Compare commits

...

12 Commits

Author SHA1 Message Date
Mark cb65b67530
minor rename 2024-01-20 10:47:53 -08:00
Mark 56160a8abe
Cleaned up starfield and added sprite start edge 2024-01-20 10:47:18 -08:00
Mark 7d5b244492
Reworked UI sprites 2024-01-20 10:05:39 -08:00
Mark f7525901f5
Minor edits 2024-01-20 10:04:31 -08:00
Mark fdd481e8f0
Reworked renderer for new sprite system 2024-01-20 10:04:09 -08:00
Mark 73f540d30a
Minor cleanup 2024-01-20 09:59:53 -08:00
Mark 132148fee3
Added animation automata to ships and projectiles 2024-01-20 09:59:21 -08:00
Mark f4c0e91851
Added mouse input 2024-01-20 09:40:00 -08:00
Mark 70c9ec3b92
Packer tweaks for new sprite definitions 2024-01-20 09:39:27 -08:00
Mark ade2a89a51
Split shipstate into another file 2024-01-20 09:38:21 -08:00
Mark 66dafa16bc
Updated TODO 2024-01-20 09:36:25 -08:00
Mark ad34dc4f70
Reworked sprite content 2024-01-20 09:36:12 -08:00
45 changed files with 1470 additions and 757 deletions

View File

@ -26,6 +26,8 @@
- Reverse engines + flares
- Turn flares (physics by location?)
- Angled engines & guns
- Fix effect interaction with sprite sections
- Clean up starfieldsprite
## Misc fixes & Optimizations
- 🌟 Better errors when content/asset dirs don't exist

View File

@ -28,8 +28,8 @@ starfield.max_size = 1.8
# Z-axis (parallax) range for starfield stars
starfield.min_dist = 75.0
starfield.max_dist = 200.0
# Name of starfield sprite
starfield.sprite = "starfield"
# Path to starfield sprite texture
starfield.texture = "starfield.png"
# Zoom level bounds.

View File

@ -1,17 +1,41 @@
# TODO:
# random start frame
# repeat once: stay on last frame
# blending mode: alpha / half-alpha / additive
[sprite."starfield"]
file = "starfield.png"
[sprite."star::star"]
file = "star/B-09.png"
[sprite."flare::ion"]
file = "flare/1.png"
start_at = "rise:top"
random_start_frame = false
section.idle.timing.duration = 5
#section.idle.repeat = "reverse"
section.idle.frames = ["flare/1.png", "flare/4.png", "flare/5.png"]
section.idle.top = "reverse"
section.idle.bot = "reverse"
# stop: stop on last frame (special)
# restart: go to opposite end (same as self:tail)
# repeat: reverse and play again
# TODO: implement random
# spec: "idle:bot", "idle:top", or "idle:random"
section.rise.timing.duration = 0.15
section.rise.top = "stop"
section.rise.bot = "run:top"
section.rise.frames = [
"flare/6.png",
"flare/5.png",
"flare/4.png",
"flare/3.png",
"flare/2.png",
]
section.run.timing.duration = 0.01
section.run.top = "stop"
section.run.bot = "stop"
section.run.frames = ["flare/1.png"]
[sprite."planet::earth"]
file = "planet/earth.png"
@ -27,8 +51,8 @@ file = "ship/gypsum.png"
[sprite."ship::peregrine"]
timing.duration = 2
repeat = "reverse"
random_start_frame = true
top = "reverse"
bot = "reverse"
frames = [
"ship/peregrine/01.png",
"ship/peregrine/02.png",
@ -70,10 +94,22 @@ file = "ui/landscape/test.png"
[sprite."ui::landscapemask"]
file = "ui/landscape-mask.png"
[sprite."ui::planet::button"]
start_at = "off:top"
random_start_frame = false
section.off.top = "stop"
section.off.bot = "stop"
section.off.timing.fps = 60
section.off.frames = ["ui/planet-button-off.png"]
section.on.top = "stop"
section.on.bot = "stop"
section.on.timing.fps = 60
section.on.frames = ["ui/planet-button-on.png"]
[sprite."particle::blaster"]
timing.duration = 0.15
repeat = "once"
frames = [
"particle/blaster/01.png",
"particle/blaster/02.png",
@ -84,7 +120,6 @@ frames = [
[sprite."particle::explosion::tiny"]
timing.fps = 15
repeat = "once"
frames = [
"particle/explosion-tiny/01.png",
"particle/explosion-tiny/02.png",
@ -96,7 +131,6 @@ frames = [
[sprite."particle::explosion::small"]
timing.fps = 15
repeat = "once"
frames = [
"particle/explosion-small/01.png",
"particle/explosion-small/02.png",
@ -109,7 +143,6 @@ frames = [
[sprite."particle::explosion::medium"]
timing.fps = 15
repeat = "once"
frames = [
"particle/explosion-medium/01.png",
"particle/explosion-medium/02.png",
@ -124,7 +157,6 @@ frames = [
[sprite."particle::explosion::large"]
timing.fps = 15
repeat = "once"
frames = [
"particle/explosion-large/01.png",
"particle/explosion-large/02.png",
@ -139,7 +171,6 @@ frames = [
[sprite."particle::explosion::huge"]
timing.fps = 15
repeat = "once"
frames = [
"particle/explosion-huge/01.png",
"particle/explosion-huge/02.png",
@ -156,9 +187,8 @@ frames = [
[sprite."particle::spark::blue"]
timing.duration = 0.3
#timing.rng = 0.2 # each frame will be independently sped up/slowed by this factor
#timing.uniform_rng = 0.2 # one factor for all frames
repeat = "reverse"
top = "reverse"
bot = "reverse"
frames = [
"particle/spark-blue/01.png",
"particle/spark-blue/02.png",
@ -170,7 +200,6 @@ frames = [
[sprite."particle::spark::yellow"]
timing.duration = 0.3
timing.rng = 0.2
repeat = "once"
frames = [
"particle/spark-yellow/01.png",
"particle/spark-yellow/02.png",
@ -182,7 +211,6 @@ frames = [
[sprite."particle::spark::red"]
timing.duration = 0.3
timing.rng = 0.2
repeat = "once"
frames = [
"particle/spark-red/01.png",
"particle/spark-red/02.png",

View File

@ -0,0 +1,236 @@
use crate::{AnimSectionHandle, Content, SectionEdge, SpriteHandle, StartEdge};
/// A single frame's state
#[derive(Debug, Clone)]
pub struct AnimationState {
/// The index of the texture we're fading from
pub texture_a: u32,
/// The index of the texture we're fading to
pub texture_b: u32,
/// Between 0.0 and 1.0, denoting how far we are between
/// texture_a and texture_b
/// 0.0 means fully show texture_a;
/// 1.0 means fully show texture_b.
pub fade: f32,
}
impl AnimationState {
/// Convenience method.
/// Get texture index as an array
pub fn texture_index(&self) -> [u32; 2] {
[self.texture_a, self.texture_b]
}
}
/// What direction are we playing our animation in?
#[derive(Debug, Clone)]
enum AnimDirection {
/// Top to bottom, with increasing frame indices
/// (normal)
Up,
/// Bottom to top, with decreasing frame indices
/// (reverse)
Down,
/// Stopped, no animation
Stop,
}
/// Manages a single sprite's animation state.
#[derive(Debug, Clone)]
pub struct AnimAutomaton {
/// The sprite we're animating
sprite: SpriteHandle,
/// Which animation section we're on
/// This MUST be a section from this Automaton's sprite
current_section: AnimSectionHandle,
/// Which frame we're on
current_frame: usize,
/// Where we are between frames.
/// Always between zero and one.
current_fade: f32,
/// In what direction are we playing the current section?
current_direction: AnimDirection,
/// The texture we're fading from
/// (if we're moving downwards)
last_texture: u32,
/// The texture we're fading to
/// (if we're moving downwards)
next_texture: u32,
}
impl AnimAutomaton {
/// Create a new AnimAutomaton
pub fn new(ct: &Content, sprite_handle: SpriteHandle) -> Self {
let sprite = ct.get_sprite(sprite_handle);
let (current_section, texture, current_direction) = match sprite.start_at {
StartEdge::Top { section } => (
section,
*sprite.get_section(section).frames.first().unwrap(),
AnimDirection::Down,
),
StartEdge::Bot { section } => (
section,
*sprite.get_section(section).frames.last().unwrap(),
AnimDirection::Up,
),
};
Self {
sprite: sprite.handle,
current_frame: 0,
current_fade: 0.0,
current_direction,
current_section,
last_texture: texture,
next_texture: texture,
}
}
/// Reset this animation
pub fn reset(&mut self, ct: &Content) {
*self = Self::new(ct, self.sprite);
}
/// Reverse this animation's direction
pub fn reverse(&mut self) {
match self.current_direction {
AnimDirection::Stop => {}
AnimDirection::Up => {
self.current_direction = AnimDirection::Down;
}
AnimDirection::Down => {
self.current_direction = AnimDirection::Up;
}
}
}
/// Step this animation by `t` seconds
pub fn step(&mut self, ct: &Content, t: f32) {
let sprite = ct.get_sprite(self.sprite);
let current_section = sprite.get_section(self.current_section);
// Current_fade and current_frame keep track of where we are in the current section.
// current_frame indexes this section frames. When it exceeds the number of frames
// or falls below zero (when moving in reverse), we switch to the next section.
//
// current_fade keeps track of our state between frames. It is zero once a frame starts,
// and we switch to the next frame when it hits 1.0. If we are stepping foward, it increases,
// and if we are stepping backwards, it decreases.
// If this is zero, this section isn't animated.
if current_section.frame_duration == 0.0 {
return;
}
match self.current_direction {
AnimDirection::Down => self.current_fade += t / current_section.frame_duration,
AnimDirection::Up => self.current_fade -= t / current_section.frame_duration,
AnimDirection::Stop => {}
}
// We're stepping foward and finished this frame
// (implies we're travelling downwards)
if self.current_fade > 1.0 {
while self.current_fade > 1.0 {
self.current_fade -= 1.0;
}
if self.current_frame < current_section.frames.len() - 1 {
self.current_frame += 1;
} else {
match current_section.edge_bot {
SectionEdge::Stop => {
self.current_fade = 0.0;
self.current_frame = current_section.frames.len() - 1;
self.current_direction = AnimDirection::Stop;
}
SectionEdge::Top { section } => {
self.current_section = section;
self.current_frame = 0;
}
SectionEdge::Bot { section } => {
let s = sprite.get_section(section);
self.current_section = section;
self.current_frame = s.frames.len() - 1;
self.reverse();
}
SectionEdge::Restart => {
self.current_frame = 0;
}
SectionEdge::Reverse => {
// Jump to SECOND frame, since we've already shown the
// first during the fade transition
self.current_frame = current_section.frames.len() - 1;
self.reverse()
}
}
}
let current_section = sprite.get_section(self.current_section);
self.last_texture = self.next_texture;
self.next_texture = current_section.frames[self.current_frame];
}
// We're stepping backward and finished this frame
// (implies we're travelling upwards)
if self.current_fade < 0.0 {
while self.current_fade < 0.0 {
self.current_fade += 1.0;
}
if self.current_frame > 0 {
self.current_frame -= 1;
} else {
match current_section.edge_top {
SectionEdge::Stop => {
self.current_fade = 0.0;
self.current_frame = 0;
self.current_direction = AnimDirection::Stop;
}
SectionEdge::Top { section } => {
self.current_section = section;
self.current_frame = 0;
self.reverse();
}
SectionEdge::Bot { section } => {
let s = sprite.get_section(section);
self.current_section = section;
self.current_frame = s.frames.len() - 1;
}
SectionEdge::Reverse => {
self.current_frame = 0;
self.reverse();
}
SectionEdge::Restart => {
self.current_frame = current_section.frames.len() - 1;
}
}
}
let current_section = sprite.get_section(self.current_section);
self.next_texture = self.last_texture;
self.last_texture = current_section.frames[self.current_frame];
}
}
/// Get the current frame of this animation
pub fn get_texture_idx(&self) -> AnimationState {
return AnimationState {
texture_a: self.last_texture,
texture_b: self.next_texture,
fade: self.current_fade,
};
}
}

View File

@ -16,14 +16,6 @@ pub struct SpriteHandle {
pub aspect: f32,
}
impl SpriteHandle {
/// The index of this sprite in content's sprite array.
/// Render uses this to build its buffers.
pub fn get_index(&self) -> u32 {
self.index as u32
}
}
impl Hash for SpriteHandle {
fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
self.index.hash(state)

View File

@ -3,6 +3,7 @@
//! This subcrate is responsible for loading, parsing, validating game content,
//! which is usually stored in `./content`.
mod animautomaton;
mod handle;
mod part;
mod util;
@ -18,6 +19,7 @@ use std::{
use toml;
use walkdir::WalkDir;
pub use animautomaton::*;
pub use handle::*;
pub use part::*;
@ -139,8 +141,6 @@ pub struct Content {
/// Map strings to texture names.
/// This is only necessary because we need to hard-code a few texture names for UI elements.
sprite_index: HashMap<String, SpriteHandle>,
/// The texture to use for starfield stars
starfield_handle: Option<SpriteHandle>,
/// Keeps track of which images are in which texture
sprite_atlas: SpriteAtlas,
@ -204,7 +204,7 @@ impl Content {
let mut content = Self {
config: {
if let Some(c) = root.config {
c.build(&asset_root)
c.build(&asset_root, &atlas)
.with_context(|| "while parsing config table")?
} else {
bail!("failed loading content: no config table specified")
@ -220,7 +220,6 @@ impl Content {
factions: Vec::new(),
effects: Vec::new(),
sprite_index: HashMap::new(),
starfield_handle: None,
};
// TODO: enforce sprite and image limits
@ -278,14 +277,6 @@ impl Content {
(0..self.systems.len()).map(|x| SystemHandle { index: x })
}
/// Get the handle for the starfield sprite
pub fn get_starfield_handle(&self) -> SpriteHandle {
match self.starfield_handle {
Some(h) => h,
None => unreachable!("Starfield sprite hasn't been loaded yet!"),
}
}
/// Get a handle from a sprite name
pub fn get_sprite_handle(&self, name: &str) -> SpriteHandle {
return match self.sprite_index.get(name) {
@ -306,9 +297,9 @@ impl Content {
return &self.sprite_atlas.atlas_list;
}
/// Get a sprite from a path
pub fn get_image(&self, p: &Path) -> &SpriteAtlasImage {
self.sprite_atlas.index.get(p).unwrap()
/// Get a texture by its index
pub fn get_image(&self, idx: u32) -> &SpriteAtlasImage {
&self.sprite_atlas.index[idx as usize]
}
/// Get an outfit from a handle

View File

@ -2,6 +2,7 @@ use std::path::PathBuf;
pub(crate) mod syntax {
use anyhow::{bail, Result};
use galactica_packer::SpriteAtlas;
use serde::Deserialize;
use std::path::{Path, PathBuf};
@ -19,7 +20,7 @@ pub(crate) mod syntax {
impl Config {
// TODO: clean up build trait
pub fn build(self, asset_root: &Path) -> Result<super::Config> {
pub fn build(self, asset_root: &Path, atlas: &SpriteAtlas) -> Result<super::Config> {
for i in &self.fonts.files {
if !asset_root.join(i).exists() {
bail!("font file `{}` doesn't exist", i.display());
@ -35,6 +36,16 @@ pub(crate) mod syntax {
// An insufficient limit will result in some tiles not being drawn
let starfield_instance_limit = 12 * starfield_count as u64;
let starfield_texture = match atlas.path_map.get(&self.starfield.texture) {
Some(s) => *s,
None => {
bail!(
"starfield texture `{}` doesn't exist",
self.starfield.texture.display()
)
}
};
return Ok(super::Config {
sprite_root: asset_root.join(self.sprite_root),
font_files: self
@ -53,7 +64,7 @@ pub(crate) mod syntax {
starfield_min_dist: self.starfield.min_dist,
starfield_max_size: self.starfield.max_size,
starfield_min_size: self.starfield.min_size,
starfield_sprite: self.starfield.sprite,
starfield_texture,
starfield_count,
starfield_density,
starfield_size,
@ -80,7 +91,7 @@ pub(crate) mod syntax {
pub max_size: f32,
pub min_dist: f32,
pub max_dist: f32,
pub sprite: String,
pub texture: PathBuf,
}
}
@ -117,8 +128,8 @@ pub struct Config {
/// Maximum z-distance of starfield star, in game units
pub starfield_max_dist: f32,
/// Name of starfield sprite
pub starfield_sprite: String,
/// Index of starfield texture
pub starfield_texture: u32,
/// Size of a square starfield tile, in game units.
/// A tile of size STARFIELD_Z_MAX * screen-size-in-game-units

View File

@ -8,7 +8,7 @@ pub(crate) mod syntax {
use galactica_util::to_radians;
use serde::Deserialize;
use crate::{Content, ContentBuildContext, EffectHandle};
use crate::{Content, ContentBuildContext, EffectHandle, StartEdge};
// Raw serde syntax structs.
// These are never seen by code outside this crate.
@ -56,8 +56,13 @@ pub(crate) mod syntax {
TextOrFloat::Float(f) => f,
TextOrFloat::Text(s) => {
if s == "inherit" {
// Match lifetime of first section of sprite
let sprite = content.get_sprite(sprite);
sprite.frame_duration * sprite.frames.len() as f32
let sec = match sprite.start_at {
StartEdge::Top { section } => sprite.get_section(section),
StartEdge::Bot { section } => sprite.get_section(section),
};
sec.frame_duration * sec.frames.len() as f32
} else {
bail!("bad effect lifetime, must be float or \"inherit\"",)
}

View File

@ -18,5 +18,5 @@ pub use ship::{
CollapseEffectSpawner, CollapseEvent, EffectCollapseEvent, EnginePoint, GunPoint, Ship,
ShipCollapse,
};
pub use sprite::{RepeatMode, Sprite};
pub use sprite::*;
pub use system::{System, SystemObject};

View File

@ -1,44 +1,36 @@
use anyhow::{bail, Context, Result};
use image::io::Reader;
use serde::Deserialize;
use std::{collections::HashMap, path::PathBuf};
use anyhow::{anyhow, bail, Context, Result};
use std::collections::HashMap;
use crate::{handle::SpriteHandle, Content, ContentBuildContext};
pub(crate) mod syntax {
use crate::{Content, ContentBuildContext};
use anyhow::{anyhow, bail, Context, Ok, Result};
use serde::Deserialize;
use std::path::PathBuf;
use std::{collections::HashMap, path::PathBuf};
use super::RepeatMode;
use super::AnimSectionHandle;
// Raw serde syntax structs.
// These are never seen by code outside this crate.
/// Convenience variants of sprite definitions
#[derive(Debug, Deserialize)]
#[serde(untagged)]
pub enum Sprite {
Static(StaticSprite),
Frames(FrameSprite),
}
#[derive(Debug, Deserialize)]
pub struct StaticSprite {
pub file: PathBuf,
}
#[derive(Debug, Deserialize)]
pub struct FrameSprite {
pub frames: Vec<PathBuf>,
pub timing: Timing,
pub repeat: RepeatMode,
pub random_start_frame: Option<bool>,
OneSection(SpriteSection),
Complete(CompleteSprite),
}
/// Two ways to specify animation length
#[derive(Debug, Deserialize)]
pub enum TimingVariant {
/// The duration of this whole section
#[serde(rename = "duration")]
Duration(f32),
/// The fps of this section
#[serde(rename = "fps")]
Fps(f32),
}
@ -47,36 +39,208 @@ pub(crate) mod syntax {
pub struct Timing {
#[serde(flatten)]
pub variant: TimingVariant,
//pub uniform_rng: Option<f32>,
}
/// An unanimated sprite
#[derive(Debug, Deserialize)]
pub struct StaticSprite {
pub file: PathBuf,
}
/// The proper, full sprite definition
#[derive(Debug, Deserialize)]
pub struct CompleteSprite {
pub section: HashMap<String, SpriteSection>,
pub start_at: SectionEdge,
}
/// A single animation section
#[derive(Debug, Deserialize)]
pub struct SpriteSection {
pub frames: Vec<PathBuf>,
pub timing: Timing,
pub top: Option<SectionEdge>,
pub bot: Option<SectionEdge>,
}
impl SpriteSection {
pub fn add_to(
&self,
_build_context: &mut ContentBuildContext,
content: &mut Content,
// An index of all sections in this sprite, used to resolve
// top and bot edges.
all_sections: &HashMap<String, AnimSectionHandle>,
) -> Result<((u32, u32), super::SpriteSection)> {
// Make sure all frames have the same size and add them
// to the frame vector
let mut dim = None;
let mut frames = Vec::new();
for f in &self.frames {
let idx = match content.sprite_atlas.path_map.get(f) {
Some(s) => *s,
None => {
bail!("error: file `{}` isn't in the sprite atlas", f.display());
}
};
let img = &content.sprite_atlas.index[idx as usize];
match dim {
None => dim = Some(img.true_size),
Some(e) => {
if img.true_size != e {
bail!("failed to load section frames because frames have different sizes.",)
}
}
}
/// How to replay a texture's animation
#[derive(Debug, Deserialize, Clone, Copy)]
pub enum RepeatMode {
/// Play this animation once, and stop at the last frame
#[serde(rename = "once")]
Once,
frames.push(img.idx);
}
let dim = dim.unwrap();
/// After the first frame, jump to the last frame
#[serde(rename = "repeat")]
Repeat,
let frame_duration = match self.timing.variant {
TimingVariant::Duration(d) => d / self.frames.len() as f32,
TimingVariant::Fps(f) => 1.0 / f,
};
/// Play this animation in reverse after the last frame
#[serde(rename = "reverse")]
if frame_duration <= 0.0 {
bail!("frame duration must be positive (and therefore nonzero).")
}
let edge_top = match &self.top {
Some(x) => x.resolve_as_edge(all_sections)?,
None => super::SectionEdge::Stop,
};
let edge_bot = match &self.bot {
Some(x) => x.resolve_as_edge(all_sections)?,
None => super::SectionEdge::Stop,
};
return Ok((
dim,
super::SpriteSection {
frames,
frame_duration,
edge_top,
edge_bot,
},
));
}
}
/// A link between two animation sections
#[derive(Debug, Deserialize)]
#[serde(transparent)]
pub struct SectionEdge {
pub val: String,
}
impl SectionEdge {
pub fn resolve_as_start(
&self,
all_sections: &HashMap<String, AnimSectionHandle>,
) -> Result<super::StartEdge> {
let e = self
.resolve_as_edge(all_sections)
.with_context(|| format!("while resolving start edge"))?;
match e {
super::SectionEdge::Bot { section } => Ok(super::StartEdge::Bot { section }),
super::SectionEdge::Top { section } => Ok(super::StartEdge::Top { section }),
_ => {
bail!("bad section start specification `{}`", self.val);
}
}
}
pub fn resolve_as_edge(
&self,
all_sections: &HashMap<String, AnimSectionHandle>,
) -> Result<super::SectionEdge> {
if self.val == "stop" {
return Ok(super::SectionEdge::Stop);
}
if self.val == "reverse" {
return Ok(super::SectionEdge::Reverse);
}
if self.val == "restart" {
return Ok(super::SectionEdge::Restart);
}
let (s, p) = match self.val.split_once(":") {
Some(x) => x,
None => {
bail!("bad section edge specification `{}`", self.val);
}
};
let section = match all_sections.get(s) {
Some(s) => *s,
None => {
return Err(anyhow!("bad section edge specification `{}`", self.val))
.with_context(|| format!("section `{}` doesn't exist", s));
}
};
match p {
"top" => Ok(super::SectionEdge::Top { section }),
"bot" => Ok(super::SectionEdge::Bot { section }),
_ => {
return Err(anyhow!("bad section edge specification `{}`", self.val))
.with_context(|| format!("invalid target `{}`", p));
}
}
}
}
}
// TODO: should be pub crate
/// A handle for an animation section inside a sprite
#[derive(Debug, Copy, Clone)]
pub struct AnimSectionHandle(pub(crate) usize);
/// An edge between two animation sections
#[derive(Debug, Clone)]
pub enum SectionEdge {
/// Stop at the last frame of this section
Stop,
/// Play the given section from the bottm
Bot {
/// The section to play
section: AnimSectionHandle,
},
/// Play the given section from the top
Top {
/// The section to play
section: AnimSectionHandle,
},
/// Replay this section in the opposite direction
Reverse,
/// Restart this section from the opposite end
Restart,
}
impl RepeatMode {
/// Represent this repeatmode as an integer
/// Used to pass this enum into shaders
pub fn as_int(&self) -> u32 {
match self {
Self::Repeat => 0,
Self::Once => 1,
Self::Reverse => 2,
}
}
/// Where to start an animation
#[derive(Debug, Clone)]
pub enum StartEdge {
/// Play the given section from the bottm
Bot {
/// The section to play
section: AnimSectionHandle,
},
/// Play the given section from the top
Top {
/// The section to play
section: AnimSectionHandle,
},
}
/// Represents a sprite that may be used in the game.
@ -88,25 +252,52 @@ pub struct Sprite {
/// This sprite's handle
pub handle: SpriteHandle,
/// The file names of frames of this sprite.
/// unanimated sprites have one frame.
pub frames: Vec<PathBuf>,
/// Where this sprite starts playing
pub start_at: StartEdge,
/// 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,
/// How to replay this sprite's animation
pub repeat: RepeatMode,
/// This sprite's animation sections
sections: Vec<SpriteSection>,
/// Aspect ratio of this sprite (width / height)
pub aspect: f32,
}
/// If true, start on a random frame of this sprite.
pub random_start_frame: bool,
impl Sprite {
/// Get an animation section from a handle
pub fn get_section(&self, section: AnimSectionHandle) -> &SpriteSection {
&self.sections[section.0]
}
/// Get this sprite's first frame
pub fn get_first_frame(&self) -> u32 {
match self.start_at {
StartEdge::Bot { section } => *self.get_section(section).frames.last().unwrap(),
StartEdge::Top { section } => *self.get_section(section).frames.first().unwrap(),
}
}
/// Iterate this sprite's sections
pub fn iter_sections(&self) -> impl Iterator<Item = &SpriteSection> {
self.sections.iter()
}
}
/// A part of a sprite's animation
#[derive(Debug, Clone)]
pub struct SpriteSection {
/// The texture index of each frame in this animation section.
/// unanimated sections have one frame.
pub frames: Vec<u32>,
/// The speed of this sprite's animation.
/// This must always be positive (and therefore, nonzero)
pub frame_duration: f32,
/// What to do when we reach the top of this section
pub edge_top: SectionEdge,
/// What to do when we reach the bottom of this section
pub edge_bot: SectionEdge,
}
impl crate::Build for Sprite {
@ -114,123 +305,141 @@ impl crate::Build for Sprite {
fn build(
sprites: Self::InputSyntaxType,
_build_context: &mut ContentBuildContext,
build_context: &mut ContentBuildContext,
content: &mut Content,
) -> Result<()> {
for (sprite_name, t) in sprites {
match t {
syntax::Sprite::Static(t) => {
let file = content.config.sprite_root.join(&t.file);
let reader = Reader::open(&file).with_context(|| {
format!(
"Failed to read file `{}` in sprite `{}`",
file.display(),
sprite_name,
let idx = match content.sprite_atlas.path_map.get(&t.file) {
Some(s) => *s,
None => {
return Err(
anyhow!("error while processing sprite `{}`", sprite_name,),
)
})?;
let dim = reader.into_dimensions().with_context(|| {
.with_context(|| {
format!(
"Failed to get dimensions of file `{}` in sprite `{}`",
file.display(),
sprite_name,
"file `{}` isn't in the sprite atlas, cannot proceed",
t.file.display()
)
})?;
});
}
};
let img = &content.sprite_atlas.index[idx as usize];
let aspect = img.w / img.h;
let h = SpriteHandle {
index: content.sprites.len(),
aspect: dim.0 as f32 / dim.1 as f32,
aspect,
};
if sprite_name == content.config.starfield_sprite {
if content.starfield_handle.is_none() {
content.starfield_handle = Some(h)
} else {
// This can't happen, since this is a hashmap.
unreachable!("Found two starfield sprites! Something is very wrong.")
}
}
content.sprite_index.insert(sprite_name.clone(), h);
content.sprites.push(Self {
name: sprite_name,
frames: vec![t.file],
frame_duration: 0.0,
//frame_uniform_rng: 0.0,
start_at: StartEdge::Top {
section: AnimSectionHandle(0),
},
sections: vec![SpriteSection {
frames: vec![img.idx],
// We implement unanimated sprites with a very fast framerate
// and STOP endpoints.
frame_duration: 0.01,
edge_top: SectionEdge::Stop,
edge_bot: SectionEdge::Stop,
}],
handle: h,
repeat: RepeatMode::Once,
aspect: dim.0 as f32 / dim.1 as f32,
random_start_frame: false,
aspect,
});
}
syntax::Sprite::Frames(t) => {
syntax::Sprite::OneSection(s) => {
let mut section_names: HashMap<String, _> = HashMap::new();
// Name the one section in this sprite "anim"
section_names.insert("anim".to_owned(), AnimSectionHandle(0));
let (dim, section) = s
.add_to(build_context, content, &section_names)
.with_context(|| format!("while parsing sprite `{}`", sprite_name))?;
let aspect = dim.0 as f32 / dim.1 as f32;
let h = SpriteHandle {
index: content.sprites.len(),
aspect,
};
let mut sections = Vec::new();
sections.push(section);
content.sprite_index.insert(sprite_name.clone(), h);
content.sprites.push(Self {
name: sprite_name,
sections,
start_at: StartEdge::Bot {
section: AnimSectionHandle(0),
},
handle: h,
aspect,
});
}
syntax::Sprite::Complete(s) => {
let mut idx = 0;
let mut section_names = HashMap::new();
for (name, _) in &s.section {
section_names.insert(name.to_owned(), AnimSectionHandle(idx));
idx += 1;
}
let start_at = s
.start_at
.resolve_as_start(&section_names)
.with_context(|| format!("while loading sprite `{}`", sprite_name))?;
let mut sections = Vec::with_capacity(idx);
let mut dim = None;
for f in &t.frames {
let file = content.config.sprite_root.join(f);
let reader = Reader::open(&file).with_context(|| {
format!(
"Failed to read file `{}` in sprite `{}`",
file.display(),
sprite_name,
)
})?;
let d = reader.into_dimensions().with_context(|| {
format!(
"Failed to get dimensions of file `{}` in sprite `{}`",
file.display(),
sprite_name,
)
})?;
match dim {
None => dim = Some(d),
Some(e) => {
if d != e {
// Make sure we add sections in order
let mut names = section_names.iter().collect::<Vec<_>>();
names.sort_by(|a, b| (a.1).0.cmp(&(b.1).0));
for (k, _) in names {
let v = s.section.get(k).unwrap();
let (d, s) = v
.add_to(build_context, content, &section_names)
.with_context(|| format!("while parsing sprite `{}`", sprite_name))
.with_context(|| format!("while parsing section `{}`", k))?;
// Make sure all dimensions are the same
if dim.is_none() {
dim = Some(d);
} else if dim.unwrap() != d {
bail!(
"Failed to load frames of sprite `{}` because frames have different sizes.",
"could not load sprite `{}`, image sizes in section `{}` are different",
sprite_name,
)
}
}
k
);
}
sections.push(s);
}
let dim = dim.unwrap();
let aspect = dim.0 as f32 / dim.1 as f32;
let h = SpriteHandle {
index: content.sprites.len(),
aspect: dim.0 as f32 / dim.1 as f32,
};
if sprite_name == content.config.starfield_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,
aspect,
};
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),
sections,
start_at,
handle: h,
repeat: t.repeat,
aspect: dim.0 as f32 / dim.1 as f32,
random_start_frame: t.random_start_frame.unwrap_or(false),
aspect,
});
}
}
}
if content.starfield_handle.is_none() {
bail!(
"Could not find a starfield texture (name: `{}`)",
content.config.starfield_sprite
)
}
return Ok(());
}
}

View File

@ -48,12 +48,14 @@ impl<'a> Game {
);
let s = self.state.systemsim.get_ship_mut(&player).unwrap();
s.data
.add_outfit(&self.ct.get_outfit(OutfitHandle { index: 0 }));
s.data
.add_outfit(&self.ct.get_outfit(OutfitHandle { index: 1 }));
s.data
.add_outfit(&self.ct.get_outfit(OutfitHandle { index: 2 }));
s.add_outfits(
&self.ct,
[
OutfitHandle { index: 0 },
OutfitHandle { index: 1 },
OutfitHandle { index: 2 },
],
);
return player;
}
@ -70,9 +72,14 @@ impl<'a> Game {
);
let s = systemsim.get_ship_mut(&a).unwrap();
s.data.add_outfit(ct.get_outfit(OutfitHandle { index: 0 }));
s.data.add_outfit(&ct.get_outfit(OutfitHandle { index: 1 }));
s.data.add_outfit(&ct.get_outfit(OutfitHandle { index: 2 }));
s.add_outfits(
&ct,
[
OutfitHandle { index: 0 },
OutfitHandle { index: 1 },
OutfitHandle { index: 2 },
],
);
let a = systemsim.add_ship(
&ct,
@ -83,9 +90,14 @@ impl<'a> Game {
);
let s = systemsim.get_ship_mut(&a).unwrap();
s.data.add_outfit(ct.get_outfit(OutfitHandle { index: 0 }));
s.data.add_outfit(&ct.get_outfit(OutfitHandle { index: 1 }));
s.data.add_outfit(&ct.get_outfit(OutfitHandle { index: 2 }));
s.add_outfits(
&ct,
[
OutfitHandle { index: 0 },
OutfitHandle { index: 1 },
OutfitHandle { index: 2 },
],
);
let state = GameState {
systemsim,

View File

@ -84,7 +84,7 @@ fn main() -> Result<()> {
.systemsim
.get_ship(&PhysSimShipHandle(player.ship.unwrap()));
if let Some(o) = o {
match o.data.get_state() {
match o.get_data().get_state() {
ShipState::Landing { .. }
| ShipState::UnLanding { .. }
| ShipState::Collapsing { .. }
@ -137,13 +137,16 @@ fn main() -> Result<()> {
},
..
} => {
player.process_key(state, key);
player.input.process_key(state, key);
}
WindowEvent::CursorMoved { position, .. } => {
player.input.process_mouse(position);
}
WindowEvent::MouseInput { state, button, .. } => {
player.process_click(state, button);
player.input.process_click(state, button);
}
WindowEvent::MouseWheel { delta, phase, .. } => {
player.process_scroll(delta, phase);
player.input.process_scroll(delta, phase);
}
WindowEvent::Resized(_) => {
gpu.resize(&content);

View File

@ -205,16 +205,19 @@ impl AtlasSet {
)
})?;
self.index.index.insert(
p.to_path_buf(),
SpriteAtlasImage {
self.index
.path_map
.insert(p.to_path_buf(), self.index.index.len() as u32);
self.index.index.push(SpriteAtlasImage {
true_size: image_dim,
idx: self.index.index.len() as u32,
atlas: atlas_idx as u32,
x: (x + self.image_margin) as f32 / self.texture_width as f32,
y: (y + self.image_margin) as f32 / self.texture_height as f32,
w: image_dim.0 as f32 / self.texture_width as f32,
h: image_dim.1 as f32 / self.texture_height as f32,
},
);
});
return Ok(atlas_idx);
}

View File

@ -13,6 +13,12 @@ pub struct SpriteAtlasImage {
/// This is an index in SpriteAtlas.atlas_list
pub atlas: u32,
/// A globally unique, consecutively numbered index for this sprite
pub idx: u32,
/// The size of this image, in pixels
pub true_size: (u32, u32),
/// x-position of this image
/// (between 0 and 1, using wgpu texture coordinates)
pub x: f32,
@ -35,7 +41,10 @@ pub struct SpriteAtlasImage {
#[derive(Debug, Serialize, Deserialize, Clone)]
pub struct SpriteAtlas {
/// The images in this atlas
pub index: HashMap<PathBuf, SpriteAtlasImage>,
pub index: Vec<SpriteAtlasImage>,
/// Map paths to image indices
pub path_map: HashMap<PathBuf, u32>,
/// The file names of the atlas textures we've generated
pub atlas_list: Vec<String>,
@ -45,7 +54,8 @@ impl SpriteAtlas {
/// Make an empty [`SpriteAtlasIndex`]
pub fn new() -> Self {
Self {
index: HashMap::new(),
path_map: HashMap::new(),
index: Vec::new(),
atlas_list: Vec::new(),
}
}

View File

@ -1,14 +1,20 @@
use winit::event::{ElementState, MouseButton, MouseScrollDelta, TouchPhase, VirtualKeyCode};
use winit::{
dpi::PhysicalPosition,
event::{ElementState, MouseButton, MouseScrollDelta, TouchPhase, VirtualKeyCode},
};
pub struct InputStatus {
// Parameters
scroll_speed: f32,
mouse_position: PhysicalPosition<f32>,
// Continuous keys
key_left: bool,
key_right: bool,
key_thrust: bool,
key_guns: bool,
key_leftclick: bool,
// One-shot keys (audomatically released at the end of each frame)
key_land: bool,
@ -23,6 +29,8 @@ impl InputStatus {
key_thrust: false,
key_guns: false,
key_land: false,
key_leftclick: false,
mouse_position: PhysicalPosition { x: 0.0, y: 0.0 },
v_scroll: 0.0,
scroll_speed: 10.0,
}
@ -65,9 +73,17 @@ impl InputStatus {
}
}
pub fn process_mouse(&mut self, position: &PhysicalPosition<f64>) {
self.mouse_position = PhysicalPosition {
x: position.x as f32,
y: position.y as f32,
};
}
pub fn process_click(&mut self, state: &ElementState, key: &MouseButton) {
let _down = state == &ElementState::Pressed;
let down = state == &ElementState::Pressed;
match key {
MouseButton::Left => self.key_leftclick = down,
_ => {}
}
}

View File

@ -1,6 +1,5 @@
use galactica_content::{Content, SystemHandle, SystemObjectHandle};
use rapier2d::geometry::ColliderHandle;
use winit::event::{ElementState, MouseButton, MouseScrollDelta, TouchPhase, VirtualKeyCode};
use crate::{camera::Camera, inputstatus::InputStatus, PlayerStatus};
@ -57,18 +56,6 @@ impl PlayerAgent {
self.camera.aspect = v
}
pub fn process_key(&mut self, state: &ElementState, key: &VirtualKeyCode) {
self.input.process_key(state, key)
}
pub fn process_click(&mut self, state: &ElementState, key: &MouseButton) {
self.input.process_click(state, key)
}
pub fn process_scroll(&mut self, delta: &MouseScrollDelta, phase: &TouchPhase) {
self.input.process_scroll(delta, phase)
}
pub fn step(&mut self, ct: &Content, status: PlayerStatus) {
if self.input.get_v_scroll() != 0.0 {
self.camera.zoom = (self.camera.zoom + self.input.get_v_scroll())

View File

@ -1,41 +0,0 @@
// Pick a frame of a sprite animation from an instance.
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;
var frame: f32 = 0.0;
// Once
if rep == u32(1) {
frame = min(
age / frame_duration + offset,
f32(len) - 1.0
);
// Reverse
} else if rep == u32(2) {
let x = age / frame_duration + offset;
let m = f32(len) * 2.0 - 1.0;
// x fmod m
frame = x - floor(x / m) * m;
if frame >= f32(len) {
frame = (
f32(len) + f32(len) - 1.0
// Split integer and fractional part so tweening works properly
- floor(frame)
+ fract(frame)
);
}
// Repeat (default)
} else {
let x = age / frame_duration + offset;
let m = f32(len);
frame = x - floor(x / m) * m;
}
return frame + f32(global_sprites[sprite_index].first_frame);
}

View File

@ -1,8 +1,9 @@
// INCLUDE: global uniform header
struct InstanceInput {
@location(2) sprite_index: u32,
@location(3) object_index: u32,
@location(2) texture_index: vec2<u32>,
@location(3) texture_fade: f32,
@location(4) object_index: u32,
};
struct VertexInput {
@ -25,20 +26,19 @@ var texture_array: binding_array<texture_2d<f32>>;
@group(0) @binding(1)
var sampler_array: binding_array<sampler>;
// INCLUDE: animate.wgsl
fn transform_vertex(obj: ObjectData, vertex_position: vec2<f32>, sprite_index: u32) -> vec4<f32> {
fn transform_vertex(obj: ObjectData, vertex_position: vec2<f32>, texture_index: u32) -> vec4<f32> {
// Object scale
var scale: f32 = obj.size / (global_data.camera_zoom.x * obj.zpos);
if obj.is_child == 1u {
scale /= objects[obj.parent].zpos;
}
let texture = global_atlas[texture_index];
// Apply scale and sprite aspect
// Note that our mesh starts centered at (0, 0). This is important!
var pos: vec2<f32> = vec2(
vertex_position.x * scale * global_sprites[sprite_index].aspect,
vertex_position.x * scale * (texture.width / texture.height),
vertex_position.y * scale
);
@ -113,18 +113,18 @@ fn vertex_main(
) -> VertexOutput {
var out: VertexOutput;
out.position = transform_vertex(objects[instance.object_index], vertex.position.xy, instance.sprite_index);
out.position = transform_vertex(
objects[instance.object_index],
vertex.position.xy,
instance.texture_index.x
);
// Compute texture coordinates
let age = global_data.current_time.x;
let frame = animate(instance.sprite_index, age, 0.0);
out.tween = fract(frame);
out.tween = instance.texture_fade;
let t = global_atlas[u32(floor(frame))];
let t = global_atlas[instance.texture_index.x];
out.texture_index_a = u32(t.atlas_texture);
out.texture_coords_a = vec2(t.xpos, t.ypos);
if vertex.texture_coords.x == 1.0 {
@ -134,7 +134,7 @@ fn vertex_main(
out.texture_coords_a = out.texture_coords_a + vec2(0.0, t.height);
}
let b = global_atlas[u32(floor(animate(instance.sprite_index, age, 1.0)))];
let b = global_atlas[instance.texture_index.y];
out.texture_index_b = u32(b.atlas_texture);
out.texture_coords_b = vec2(b.xpos, b.ypos);
if vertex.texture_coords.x == 1.0 {

View File

@ -9,7 +9,8 @@ struct InstanceInput {
@location(7) created: f32,
@location(8) expires: f32,
@location(9) fade: f32,
@location(10) sprite_index: u32,
@location(10) texture_index: vec2<u32>,
@location(11) texture_fade: f32,
};
struct VertexInput {
@ -33,9 +34,6 @@ var texture_array: binding_array<texture_2d<f32>>;
@group(0) @binding(1)
var sampler_array: binding_array<sampler>;
// INCLUDE: animate.wgsl
@vertex
fn vertex_main(
vertex: VertexInput,
@ -96,9 +94,9 @@ fn vertex_main(
// Compute texture coordinates
let frame = animate(instance.sprite_index, age, 0.0);
out.tween = fract(frame);
out.tween = instance.texture_fade;
let t = global_atlas[u32(floor(frame))];
let t = global_atlas[instance.texture_index.x];
out.texture_index_a = u32(t.atlas_texture);
out.texture_coords_a = vec2(t.xpos, t.ypos);
if vertex.texture_coords.x == 1.0 {
@ -108,7 +106,7 @@ fn vertex_main(
out.texture_coords_a = out.texture_coords_a + vec2(0.0, t.height);
}
let b = global_atlas[u32(floor(animate(instance.sprite_index, age, 1.0)))];
let b = global_atlas[instance.texture_index.y];
out.texture_index_b = u32(b.atlas_texture);
out.texture_coords_b = vec2(b.xpos, b.ypos);
if vertex.texture_coords.x == 1.0 {
@ -118,7 +116,6 @@ fn vertex_main(
out.texture_coords_b = out.texture_coords_b + vec2(0.0, b.height);
}
return out;
}

View File

@ -109,8 +109,7 @@ fn vertex_main(
// Starfield sprites may not be animated
let i = global_sprites[global_data.starfield_sprite.x].first_frame;
let t = global_atlas[i];
let t = global_atlas[global_data.starfield_sprite.x];
out.texture_index = u32(t.atlas_texture);
out.texture_coords = vec2(t.xpos, t.ypos);
if vertex.texture_coords.x == 1.0 {

View File

@ -6,8 +6,9 @@ struct InstanceInput {
@location(4) angle: f32,
@location(5) size: f32,
@location(6) color_transform: vec4<f32>,
@location(7) sprite_index: u32,
@location(8) mask_index: vec2<u32>,
@location(7) texture_index: vec2<u32>,
@location(8) texture_fade: f32,
@location(9) mask_index: vec2<u32>,
};
struct VertexInput {
@ -30,7 +31,6 @@ var texture_array: binding_array<texture_2d<f32>>;
var sampler_array: binding_array<sampler>;
// INCLUDE: animate.wgsl
// INCLUDE: anchor.wgsl
@vertex
@ -42,12 +42,15 @@ fn vertex_main(
let window_dim = global_data.window_size / global_data.window_scale.x;
let scale = instance.size / window_dim.y;
let sprite_aspect = global_sprites[instance.sprite_index].aspect;
let aspect = (
global_atlas[instance.texture_index.x].width /
global_atlas[instance.texture_index.x].height
);
// Apply scale and sprite aspect
// Note that our mesh starts centered at (0, 0). This is important!
var pos: vec2<f32> = vec2(
vertex.position.x * scale * sprite_aspect,
vertex.position.x * scale * aspect,
vertex.position.y * scale
);
@ -66,7 +69,7 @@ fn vertex_main(
pos = pos + anchor(
instance.anchor,
instance.position,
vec2(instance.size * sprite_aspect, instance.size)
vec2(instance.size * aspect, instance.size)
);
var out: VertexOutput;
@ -77,7 +80,7 @@ fn vertex_main(
// TODO: function to get texture from sprite
// Pick texture frame
let t = global_atlas[u32(animate(instance.sprite_index, global_data.current_time.x, 0.0))];
let t = global_atlas[instance.texture_index.x];
out.texture_index = u32(t.atlas_texture);
out.texture_coords = vec2(t.xpos, t.ypos);
if vertex.texture_coords.x == 1.0 {
@ -91,8 +94,7 @@ fn vertex_main(
// x coordinate of mask index is either 0 or 1, telling us whether or not to use a mask.
// y coordinate is mask sprite index
if instance.mask_index.x == 1u {
let ms = global_sprites[instance.mask_index.y].first_frame;
let m = global_atlas[ms];
let m = global_atlas[instance.mask_index.y];
out.mask_index = vec2(1u, u32(m.atlas_texture));
out.mask_coords = vec2(m.xpos, m.ypos);
if vertex.texture_coords.x == 1.0 {

View File

@ -1,12 +1,11 @@
use galactica_util::constants::{IMAGE_LIMIT, OBJECT_SPRITE_INSTANCE_LIMIT, SPRITE_LIMIT};
use galactica_util::constants::{IMAGE_LIMIT, OBJECT_SPRITE_INSTANCE_LIMIT};
use wgpu;
use super::{object::ObjectLocationArray, AtlasArray, GlobalDataContent, SpriteDataArray};
use super::{object::ObjectLocationArray, AtlasArray, GlobalDataContent};
pub struct GlobalUniform {
pub data_buffer: wgpu::Buffer,
pub atlas_buffer: wgpu::Buffer,
pub sprite_buffer: wgpu::Buffer,
pub object_buffer: wgpu::Buffer,
pub bind_group: wgpu::BindGroup,
pub bind_group_layout: wgpu::BindGroupLayout,
@ -70,35 +69,10 @@ impl GlobalUniform {
// `Buffer is bound with size 3456 where the shader expects 5184 in group[1] compact index 2`
// More notes are in datacontent
// Sprite data
out.push_str(&format!(
r#"
@group({group}) @binding(2)
var<uniform> global_sprites: array<SpriteData, {SPRITE_LIMIT}>;
"#
));
out.push_str("\n");
out.push_str(
r#"
struct SpriteData {
frame_count: u32,
repeatmode: u32,
aspect: f32,
frame_duration: f32,
first_frame: u32,
padding_a: f32,
padding_b: f32,
padding_c: f32,
};
"#,
);
out.push_str("\n");
// Object location data
out.push_str(&format!(
r#"
@group({group}) @binding(3)
@group({group}) @binding(2)
var<uniform> objects: array<ObjectData, {OBJECT_SPRITE_INSTANCE_LIMIT}>;
"#
));
@ -138,13 +112,6 @@ impl GlobalUniform {
mapped_at_creation: false,
});
let sprite_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("global uniform sprite buffer"),
size: SpriteDataArray::SIZE,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let object_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("global uniform object buffer"),
size: ObjectLocationArray::SIZE,
@ -184,16 +151,6 @@ impl GlobalUniform {
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
label: Some("global uniform bind group layout"),
});
@ -211,10 +168,6 @@ impl GlobalUniform {
},
wgpu::BindGroupEntry {
binding: 2,
resource: sprite_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 3,
resource: object_buffer.as_entire_binding(),
},
],
@ -224,7 +177,6 @@ impl GlobalUniform {
return Self {
data_buffer,
atlas_buffer,
sprite_buffer,
object_buffer,
bind_group,
bind_group_layout,

View File

@ -2,10 +2,8 @@ mod atlas;
mod data;
mod globaluniform;
mod object;
mod sprite;
pub use atlas::{AtlasArray, AtlasImageLocation};
pub use data::GlobalDataContent;
pub use globaluniform::GlobalUniform;
pub use object::ObjectData;
pub use sprite::{SpriteData, SpriteDataArray};

View File

@ -1,43 +0,0 @@
use bytemuck::{Pod, Zeroable};
use galactica_util::constants::SPRITE_LIMIT;
use std::mem;
use wgpu;
#[repr(C)]
#[derive(Debug, Copy, Clone, Pod, Zeroable, Default)]
pub struct SpriteData {
// Animation parameters
pub frame_count: u32,
pub repeatmode: u32,
pub aspect: f32,
pub frame_duration: f32,
// Index of first frame in ImageLocationArray
pub first_frame: u32,
// stride must be a multiple of 16
pub _padding: [f32; 3],
}
#[derive(Debug, Copy, Clone)]
pub struct SpriteDataArray {
pub data: [SpriteData; SPRITE_LIMIT as usize],
}
unsafe impl Pod for SpriteDataArray {}
unsafe impl Zeroable for SpriteDataArray {
fn zeroed() -> Self {
Self {
data: [SpriteData::zeroed(); SPRITE_LIMIT as usize],
}
}
}
impl Default for SpriteDataArray {
fn default() -> Self {
Self::zeroed()
}
}
impl SpriteDataArray {
pub const SIZE: u64 = mem::size_of::<Self>() as wgpu::BufferAddress;
}

View File

@ -20,7 +20,7 @@ pub struct GPUState {
object_pipeline: wgpu::RenderPipeline,
starfield_pipeline: wgpu::RenderPipeline,
particle_pipeline: wgpu::RenderPipeline,
//particle_pipeline: wgpu::RenderPipeline,
ui_pipeline: wgpu::RenderPipeline,
radialbar_pipeline: wgpu::RenderPipeline,
@ -57,12 +57,7 @@ impl GPUState {
self.state.queue.write_buffer(
&self.state.global_uniform.atlas_buffer,
0,
bytemuck::cast_slice(&[self.texture_array.image_locations]),
);
self.state.queue.write_buffer(
&self.state.global_uniform.sprite_buffer,
0,
bytemuck::cast_slice(&[self.texture_array.sprite_data]),
bytemuck::cast_slice(&[self.texture_array.texture_atlas]),
);
self.starfield.update_buffer(ct, &mut self.state);

View File

@ -167,6 +167,7 @@ impl GPUState {
.set_bind_group_layouts(bind_group_layouts)
.build();
/*
let particle_pipeline = PipelineBuilder::new("particle", &device)
.set_shader(&preprocess_shader(
&include_str!(concat!(
@ -181,7 +182,7 @@ impl GPUState {
.set_triangle(true)
.set_vertex_buffer(vertex_buffers.get_particle())
.set_bind_group_layouts(bind_group_layouts)
.build();
.build();*/
let radialbar_pipeline = PipelineBuilder::new("radialbar", &device)
.set_shader(&preprocess_shader(
@ -228,7 +229,7 @@ impl GPUState {
object_pipeline,
starfield_pipeline,
ui_pipeline,
particle_pipeline,
//particle_pipeline,
radialbar_pipeline,
state,

View File

@ -22,7 +22,7 @@ impl GPUState {
let ship_pos;
let ship_ang;
let ship_cnt;
match ship.data.get_state() {
match ship.get_data().get_state() {
ShipState::Dead | ShipState::Landed { .. } => continue,
ShipState::Collapsing { .. } | ShipState::Flying { .. } => {
@ -31,7 +31,7 @@ impl GPUState {
ship_pos = Point3::new(pos.x, pos.y, 1.0);
let ship_rot = r.rotation();
ship_ang = ship_rot.angle();
ship_cnt = state.ct.get_ship(ship.data.get_content());
ship_cnt = state.ct.get_ship(ship.get_data().get_content());
}
ShipState::UnLanding { current_z, .. } | ShipState::Landing { current_z, .. } => {
@ -40,7 +40,7 @@ impl GPUState {
ship_pos = Point3::new(pos.x, pos.y, *current_z);
let ship_rot = r.rotation();
ship_ang = ship_rot.angle();
ship_cnt = state.ct.get_ship(ship.data.get_content());
ship_cnt = state.ct.get_ship(ship.get_data().get_content());
}
}
@ -84,22 +84,23 @@ impl GPUState {
);
// Push this object's instance
let anim_state = ship.get_anim_state();
self.state.push_object_buffer(ObjectInstance {
sprite_index: ship_cnt.sprite.get_index(),
texture_index: anim_state.texture_index(),
texture_fade: anim_state.fade,
object_index: idx as u32,
});
let flare = ship.data.get_outfits().get_flare_sprite(state.ct);
if {
let is_flying = match ship.data.get_state() {
let is_flying = match ship.get_data().get_state() {
ShipState::Flying { .. }
| ShipState::UnLanding { .. }
| ShipState::Landing { .. } => true,
_ => false,
};
ship.get_controls().thrust && flare.is_some() && is_flying
ship.get_controls().thrust && is_flying
} {
for engine_point in &ship_cnt.engines {
for (engine_point, anim) in ship.iter_engine_anim() {
self.state.queue.write_buffer(
&self.state.global_uniform.object_buffer,
ObjectData::SIZE * self.state.get_object_counter() as u64,
@ -122,8 +123,10 @@ impl GPUState {
}]),
);
let anim_state = anim.get_texture_idx();
self.state.push_object_buffer(ObjectInstance {
sprite_index: flare.unwrap().get_index(),
texture_index: anim_state.texture_index(),
texture_fade: anim_state.fade,
object_index: self.state.get_object_counter() as u32,
});
}
@ -182,9 +185,10 @@ impl GPUState {
}]),
);
// Push this object's instance
let anim_state = p.get_anim_state();
self.state.push_object_buffer(ObjectInstance {
sprite_index: proj_cnt.sprite.get_index(),
texture_index: anim_state.texture_index(),
texture_fade: anim_state.fade,
object_index: idx as u32,
});
}
@ -235,9 +239,13 @@ impl GPUState {
}]),
);
let sprite = state.ct.get_sprite(o.sprite);
let texture_a = sprite.get_first_frame(); // ANIMATE
// Push this object's instance
self.state.push_object_buffer(ObjectInstance {
sprite_index: o.sprite.get_index(),
texture_index: [texture_a, texture_a],
texture_fade: 1.0,
object_index: idx as u32,
});
}

View File

@ -1,5 +1,6 @@
use anyhow::Result;
use bytemuck;
use galactica_system::{data::ShipState, phys::PhysSimShipHandle};
use galactica_util::constants::PARTICLE_SPRITE_INSTANCE_LIMIT;
use glyphon::Resolution;
use nalgebra::Point2;
@ -12,9 +13,9 @@ use crate::{
RenderInput,
};
impl super::GPUState {
/// Main render function. Draws sprites on a window.
pub fn render(&mut self, input: RenderInput) -> Result<(), wgpu::SurfaceError> {
impl<'a> super::GPUState {
/// Render routines while player is flying
fn render_flying(&'a mut self, input: &RenderInput) -> Result<()> {
let output = self.surface.get_current_texture()?;
let view = output.texture.create_view(&Default::default());
@ -45,45 +46,19 @@ impl super::GPUState {
timestamp_writes: None,
});
self.state.frame_reset();
let s = input.ct.get_starfield_handle();
// Update global values
self.state.queue.write_buffer(
&self.state.global_uniform.data_buffer,
0,
bytemuck::cast_slice(&[GlobalDataContent {
camera_position: input.camera_pos.into(),
camera_zoom: [input.camera_zoom, 0.0],
camera_zoom_limits: [
input.ct.get_config().zoom_min,
input.ct.get_config().zoom_max,
],
window_size: [
self.state.window_size.width as f32,
self.state.window_size.height as f32,
],
window_scale: [self.state.window.scale_factor() as f32, 0.0],
window_aspect: [self.state.window_aspect, 0.0],
starfield_sprite: [s.get_index(), 0],
starfield_tile_size: [input.ct.get_config().starfield_size, 0.0],
starfield_size_limits: [
input.ct.get_config().starfield_min_size,
input.ct.get_config().starfield_max_size,
],
current_time: [input.current_time, 0.0],
}]),
);
// Write all new particles to GPU buffer
for i in input.particles.iter() {
let sprite = input.ct.get_sprite(i.sprite);
let texture_a = sprite.get_first_frame(); // ANIMATE
self.state.push_particle_buffer(ParticleInstance {
position: [i.pos.x, i.pos.y],
velocity: i.velocity.into(),
angle: i.angle,
angvel: i.angvel,
size: i.size,
sprite_index: i.sprite.get_index(),
texture_index: [texture_a, texture_a],
texture_fade: 1.0,
created: input.current_time,
expires: input.current_time + i.lifetime,
fade: i.fade,
@ -134,6 +109,7 @@ impl super::GPUState {
0..self.state.get_object_counter(),
);
/*
// Particle pipeline
self.state
.vertex_buffers
@ -144,7 +120,7 @@ impl super::GPUState {
0..SPRITE_INDICES.len() as u32,
0,
0..PARTICLE_SPRITE_INSTANCE_LIMIT as _,
);
); */
// Ui pipeline
self.state
@ -171,7 +147,7 @@ impl super::GPUState {
0..self.state.get_radialbar_counter(),
);
let textareas = self.ui.get_textareas(&input, &self.state);
let textareas = self.ui.get_textareas_flying(input, &self.state);
self.state
.text_renderer
.prepare(
@ -193,13 +169,175 @@ impl super::GPUState {
.render(&self.state.text_atlas, &mut render_pass)
.unwrap();
// begin_render_pass borrows encoder mutably, so we can't call finish()
// without dropping this variable.
// begin_render_pass borrows encoder mutably,
// so we need to drop it before calling finish.
drop(render_pass);
self.state.queue.submit(iter::once(encoder.finish()));
output.present();
Ok(())
return Ok(());
}
/// Render routines while player is landed
fn render_landed(&'a mut self, input: &RenderInput) -> Result<()> {
let output = self.surface.get_current_texture()?;
let view = output.texture.create_view(&Default::default());
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("render encoder"),
});
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("render pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.0,
g: 0.0,
b: 0.0,
a: 1.0,
}),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
});
// Create sprite instances
self.ui.draw(&input, &mut self.state);
// These should match the indices in each shader,
// and should each have a corresponding bind group layout.
render_pass.set_bind_group(0, &self.texture_array.bind_group, &[]);
render_pass.set_bind_group(1, &self.state.global_uniform.bind_group, &[]);
// Starfield pipeline
self.state
.vertex_buffers
.get_starfield()
.set_in_pass(&mut render_pass);
render_pass.set_pipeline(&self.starfield_pipeline);
render_pass.draw_indexed(
0..SPRITE_INDICES.len() as u32,
0,
0..self.state.get_starfield_counter(),
);
// Ui pipeline
self.state
.vertex_buffers
.get_ui()
.set_in_pass(&mut render_pass);
render_pass.set_pipeline(&self.ui_pipeline);
render_pass.draw_indexed(
0..SPRITE_INDICES.len() as u32,
0,
0..self.state.get_ui_counter(),
);
// Radial progress bars
self.state
.vertex_buffers
.get_radialbar()
.set_in_pass(&mut render_pass);
render_pass.set_pipeline(&self.radialbar_pipeline);
render_pass.draw_indexed(
0..SPRITE_INDICES.len() as u32,
0,
0..self.state.get_radialbar_counter(),
);
let textareas = self.ui.get_textareas_landed(input, &self.state);
self.state
.text_renderer
.prepare(
&self.device,
&self.state.queue,
&mut self.state.text_font_system,
&mut self.state.text_atlas,
Resolution {
width: self.state.window_size.width,
height: self.state.window_size.height,
},
textareas,
&mut self.state.text_cache,
)
.unwrap();
self.state
.text_renderer
.render(&self.state.text_atlas, &mut render_pass)
.unwrap();
// begin_render_pass borrows encoder mutably,
// so we need to drop it before calling finish.
drop(render_pass);
self.state.queue.submit(iter::once(encoder.finish()));
output.present();
return Ok(());
}
/// Main render function. Draws sprites on a window.
pub fn render(&mut self, input: RenderInput) -> Result<(), wgpu::SurfaceError> {
// Update global values
self.state.queue.write_buffer(
&self.state.global_uniform.data_buffer,
0,
bytemuck::cast_slice(&[GlobalDataContent {
camera_position: input.camera_pos.into(),
camera_zoom: [input.camera_zoom, 0.0],
camera_zoom_limits: [
input.ct.get_config().zoom_min,
input.ct.get_config().zoom_max,
],
window_size: [
self.state.window_size.width as f32,
self.state.window_size.height as f32,
],
window_scale: [self.state.window.scale_factor() as f32, 0.0],
window_aspect: [self.state.window_aspect, 0.0],
starfield_sprite: [input.ct.get_config().starfield_texture, 0],
starfield_tile_size: [input.ct.get_config().starfield_size, 0.0],
starfield_size_limits: [
input.ct.get_config().starfield_min_size,
input.ct.get_config().starfield_max_size,
],
current_time: [input.current_time, 0.0],
}]),
);
self.state.frame_reset();
match input
.systemsim
.get_ship(&PhysSimShipHandle(input.player.ship.unwrap()))
.unwrap()
.get_data()
.get_state()
{
ShipState::Collapsing
| ShipState::Dead
| ShipState::Landing { .. }
| ShipState::UnLanding { .. }
| ShipState::Flying { .. } => {
self.render_flying(&input).unwrap();
}
ShipState::Landed { .. } => {
self.render_landed(&input).unwrap();
}
}
return Ok(());
}
}

View File

@ -13,15 +13,6 @@ pub(crate) fn preprocess_shader(
);
// Insert common functions
let shader = shader.replace(
"// INCLUDE: animate.wgsl",
&include_str!(concat!(
env!("CARGO_MANIFEST_DIR"),
"/shaders/include/",
"animate.wgsl"
)),
);
let shader = shader.replace(
"// INCLUDE: anchor.wgsl",
&include_str!(concat!(

View File

@ -1,4 +1,4 @@
use crate::globaluniform::{AtlasArray, AtlasImageLocation, SpriteData, SpriteDataArray};
use crate::globaluniform::{AtlasArray, AtlasImageLocation};
use anyhow::Result;
use bytemuck::Zeroable;
use galactica_content::Content;
@ -84,8 +84,7 @@ pub struct Texture {
pub struct TextureArray {
pub bind_group: wgpu::BindGroup,
pub bind_group_layout: BindGroupLayout,
pub image_locations: AtlasArray,
pub sprite_data: SpriteDataArray,
pub texture_atlas: AtlasArray,
}
impl TextureArray {
@ -93,41 +92,28 @@ impl TextureArray {
// Load all textures
let mut texture_data = Vec::new();
for a in ct.atlas_files() {
println!("opening {a}");
for file in ct.atlas_files() {
println!("opening {file}");
let p = Path::new(ASSET_CACHE);
let mut f = File::open(p.join(a))?;
let mut f = File::open(p.join(file))?;
let mut bytes = Vec::new();
f.read_to_end(&mut bytes)?;
texture_data.push(RawTexture::from_bytes(
&device,
&queue,
&bytes,
&format!("Atlas `{a}`"),
&format!("Atlas `{file}`"),
)?);
}
let mut image_locations = AtlasArray::zeroed();
let mut sprite_data = SpriteDataArray::zeroed();
println!("sending to gpu");
let mut image_counter = 0;
let mut sprite_counter = 0;
for t in &ct.sprites {
sprite_data.data[sprite_counter] = SpriteData {
frame_count: t.frames.len() as u32,
repeatmode: t.repeat.as_int(),
aspect: t.aspect,
frame_duration: t.frame_duration,
first_frame: image_counter,
_padding: Default::default(),
};
sprite_counter += 1;
// Insert texture location data
for path in &t.frames {
let image = ct.get_image(&path);
image_locations.data[image_counter as usize] = AtlasImageLocation {
for sprite in &ct.sprites {
for section in sprite.iter_sections() {
for idx in &section.frames {
let image = ct.get_image(*idx);
image_locations.data[*idx as usize] = AtlasImageLocation {
xpos: image.x,
ypos: image.y,
width: image.w,
@ -135,7 +121,7 @@ impl TextureArray {
atlas_texture: image.atlas,
_padding: Default::default(),
};
image_counter += 1;
}
}
}
@ -192,8 +178,7 @@ impl TextureArray {
return Ok(Self {
bind_group,
bind_group_layout,
image_locations,
sprite_data,
texture_atlas: image_locations,
});
}
}

View File

@ -32,7 +32,7 @@ impl UiManager {
self.fps.update(input, state);
match ship.data.get_state() {
match ship.get_data().get_state() {
ShipState::Collapsing
| ShipState::Dead
| ShipState::Flying { .. }
@ -48,23 +48,22 @@ impl UiManager {
}
}
pub fn get_textareas(&self, input: &RenderInput, state: &RenderState) -> Vec<TextArea> {
/// Textareas to show while player is flying
pub fn get_textareas_flying(
&self,
_input: &RenderInput,
_state: &RenderState,
) -> Vec<TextArea> {
let mut v = Vec::with_capacity(5);
v.push(self.fps.get_textarea());
let ship_handle = input.player.ship.unwrap();
let ship = input
.systemsim
.get_ship(&PhysSimShipHandle(ship_handle))
.unwrap();
match ship.data.get_state() {
ShipState::Collapsing
| ShipState::Dead
| ShipState::Flying { .. }
| ShipState::Landing { .. }
| ShipState::UnLanding { .. } => v.push(self.fps.get_textarea()),
return v;
}
ShipState::Landed { .. } => v.extend(self.planet.get_textarea(input, state)),
};
/// Textareas to show when player is landed
pub fn get_textareas_landed(&self, input: &RenderInput, state: &RenderState) -> Vec<TextArea> {
let mut v = Vec::with_capacity(5);
v.extend(self.planet.get_textarea(input, state));
return v;
}

View File

@ -1,42 +1,62 @@
use galactica_content::{Content, SystemObject, SystemObjectHandle};
use galactica_system::{data::ShipState, phys::PhysSimShipHandle};
use galactica_util::to_radians;
use glyphon::{cosmic_text::Align, Attrs, Color, Metrics, TextArea, Weight};
use nalgebra::{Point2, Vector2};
use super::util::{SpriteRect, UiImage, UiTextArea};
use crate::{vertexbuffer::types::UiInstance, PositionAnchor, RenderInput, RenderState};
use super::util::{SpriteRect, UiSprite, UiTextArea};
use crate::{RenderInput, RenderState};
pub(super) struct Planet {
// UI elements
planet_desc: UiTextArea,
planet_name: UiTextArea,
landscape: UiImage,
// Height of whole element,in logical pixels
size: f32,
sprite: UiSprite,
/// What object we're displaying currently.
/// Whenever this changes, we need to reflow text.
current_object: Option<SystemObjectHandle>,
}
// TODO: no scroll
// TODO: animate in/out
impl Planet {
pub fn new(ct: &Content, state: &mut RenderState) -> Self {
let size = 800.0;
let mut sprite = UiSprite::new(
ct.get_sprite_handle("ui::planet"),
None,
SpriteRect {
pos: Point2::new(0.0, 0.0),
dim: Vector2::new(800.0, 800.0),
},
);
sprite.add_child_under(Box::new(UiSprite::new(
ct.get_sprite_handle("ui::landscape::test"),
Some(ct.get_sprite_handle("ui::landscapemask")),
SpriteRect {
pos: Point2::new(32.0, 75.0) / 512.0,
dim: Vector2::new(344.0, 173.0) / 512.0,
},
)));
sprite.add_child_under(Box::new(UiSprite::new(
ct.get_sprite_handle("ui::planet::button"),
None,
SpriteRect {
pos: Point2::new(375.0, 90.0) / 512.0,
dim: Vector2::new(113.569, 20.0) / 512.0,
},
)));
let s = Self {
// height of element in logical pixels
size,
current_object: None,
planet_desc: UiTextArea::new(
state,
ct.get_sprite_handle("ui::planet"),
Point2::new(0.0, 0.0),
size,
800.0,
SpriteRect {
pos: Point2::new(25.831, 284.883) / 512.0,
dim: Vector2::new(433.140, 97.220) / 512.0,
@ -50,7 +70,7 @@ impl Planet {
state,
ct.get_sprite_handle("ui::planet"),
Point2::new(0.0, 0.0),
size,
800.0,
SpriteRect {
pos: Point2::new(165.506, 82.0) / 512.0,
dim: Vector2::new(74.883, 17.0) / 512.0,
@ -60,17 +80,9 @@ impl Planet {
Align::Center,
),
landscape: UiImage::new(
ct.get_sprite_handle("ui::planet"),
Point2::new(0.0, 0.0),
size,
ct.get_sprite_handle("ui::landscape::test"),
ct.get_sprite_handle("ui::landscapemask"),
SpriteRect {
pos: Point2::new(32.031, 75.587) / 512.0,
dim: Vector2::new(342.811, 171.402) / 512.0,
},
),
// TODO: use both dimensions,
// not just height
sprite,
};
return s;
@ -104,7 +116,7 @@ impl Planet {
.systemsim
.get_ship(&PhysSimShipHandle(ship_handle))
.unwrap();
let planet_handle = match ship_data.data.get_state() {
let planet_handle = match ship_data.get_data().get_state() {
ShipState::Landed { target } => *target,
_ => unreachable!("tried to draw planet interface while not landed!"),
};
@ -120,16 +132,7 @@ impl Planet {
}
// Draw elements
self.landscape.push_to_buffer(state);
state.push_ui_buffer(UiInstance {
anchor: PositionAnchor::CC.to_int(),
position: [0.0, 0.0],
angle: to_radians(90.0),
size: self.size,
color: [1.0, 1.0, 1.0, 1.0],
sprite_index: input.ct.get_sprite_handle("ui::planet").get_index(),
mask_index: [0, 0],
});
self.sprite.push_to_buffer(input, state);
}
pub fn get_textarea(&self, _input: &RenderInput, state: &RenderState) -> [TextArea; 2] {

View File

@ -34,7 +34,7 @@ impl Radar {
))
.unwrap();
match player_ship.data.get_state() {
match player_ship.get_data().get_state() {
ShipState::Dead => {}
ShipState::Landed { target } => {
@ -60,6 +60,9 @@ impl Radar {
let ship_sprite = input.ct.get_sprite_handle("ui::shipblip");
let arrow_sprite = input.ct.get_sprite_handle("ui::centerarrow");
let sprite = input.ct.get_sprite(input.ct.get_sprite_handle("ui::radar"));
let texture_a = sprite.get_first_frame(); // ANIMATE
// Push this object's instance
state.push_ui_buffer(UiInstance {
anchor: PositionAnchor::NwNw.to_int(),
@ -67,7 +70,8 @@ impl Radar {
angle: 0.0,
size: radar_size,
color: [1.0, 1.0, 1.0, 1.0],
sprite_index: input.ct.get_sprite_handle("ui::radar").get_index(),
texture_index: [texture_a, texture_a],
texture_fade: 1.0,
mask_index: [0, 0],
});
@ -87,6 +91,9 @@ impl Radar {
continue;
}
let sprite = input.ct.get_sprite(planet_sprite);
let texture_a = sprite.get_first_frame(); // ANIMATE
// Push this object's instance
state.push_ui_buffer(UiInstance {
anchor: PositionAnchor::NwC.to_int(),
@ -96,7 +103,8 @@ impl Radar {
angle: o.angle,
size,
color: [0.5, 0.5, 0.5, 1.0],
sprite_index: planet_sprite.get_index(),
texture_index: [texture_a, texture_a],
texture_fade: 1.0,
mask_index: [0, 0],
})
};
@ -104,8 +112,8 @@ impl Radar {
// Draw ships
for (s, r) in input.systemsim.iter_ship_body() {
let ship = input.ct.get_ship(s.data.get_content());
let (color, z_scale) = match s.data.get_state() {
let ship = input.ct.get_ship(s.get_data().get_content());
let (color, z_scale) = match s.get_data().get_state() {
ShipState::Dead | ShipState::Landed { .. } => {
continue;
}
@ -121,7 +129,7 @@ impl Radar {
([0.2, 0.2, 0.2, 1.0], 1.0)
}
ShipState::Flying { .. } => {
let c = input.ct.get_faction(s.data.get_faction()).color;
let c = input.ct.get_faction(s.get_data().get_faction()).color;
([c[0], c[1], c[2], 1.0], 1.0)
}
};
@ -144,13 +152,17 @@ impl Radar {
let position = Point2::new(radar_size / 2.0 + 10.0, radar_size / -2.0 - 10.0)
+ (d * (radar_size / 2.0));
let sprite = input.ct.get_sprite(ship_sprite);
let texture_a = sprite.get_first_frame(); // ANIMATE
state.push_ui_buffer(UiInstance {
anchor: PositionAnchor::NwC.to_int(),
position: position.into(),
angle: r.rotation().angle(),
size,
color,
sprite_index: ship_sprite.get_index(),
texture_index: [texture_a, texture_a],
texture_fade: 1.0,
mask_index: [0, 0],
});
}
@ -168,6 +180,9 @@ impl Radar {
let sprite = input.ct.get_sprite_handle("ui::radarframe");
let size = 7.0f32.min((0.8 - m) * 70.0);
let sprite = input.ct.get_sprite(sprite);
let texture_a = sprite.get_first_frame(); // ANIMATE
state.push_ui_buffer(UiInstance {
anchor: PositionAnchor::NwNw.to_int(),
position: Point2::new(
@ -178,7 +193,8 @@ impl Radar {
angle: to_radians(90.0),
size,
color,
sprite_index: sprite.get_index(),
texture_index: [texture_a, texture_a],
texture_fade: 1.0,
mask_index: [0, 0],
});
@ -192,7 +208,8 @@ impl Radar {
angle: to_radians(180.0),
size,
color,
sprite_index: sprite.get_index(),
texture_index: [texture_a, texture_a],
texture_fade: 1.0,
mask_index: [0, 0],
});
@ -206,7 +223,8 @@ impl Radar {
angle: to_radians(270.0),
size,
color,
sprite_index: sprite.get_index(),
texture_index: [texture_a, texture_a],
texture_fade: 1.0,
mask_index: [0, 0],
});
@ -220,7 +238,8 @@ impl Radar {
angle: to_radians(0.0),
size,
color,
sprite_index: sprite.get_index(),
texture_index: [texture_a, texture_a],
texture_fade: 1.0,
mask_index: [0, 0],
});
}
@ -233,13 +252,17 @@ impl Radar {
let position = Point2::new(10.0 + (radar_size / 2.0), -10.0 - (radar_size / 2.0))
+ Rotation2::new(angle) * Vector2::new(0.915 * (radar_size / 2.0), 0.0);
let sprite = input.ct.get_sprite(arrow_sprite);
let texture_a = sprite.get_first_frame(); // ANIMATE
state.push_ui_buffer(UiInstance {
anchor: PositionAnchor::NwC.to_int(),
position: position.into(),
angle,
size: 10.0,
color: [1.0, 1.0, 1.0, 1f32.min((m - 200.0) / 400.0)],
sprite_index: arrow_sprite.get_index(),
texture_index: [texture_a, texture_a],
texture_fade: 1.0,
mask_index: [0, 0],
});
}

View File

@ -26,32 +26,38 @@ impl Status {
))
.unwrap();
match player_ship.data.get_state() {
match player_ship.get_data().get_state() {
ShipState::Dead => {
current_shields = 0.0;
current_hull = 0.0;
max_shields = player_ship.data.get_outfits().get_shield_strength();
max_hull = input.ct.get_ship(player_ship.data.get_content()).hull;
max_shields = player_ship.get_data().get_outfits().get_shield_strength();
max_hull = input.ct.get_ship(player_ship.get_data().get_content()).hull;
}
ShipState::UnLanding { .. }
| ShipState::Landing { .. }
| ShipState::Landed { .. }
| ShipState::Collapsing { .. }
| ShipState::Flying { .. } => {
current_shields = player_ship.data.get_shields();
current_hull = player_ship.data.get_hull();
max_shields = player_ship.data.get_outfits().get_shield_strength();
max_hull = input.ct.get_ship(player_ship.data.get_content()).hull;
current_shields = player_ship.get_data().get_shields();
current_hull = player_ship.get_data().get_hull();
max_shields = player_ship.get_data().get_outfits().get_shield_strength();
max_hull = input.ct.get_ship(player_ship.get_data().get_content()).hull;
}
}
let sprite = input
.ct
.get_sprite(input.ct.get_sprite_handle("ui::status"));
let texture_a = sprite.get_first_frame(); // ANIMATE
state.push_ui_buffer(UiInstance {
anchor: PositionAnchor::NeNe.to_int(),
position: [-10.0, -10.0],
angle: 0.0,
size: 200.0,
color: [1.0, 1.0, 1.0, 1.0],
sprite_index: input.ct.get_sprite_handle("ui::status").get_index(),
texture_index: [texture_a, texture_a],
texture_fade: 1.0,
mask_index: [0, 0],
});

View File

@ -1,60 +0,0 @@
use galactica_content::SpriteHandle;
use galactica_util::to_radians;
use nalgebra::{Point2, Vector2};
use super::SpriteRect;
use crate::{vertexbuffer::types::UiInstance, PositionAnchor, RenderState};
pub struct UiImage {
parent: SpriteHandle,
parent_position: Point2<f32>,
parent_size: f32,
inner: SpriteHandle,
mask: SpriteHandle,
rect: SpriteRect,
}
impl UiImage {
pub fn new(
parent: SpriteHandle,
parent_position: Point2<f32>,
parent_size: f32,
inner: SpriteHandle,
mask: SpriteHandle,
rect: SpriteRect,
) -> Self {
return Self {
parent,
parent_position,
parent_size,
inner,
mask,
rect,
};
}
/// Add this image to the gpu sprite buffer
pub fn push_to_buffer(&self, state: &mut RenderState) {
let h = self.parent_size;
let w = self.parent.aspect * h;
let zero = Point2::new(
self.parent_position.x - (w / 2.0),
self.parent_position.y + (h / 2.0),
);
let pos = zero + Vector2::new(self.rect.pos.x * w, -self.rect.pos.y * h);
let dim = Vector2::new(self.rect.dim.x * w, self.rect.dim.y * h);
state.push_ui_buffer(UiInstance {
anchor: PositionAnchor::CNw.to_int(),
position: pos.into(),
angle: to_radians(90.0),
size: dim.y,
color: [1.0, 1.0, 1.0, 1.0],
sprite_index: self.inner.get_index(),
mask_index: [1, self.mask.get_index()],
});
}
}

View File

@ -1,11 +1,13 @@
mod image;
mod sprite;
mod textarea;
pub(super) use image::UiImage;
pub(super) use sprite::UiSprite;
pub(super) use textarea::UiTextArea;
use nalgebra::{Point2, Vector2};
use crate::{RenderInput, RenderState};
/// Represents a rectangular region inside a sprite.
pub(crate) struct SpriteRect {
/// The position of the top-left corner of this rectangle, in fractional units.
@ -16,3 +18,13 @@ pub(crate) struct SpriteRect {
/// 1.0 will be as tall as the sprite, 0.5 will be half as tall
pub dim: Vector2<f32>,
}
pub(super) trait UiElement {
fn push_to_buffer_child(
&self,
input: &RenderInput,
state: &mut RenderState,
parent_pos: Point2<f32>,
parent_size: Vector2<f32>,
);
}

View File

@ -0,0 +1,128 @@
use galactica_content::SpriteHandle;
use galactica_util::to_radians;
use nalgebra::{Point2, Vector2};
use super::{SpriteRect, UiElement};
use crate::{vertexbuffer::types::UiInstance, PositionAnchor, RenderInput, RenderState};
pub struct UiSprite {
sprite: SpriteHandle,
mask: Option<SpriteHandle>,
rect: SpriteRect,
children_under: Vec<Box<dyn UiElement>>,
children_above: Vec<Box<dyn UiElement>>,
}
impl UiSprite {
pub fn new(sprite: SpriteHandle, mask: Option<SpriteHandle>, rect: SpriteRect) -> Self {
return Self {
sprite,
mask,
rect,
children_under: Vec::new(),
children_above: Vec::new(),
};
}
/// Add a child under this sprite
pub fn add_child_under(&mut self, child: Box<dyn UiElement>) {
self.children_under.push(child);
}
/// Add a child above this sprite
//pub fn add_child_above(&mut self, child: Box<dyn UiElement>) {
// self.children_above.push(child);
//}
/// Add this image to the gpu sprite buffer
pub fn push_to_buffer(&self, input: &RenderInput, state: &mut RenderState) {
let pos = Point2::new(self.rect.pos.x, self.rect.pos.y);
let dim = Vector2::new(self.rect.dim.y * self.sprite.aspect, self.rect.dim.y);
for c in &self.children_under {
c.push_to_buffer_child(input, state, pos, dim);
}
let sprite = input.ct.get_sprite(self.sprite);
let texture_a = sprite.get_first_frame(); // ANIMATE
state.push_ui_buffer(UiInstance {
anchor: PositionAnchor::CC.to_int(),
position: pos.into(),
angle: to_radians(90.0),
size: dim.y,
color: [1.0, 1.0, 1.0, 1.0],
texture_index: [texture_a, texture_a],
texture_fade: 1.0,
mask_index: self
.mask
.map(|x| {
let sprite = input.ct.get_sprite(x);
let texture_b = sprite.get_first_frame(); // ANIMATE
[1, texture_b]
})
.unwrap_or([0, 0]),
});
for c in &self.children_above {
c.push_to_buffer_child(input, state, pos, dim);
}
}
}
impl UiElement for UiSprite {
/// Add this image to the gpu sprite buffer,
/// as a child of another sprite
fn push_to_buffer_child(
&self,
input: &RenderInput,
state: &mut RenderState,
parent_pos: Point2<f32>,
parent_size: Vector2<f32>,
) {
let zero = Point2::new(
parent_pos.x - (parent_size.x / 2.0),
parent_pos.y + (parent_size.y / 2.0),
);
let pos = zero
+ Vector2::new(
self.rect.pos.x * parent_size.x,
-self.rect.pos.y * parent_size.y,
);
let dim = Vector2::new(
self.rect.dim.x * parent_size.x,
self.rect.dim.y * parent_size.y,
);
for c in &self.children_under {
c.push_to_buffer_child(input, state, pos, dim);
}
let sprite = input.ct.get_sprite(self.sprite);
let texture_a = sprite.get_first_frame(); // ANIMATE
state.push_ui_buffer(UiInstance {
anchor: PositionAnchor::CNw.to_int(),
position: pos.into(),
angle: to_radians(90.0),
size: dim.y,
color: [1.0, 1.0, 1.0, 1.0],
texture_index: [texture_a, texture_a],
texture_fade: 1.0,
mask_index: self
.mask
.map(|x| {
let sprite = input.ct.get_sprite(x);
let texture_b = sprite.get_first_frame(); // ANIMATE
[1, texture_b]
})
.unwrap_or([0, 0]),
});
for c in &self.children_above {
c.push_to_buffer_child(input, state, pos, dim);
}
}
}

View File

@ -85,7 +85,13 @@ impl BufferObject for StarfieldInstance {
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct ObjectInstance {
/// What texture to use for this instance
pub sprite_index: u32,
/// Result will be a faded mix of the two textures
/// given here. Only the first will be shown if fade = 0.0,
/// and only the second if fade = 1.0
pub texture_index: [u32; 2],
/// Fade parameter for texture index
/// Must be between 0 and 1.
pub texture_fade: f32,
/// Which object this instance is for
pub object_index: u32,
@ -100,16 +106,22 @@ impl BufferObject for ObjectInstance {
// instance when the shader starts processing a new instance
step_mode: wgpu::VertexStepMode::Instance,
attributes: &[
// Sprite
// Texture
wgpu::VertexAttribute {
offset: 0,
shader_location: 2,
format: wgpu::VertexFormat::Uint32,
format: wgpu::VertexFormat::Uint32x2,
},
// Texture fade
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 2]>() as wgpu::BufferAddress,
shader_location: 3,
format: wgpu::VertexFormat::Float32,
},
// Object
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 1]>() as wgpu::BufferAddress,
shader_location: 3,
offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
shader_location: 4,
format: wgpu::VertexFormat::Uint32,
},
],
@ -138,12 +150,14 @@ pub struct UiInstance {
/// Fill this array with ones if no recoloring should be done.
pub color: [f32; 4],
/// What texture to use for this sprite
pub sprite_index: u32,
/// What texture to use for this instance
pub texture_index: [u32; 2],
/// Fade parameter between textures
pub texture_fade: f32,
/// What mask to use for this sprite
/// What texture to use to mask this instance
/// If the first element is not 1, no mask is used.
/// Second element is sprite index of mask.
/// Second element is a texture index
pub mask_index: [u32; 2],
}
@ -186,16 +200,22 @@ impl BufferObject for UiInstance {
shader_location: 6,
format: wgpu::VertexFormat::Float32x4,
},
// Sprite
// Texture
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 9]>() as wgpu::BufferAddress,
shader_location: 7,
format: wgpu::VertexFormat::Uint32,
format: wgpu::VertexFormat::Uint32x2,
},
// Texture fade
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 11]>() as wgpu::BufferAddress,
shader_location: 8,
format: wgpu::VertexFormat::Float32,
},
// Mask
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 10]>() as wgpu::BufferAddress,
shader_location: 8,
offset: mem::size_of::<[f32; 12]>() as wgpu::BufferAddress,
shader_location: 9,
format: wgpu::VertexFormat::Uint32x2,
},
],
@ -232,8 +252,10 @@ pub struct ParticleInstance {
/// 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,
/// What texture to use for this particle
pub texture_index: [u32; 2],
/// Fade parameter for texture index
pub texture_fade: f32,
}
impl BufferObject for ParticleInstance {
@ -290,11 +312,17 @@ impl BufferObject for ParticleInstance {
shader_location: 9,
format: wgpu::VertexFormat::Float32,
},
// Sprite
// Texture
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 10]>() as wgpu::BufferAddress,
shader_location: 10,
format: wgpu::VertexFormat::Uint32,
format: wgpu::VertexFormat::Uint32x2,
},
// Texture fade
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 12]>() as wgpu::BufferAddress,
shader_location: 11,
format: wgpu::VertexFormat::Float32,
},
],
}

View File

@ -1,7 +1,9 @@
mod outfitset;
mod personality;
mod ship;
mod shipstate;
pub use outfitset::*;
pub use personality::*;
pub use ship::*;
pub use shipstate::*;

View File

@ -1,6 +1,6 @@
use std::collections::HashMap;
use galactica_content::{Content, GunPoint, Outfit, OutfitHandle, OutfitSpace, SpriteHandle};
use galactica_content::{GunPoint, Outfit, OutfitHandle, OutfitSpace};
/// Possible outcomes when adding an outfit
pub enum OutfitAddResult {
@ -61,15 +61,16 @@ pub struct OutfitSet {
/// if value is Some, this point is taken.
gun_points: HashMap<GunPoint, Option<OutfitHandle>>,
// Outfit values
// This isn't strictly necessary, but we don't want to
// re-compute this on each frame.
/// Outfit values
/// This isn't strictly necessary, but we don't want to
/// re-compute this on each frame.
engine_thrust: f32,
steer_power: f32,
shield_strength: f32,
// Delