duration: f32,
|
||||
|
||||
/// All frames will be sped up/slowed by this factor.
|
||||
//pub frame_uniform_rng: f32,
|
||||
/// unanimated sprites have zero fps.
|
||||
pub fps: f32,
|
||||
|
||||
/// How to replay this sprite's animation
|
||||
pub repeat: RepeatMode,
|
||||
|
@ -155,8 +145,7 @@ impl crate::Build for Sprite {
|
|||
content.sprites.push(Self {
|
||||
name: sprite_name,
|
||||
frames: vec![t.file],
|
||||
frame_duration: 0.0,
|
||||
//frame_uniform_rng: 0.0,
|
||||
fps: 0.0,
|
||||
handle: h,
|
||||
repeat: RepeatMode::Once,
|
||||
aspect: dim.0 as f32 / dim.1 as f32,
|
||||
|
@ -204,17 +193,16 @@ impl crate::Build for Sprite {
|
|||
unreachable!("Starfield texture may not be animated")
|
||||
}
|
||||
|
||||
let frame_duration = match t.timing.variant {
|
||||
syntax::TimingVariant::Duration(d) => d / t.frames.len() as f32,
|
||||
syntax::TimingVariant::Fps(f) => 1.0 / f,
|
||||
let fps = match t.timing {
|
||||
syntax::Timing::Duration(d) => d / t.frames.len() as f32,
|
||||
syntax::Timing::Fps(f) => 1.0 / f,
|
||||
};
|
||||
|
||||
content.sprite_index.insert(sprite_name.clone(), h);
|
||||
content.sprites.push(Self {
|
||||
name: sprite_name,
|
||||
frames: t.frames,
|
||||
frame_duration,
|
||||
//frame_uniform_rng: t.timing.uniform_rng.unwrap_or(0.0),
|
||||
fps,
|
||||
handle: h,
|
||||
repeat: t.repeat,
|
||||
aspect: dim.0 as f32 / dim.1 as f32,
|
||||
|
|
|
@ -197,7 +197,7 @@ impl<'a> OutfitSet {
|
|||
.map(|p| ObjectSubSprite {
|
||||
pos: Point3 {
|
||||
x: p.pos.x,
|
||||
y: p.pos.y - p.size / 2.0,
|
||||
y: p.pos.y,
|
||||
z: 1.0,
|
||||
},
|
||||
sprite: *s,
|
||||
|
|
|
@ -63,15 +63,13 @@ impl Ship {
|
|||
let mut rng = rand::thread_rng();
|
||||
g.cooldown = g.kind.rate + &rng.gen_range(-g.kind.rate_rng..=g.kind.rate_rng);
|
||||
|
||||
let lifetime = g.kind.projectile.lifetime
|
||||
+ rng.gen_range(
|
||||
-g.kind.projectile.lifetime_rng..=g.kind.projectile.lifetime_rng,
|
||||
);
|
||||
|
||||
(
|
||||
Projectile {
|
||||
content: g.kind.projectile.clone(),
|
||||
lifetime: 0f32.max(lifetime),
|
||||
lifetime: g.kind.projectile.lifetime
|
||||
+ rng.gen_range(
|
||||
-g.kind.projectile.lifetime_rng..=g.kind.projectile.lifetime_rng,
|
||||
),
|
||||
faction: self.faction,
|
||||
},
|
||||
p.clone(),
|
||||
|
|
|
@ -90,21 +90,6 @@ impl AtlasSet {
|
|||
|
||||
let image_dim = img.dimensions();
|
||||
|
||||
/*
|
||||
TODO: seperate CLI argument to check these.
|
||||
don't check this every run,because sometimes it's necessary. (for animated sprites!)
|
||||
let mut transparent_border = true;
|
||||
for (x, y, c) in img.pixels() {
|
||||
if (x == 0 || y == 0 || x == img.width() - 1 || y == img.height() - 1) && c[3] != 0 {
|
||||
transparent_border = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if transparent_border {
|
||||
println!("[WARNING] {} wastes space with a transmparent border",);
|
||||
}
|
||||
*/
|
||||
|
||||
let dim = [
|
||||
image_dim.0 + 2 * self.image_margin,
|
||||
image_dim.1 + 2 * self.image_margin,
|
||||
|
|
|
@ -64,7 +64,7 @@ fn main() -> Result<()> {
|
|||
}
|
||||
|
||||
// Create atlas set
|
||||
let mut atlas_set = AtlasSet::new(8192, 8192, 16, &asset_root, 1);
|
||||
let mut atlas_set = AtlasSet::new(8192, 8192, 16, &asset_root, 2);
|
||||
let total = files.len();
|
||||
let mut i = 0;
|
||||
let mut peak_efficiency = 0f64;
|
||||
|
@ -88,8 +88,8 @@ fn main() -> Result<()> {
|
|||
|
||||
println!("Saving files...");
|
||||
atlas_set.save_files(
|
||||
|x| PathBuf::from(format!("cache/atlas-{x:0.2}.bmp")),
|
||||
&PathBuf::from("cache/spriteatlas.toml"),
|
||||
|x| PathBuf::from(format!("atlas-{x:0.2}.bmp")),
|
||||
&PathBuf::from("spriteatlas.toml"),
|
||||
)?;
|
||||
|
||||
return Ok(());
|
||||
|
|
|
@ -3,20 +3,20 @@ fn animate(sprite_index: u32, age: f32, offset: f32) -> f32 {
|
|||
|
||||
let len = global_sprites[sprite_index].frame_count;
|
||||
let rep = global_sprites[sprite_index].repeatmode;
|
||||
let frame_duration = global_sprites[sprite_index].frame_duration;
|
||||
let fps = global_sprites[sprite_index].fps;
|
||||
var frame: f32 = 0.0;
|
||||
|
||||
// Once
|
||||
if rep == u32(1) {
|
||||
|
||||
frame = min(
|
||||
age / frame_duration + offset,
|
||||
age / fps + offset,
|
||||
f32(len) - 1.0
|
||||
);
|
||||
|
||||
// Reverse
|
||||
} else if rep == u32(2) {
|
||||
let x = age / frame_duration + offset;
|
||||
let x = age / fps + offset;
|
||||
let m = f32(len) * 2.0 - 1.0;
|
||||
// x fmod m
|
||||
frame = x - floor(x / m) * m;
|
||||
|
@ -32,7 +32,7 @@ fn animate(sprite_index: u32, age: f32, offset: f32) -> f32 {
|
|||
|
||||
// Repeat (default)
|
||||
} else {
|
||||
let x = age / frame_duration + offset;
|
||||
let x = age / fps + offset;
|
||||
let m = f32(len);
|
||||
frame = x - floor(x / m) * m;
|
||||
}
|
||||
|
|
|
@ -8,8 +8,7 @@ struct InstanceInput {
|
|||
@location(6) size: f32,
|
||||
@location(7) created: f32,
|
||||
@location(8) expires: f32,
|
||||
@location(9) fade: f32,
|
||||
@location(10) sprite_index: u32,
|
||||
@location(9) sprite_index: u32,
|
||||
};
|
||||
|
||||
struct VertexInput {
|
||||
|
@ -20,11 +19,10 @@ struct VertexInput {
|
|||
struct VertexOutput {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(0) tween: f32,
|
||||
@location(1) fade: f32,
|
||||
@location(2) texture_index_a: u32,
|
||||
@location(3) texture_coords_a: vec2<f32>,
|
||||
@location(4) texture_index_b: u32,
|
||||
@location(5) texture_coords_b: vec2<f32>,
|
||||
@location(1) texture_index_a: u32,
|
||||
@location(2) texture_coords_a: vec2<f32>,
|
||||
@location(3) texture_index_b: u32,
|
||||
@location(4) texture_coords_b: vec2<f32>,
|
||||
}
|
||||
|
||||
|
||||
|
@ -86,11 +84,6 @@ fn vertex_main(
|
|||
|
||||
out.position = vec4(pos, 0.0, 1.0);
|
||||
|
||||
if instance.expires - global_data.current_time.x <= instance.fade {
|
||||
out.fade = (instance.expires - global_data.current_time.x) / instance.fade;
|
||||
} else {
|
||||
out.fade = 1.0;
|
||||
}
|
||||
|
||||
// Compute texture coordinates
|
||||
let frame = animate(instance.sprite_index, age, 0.0);
|
||||
|
@ -138,5 +131,5 @@ fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
|||
0.0
|
||||
).rgba,
|
||||
in.tween
|
||||
) * vec4(1.0, 1.0, 1.0, in.fade);
|
||||
);
|
||||
}
|
|
@ -83,7 +83,7 @@ impl GlobalUniform {
|
|||
frame_count: u32,
|
||||
repeatmode: u32,
|
||||
aspect: f32,
|
||||
frame_duration: f32,
|
||||
fps: f32,
|
||||
first_frame: u32,
|
||||
|
||||
padding_a: f32,
|
||||
|
|
|
@ -10,7 +10,7 @@ pub struct SpriteData {
|
|||
pub frame_count: u32,
|
||||
pub repeatmode: u32,
|
||||
pub aspect: f32,
|
||||
pub frame_duration: f32,
|
||||
pub fps: f32,
|
||||
|
||||
// Index of first frame in ImageLocationArray
|
||||
pub first_frame: u32,
|
||||
|
|
|
@ -586,7 +586,6 @@ impl GPUState {
|
|||
sprite_index: i.sprite.get_index(),
|
||||
created: state.current_time,
|
||||
expires: state.current_time + i.lifetime,
|
||||
fade: i.fade,
|
||||
}]),
|
||||
);
|
||||
self.vertex_buffers.particle_array_head += 1;
|
||||
|
|
|
@ -1,6 +1,5 @@
|
|||
use crate::content;
|
||||
use cgmath::{Deg, Matrix2, Point2, Point3, Rad, Vector2};
|
||||
use rand::Rng;
|
||||
use cgmath::{Deg, Point2, Point3, Rad, Vector2};
|
||||
|
||||
/// Instructions to create a new particle
|
||||
pub struct ParticleBuilder {
|
||||
|
@ -25,65 +24,6 @@ pub struct ParticleBuilder {
|
|||
/// The size of this particle,
|
||||
/// given as height in world units.
|
||||
pub size: f32,
|
||||
|
||||
/// Fade this particle out over this many seconds as it expires
|
||||
pub fade: f32,
|
||||
}
|
||||
|
||||
impl ParticleBuilder {
|
||||
/// Create a ParticleBuilder from an Effect
|
||||
pub fn from_content(
|
||||
effect: &content::Effect,
|
||||
pos: Point2<f32>,
|
||||
parent_angle: Rad<f32>,
|
||||
parent_velocity: Vector2<f32>,
|
||||
target_velocity: Vector2<f32>,
|
||||
) -> Self {
|
||||
let mut rng = rand::thread_rng();
|
||||
|
||||
let velocity = {
|
||||
let a =
|
||||
rng.gen_range(-effect.velocity_scale_parent_rng..=effect.velocity_scale_parent_rng);
|
||||
let b =
|
||||
rng.gen_range(-effect.velocity_scale_target_rng..=effect.velocity_scale_target_rng);
|
||||
|
||||
let velocity = ((effect.velocity_scale_parent + a) * parent_velocity)
|
||||
+ ((effect.velocity_scale_target + b) * target_velocity);
|
||||
|
||||
Matrix2::from_angle(Rad(
|
||||
rng.gen_range(-effect.direction_rng..=effect.direction_rng)
|
||||
)) * velocity
|
||||
};
|
||||
|
||||
// Rad has odd behavior when its angle is zero, so we need extra checks here
|
||||
let angvel = if effect.angvel_rng == 0.0 {
|
||||
effect.angvel
|
||||
} else {
|
||||
Rad(effect.angvel.0 + rng.gen_range(-effect.angvel_rng..=effect.angvel_rng))
|
||||
};
|
||||
let angle = if effect.angle_rng == 0.0 {
|
||||
parent_angle + effect.angle
|
||||
} else {
|
||||
parent_angle + effect.angle + Rad(rng.gen_range(-effect.angle_rng..=effect.angle_rng))
|
||||
};
|
||||
|
||||
ParticleBuilder {
|
||||
sprite: effect.sprite,
|
||||
pos,
|
||||
velocity,
|
||||
|
||||
angle,
|
||||
angvel,
|
||||
|
||||
lifetime: 0f32
|
||||
.max(effect.lifetime + rng.gen_range(-effect.lifetime_rng..=effect.lifetime_rng)),
|
||||
|
||||
// Make sure size isn't negative. This check should be on EVERY rng!
|
||||
size: 0f32.max(effect.size + rng.gen_range(-effect.size_rng..=effect.size_rng)),
|
||||
|
||||
fade: 0f32.max(effect.fade + rng.gen_range(-effect.fade_rng..=effect.fade_rng)),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// The location of a UI element, in one of a few
|
||||
|
|
|
@ -77,7 +77,7 @@ impl RawTexture {
|
|||
pub struct Texture {
|
||||
pub index: u32, // Index in texture array
|
||||
pub len: u32, // Number of frames
|
||||
pub frame_duration: f32, // Frames per second
|
||||
pub fps: f32, // Frames per second
|
||||
pub aspect: f32, // width / height
|
||||
pub repeat: u32, // How to re-play this texture
|
||||
pub location: Vec<SpriteAtlasImage>,
|
||||
|
@ -120,7 +120,7 @@ impl TextureArray {
|
|||
frame_count: t.frames.len() as u32,
|
||||
repeatmode: t.repeat.as_int(),
|
||||
aspect: t.aspect,
|
||||
frame_duration: t.frame_duration,
|
||||
fps: t.fps,
|
||||
first_frame: image_counter,
|
||||
_padding: Default::default(),
|
||||
};
|
||||
|
|
|
@ -206,9 +206,6 @@ pub struct ParticleInstance {
|
|||
/// Time is kept by a variable in the global uniform.
|
||||
pub expires: f32,
|
||||
|
||||
/// Fade this particle out over this many seconds as it expires
|
||||
pub fade: f32,
|
||||
|
||||
/// What sprite to use for this particle
|
||||
pub sprite_index: u32,
|
||||
}
|
||||
|
@ -261,16 +258,10 @@ impl BufferObject for ParticleInstance {
|
|||
shader_location: 8,
|
||||
format: wgpu::VertexFormat::Float32,
|
||||
},
|
||||
// Fade
|
||||
// Sprite
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 9]>() as wgpu::BufferAddress,
|
||||
shader_location: 9,
|
||||
format: wgpu::VertexFormat::Float32,
|
||||
},
|
||||
// Sprite
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 10]>() as wgpu::BufferAddress,
|
||||
shader_location: 10,
|
||||
format: wgpu::VertexFormat::Uint32,
|
||||
},
|
||||
],
|
||||
|
|
|
@ -1,5 +1,4 @@
|
|||
use cgmath::{Deg, InnerSpace, Point3, Vector2};
|
||||
use rand::Rng;
|
||||
use rapier2d::{
|
||||
dynamics::{RigidBody, RigidBodyHandle},
|
||||
geometry::ColliderHandle,
|
||||
|
@ -20,9 +19,6 @@ pub struct ProjectileWorldObject {
|
|||
|
||||
/// This projectile's collider
|
||||
pub collider: ColliderHandle,
|
||||
|
||||
/// This projectile's size variation
|
||||
pub size_rng: f32,
|
||||
}
|
||||
|
||||
impl ProjectileWorldObject {
|
||||
|
@ -32,13 +28,10 @@ impl ProjectileWorldObject {
|
|||
rigid_body: RigidBodyHandle,
|
||||
collider: ColliderHandle,
|
||||
) -> Self {
|
||||
let mut rng = rand::thread_rng();
|
||||
let size_rng = projectile.content.size_rng;
|
||||
ProjectileWorldObject {
|
||||
rigid_body,
|
||||
collider,
|
||||
projectile,
|
||||
size_rng: rng.gen_range(-size_rng..=size_rng),
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -57,7 +50,7 @@ impl ProjectileWorldObject {
|
|||
y: pos.y,
|
||||
z: 1.0,
|
||||
},
|
||||
size: 0f32.max(self.projectile.content.size + self.size_rng),
|
||||
size: self.projectile.content.size,
|
||||
angle: -ang,
|
||||
children: None,
|
||||
}
|
||||
|
|
|
@ -98,21 +98,51 @@ impl ShipCollapseSequence {
|
|||
} else {
|
||||
self.random_in_ship(ship_content, collider)
|
||||
};
|
||||
|
||||
// Position, adjusted for ship rotation
|
||||
let pos = ship_pos
|
||||
+ (Matrix2::from_angle(-ship_ang - Rad::from(Deg(90.0))) * pos);
|
||||
+ Matrix2::from_angle(-ship_ang - Rad::from(Deg(90.0))) * pos;
|
||||
|
||||
let velocity = rigid_body.velocity_at_point(&point![pos.x, pos.y]);
|
||||
let velocity = {
|
||||
let a = self.rng.gen_range(
|
||||
-effect.velocity_scale_parent_rng
|
||||
..=effect.velocity_scale_parent_rng,
|
||||
);
|
||||
|
||||
particles.push(ParticleBuilder::from_content(
|
||||
effect,
|
||||
pos,
|
||||
Rad::zero(),
|
||||
Vector2 {
|
||||
let velocity = (effect.velocity_scale_parent + a)
|
||||
* rigid_body.velocity_at_point(&point![pos.x, pos.y]);
|
||||
|
||||
Matrix2::from_angle(Rad(self.rng.gen_range(
|
||||
-effect.direction_rng.0..=effect.direction_rng.0,
|
||||
))) * Vector2 {
|
||||
x: velocity.x,
|
||||
y: velocity.y,
|
||||
},
|
||||
Vector2::zero(),
|
||||
))
|
||||
}
|
||||
};
|
||||
|
||||
particles.push(ParticleBuilder {
|
||||
sprite: effect.sprite,
|
||||
pos,
|
||||
velocity,
|
||||
|
||||
angle: effect.angle
|
||||
+ Rad(self
|
||||
.rng
|
||||
.gen_range(-effect.angle_rng.0..=effect.angle_rng.0)),
|
||||
|
||||
angvel: Rad(effect.angvel.0
|
||||
+ self
|
||||
.rng
|
||||
.gen_range(-effect.angvel_rng.0..=effect.angvel_rng.0)),
|
||||
|
||||
lifetime: effect.lifetime
|
||||
+ self
|
||||
.rng
|
||||
.gen_range(-effect.lifetime_rng..=effect.lifetime_rng),
|
||||
|
||||
size: effect.size
|
||||
+ self.rng.gen_range(-effect.size_rng..=effect.size_rng),
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -158,7 +188,6 @@ impl ShipCollapseSequence {
|
|||
angvel: Rad::zero(),
|
||||
lifetime: effect.lifetime,
|
||||
size: effect.size,
|
||||
fade: 0.0,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -207,68 +236,21 @@ impl ShipWorldObject {
|
|||
&mut self,
|
||||
ct: &content::Content,
|
||||
particles: &mut Vec<ParticleBuilder>,
|
||||
rigid_body: &mut RigidBody,
|
||||
collider: &mut Collider,
|
||||
r: &mut RigidBody,
|
||||
c: &mut Collider,
|
||||
t: f32,
|
||||
) {
|
||||
if self.ship.is_dead() {
|
||||
return self
|
||||
.collapse_sequence
|
||||
.step(&self.ship, ct, particles, rigid_body, collider, t);
|
||||
}
|
||||
|
||||
let ship_content = ct.get_ship(self.ship.handle);
|
||||
let ship_pos = util::rigidbody_position(&rigid_body);
|
||||
let ship_rot = util::rigidbody_rotation(rigid_body);
|
||||
let ship_ang = ship_rot.angle(Vector2 { x: 1.0, y: 0.0 });
|
||||
let mut rng = rand::thread_rng();
|
||||
|
||||
if self.ship.hull <= ship_content.damage.hull {
|
||||
for e in &ship_content.damage.effects {
|
||||
if rng.gen_range(0.0..=1.0) <= t / e.frequency {
|
||||
let effect = ct.get_effect(e.effect);
|
||||
let ship_content = ct.get_ship(self.ship.handle);
|
||||
|
||||
let pos = if let Some(pos) = e.pos {
|
||||
pos.to_vec()
|
||||
} else {
|
||||
// Pick a random point inside this ship's collider
|
||||
let mut y = 0.0;
|
||||
let mut x = 0.0;
|
||||
let mut a = false;
|
||||
while !a {
|
||||
y = rng.gen_range(-1.0..=1.0) * ship_content.size / 2.0;
|
||||
x = rng.gen_range(-1.0..=1.0)
|
||||
* ship_content.size * ship_content.sprite.aspect
|
||||
/ 2.0;
|
||||
a = collider.shape().contains_local_point(&point![x, y]);
|
||||
}
|
||||
Vector2 { x, y }
|
||||
};
|
||||
|
||||
let pos =
|
||||
ship_pos + (Matrix2::from_angle(-ship_ang - Rad::from(Deg(90.0))) * pos);
|
||||
|
||||
let velocity = rigid_body.velocity_at_point(&point![pos.x, pos.y]);
|
||||
|
||||
particles.push(ParticleBuilder::from_content(
|
||||
effect,
|
||||
pos,
|
||||
Rad::zero(),
|
||||
Vector2 {
|
||||
x: velocity.x,
|
||||
y: velocity.y,
|
||||
},
|
||||
Vector2::zero(),
|
||||
))
|
||||
}
|
||||
}
|
||||
.step(&self.ship, ct, particles, r, c, t);
|
||||
}
|
||||
|
||||
let ship_rot = util::rigidbody_rotation(r);
|
||||
let engine_force = ship_rot * t;
|
||||
|
||||
if self.controls.thrust {
|
||||
rigid_body.apply_impulse(
|
||||
r.apply_impulse(
|
||||
vector![engine_force.x, engine_force.y]
|
||||
* self.ship.outfits.stat_sum().engine_thrust,
|
||||
true,
|
||||
|
@ -276,13 +258,11 @@ impl ShipWorldObject {
|
|||
}
|
||||
|
||||
if self.controls.right {
|
||||
rigid_body
|
||||
.apply_torque_impulse(self.ship.outfits.stat_sum().steer_power * -100.0 * t, true);
|
||||
r.apply_torque_impulse(self.ship.outfits.stat_sum().steer_power * -100.0 * t, true);
|
||||
}
|
||||
|
||||
if self.controls.left {
|
||||
rigid_body
|
||||
.apply_torque_impulse(self.ship.outfits.stat_sum().steer_power * 100.0 * t, true);
|
||||
r.apply_torque_impulse(self.ship.outfits.stat_sum().steer_power * 100.0 * t, true);
|
||||
}
|
||||
|
||||
for i in self.ship.outfits.iter_guns() {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
use cgmath::{Deg, EuclideanSpace, InnerSpace, Matrix2, Point2, Rad, Vector2, Zero};
|
||||
use cgmath::{Deg, EuclideanSpace, InnerSpace, Matrix2, Point2, Rad, Vector2};
|
||||
use crossbeam::channel::Receiver;
|
||||
use nalgebra::{point, vector};
|
||||
use rand::Rng;
|
||||
|
@ -80,9 +80,9 @@ impl<'a> World {
|
|||
|
||||
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..=projectile.content.angle_rng.0)
|
||||
)
|
||||
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
|
||||
|
@ -117,7 +117,11 @@ impl<'a> World {
|
|||
|
||||
self.projectiles.insert(
|
||||
collider.clone(),
|
||||
ProjectileWorldObject::new(projectile, rigid_body, collider),
|
||||
ProjectileWorldObject {
|
||||
projectile,
|
||||
rigid_body,
|
||||
collider,
|
||||
},
|
||||
);
|
||||
}
|
||||
}
|
||||
|
@ -129,6 +133,7 @@ impl<'a> World {
|
|||
projectile_h: ColliderHandle,
|
||||
ship_h: ColliderHandle,
|
||||
) {
|
||||
let mut rng = rand::thread_rng();
|
||||
let projectile = self.projectiles.get(&projectile_h);
|
||||
let ship = self.ships.get_mut(&ship_h);
|
||||
if projectile.is_none() || ship.is_none() {
|
||||
|
@ -168,22 +173,40 @@ impl<'a> World {
|
|||
match &projectile.projectile.content.impact_effect {
|
||||
None => {}
|
||||
Some(x) => {
|
||||
let effect = ct.get_effect(*x);
|
||||
let x = ct.get_effect(*x);
|
||||
|
||||
let velocity = {
|
||||
let (_, sr) = self.get_ship_body(s).unwrap();
|
||||
let parent_velocity = util::rigidbody_velocity(pr);
|
||||
let target_velocity =
|
||||
sr.velocity_at_point(&nalgebra::Point2::new(pos.x, pos.y));
|
||||
let a = rng
|
||||
.gen_range(-x.velocity_scale_parent_rng..=x.velocity_scale_parent_rng);
|
||||
let b = rng
|
||||
.gen_range(-x.velocity_scale_target_rng..=x.velocity_scale_target_rng);
|
||||
|
||||
particles.push(ParticleBuilder::from_content(
|
||||
effect,
|
||||
pos,
|
||||
Rad::from(-angle),
|
||||
parent_velocity,
|
||||
Vector2 {
|
||||
let velocity = ((x.velocity_scale_parent + a)
|
||||
* util::rigidbody_velocity(pr))
|
||||
+ ((x.velocity_scale_target + b)
|
||||
* Vector2 {
|
||||
x: target_velocity.x,
|
||||
y: target_velocity.y,
|
||||
},
|
||||
));
|
||||
});
|
||||
|
||||
Matrix2::from_angle(Rad(
|
||||
rng.gen_range(-x.direction_rng.0..=x.direction_rng.0)
|
||||
)) * velocity
|
||||
};
|
||||
|
||||
particles.push(ParticleBuilder {
|
||||
sprite: x.sprite,
|
||||
pos: Point2 { x: pos.x, y: pos.y },
|
||||
velocity,
|
||||
angle: Rad::from(-angle)
|
||||
+ Rad(rng.gen_range(-x.angle_rng.0..=x.angle_rng.0)),
|
||||
angvel: Rad(x.angvel.0 + rng.gen_range(-x.angvel_rng.0..=x.angvel_rng.0)),
|
||||
lifetime: x.lifetime + rng.gen_range(-x.lifetime_rng..=x.lifetime_rng),
|
||||
size: x.size + rng.gen_range(-x.size_rng..=x.size_rng),
|
||||
});
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -329,15 +352,21 @@ impl<'a> World {
|
|||
let velocity = (x.velocity_scale_parent + a) * vel;
|
||||
|
||||
velocity
|
||||
//Matrix2::from_angle(Rad(
|
||||
// rng.gen_range(-x.direction_rng.0..=x.direction_rng.0)
|
||||
//)) * velocity
|
||||
};
|
||||
|
||||
particles.push(ParticleBuilder::from_content(
|
||||
x,
|
||||
pos,
|
||||
Rad::from(-angle),
|
||||
particles.push(ParticleBuilder {
|
||||
sprite: x.sprite,
|
||||
pos: Point2 { x: pos.x, y: pos.y },
|
||||
velocity,
|
||||
Vector2::zero(),
|
||||
));
|
||||
angle: Rad::from(-angle)
|
||||
+ x.angle + Rad(rng.gen_range(-x.angle_rng.0..=x.angle_rng.0)),
|
||||
angvel: Rad(x.angvel.0 + rng.gen_range(-x.angvel_rng.0..=x.angvel_rng.0)),
|
||||
lifetime: x.lifetime + rng.gen_range(-x.lifetime_rng..=x.lifetime_rng),
|
||||
size: x.size + rng.gen_range(-x.size_rng..=x.size_rng),
|
||||
});
|
||||
}
|
||||
};
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue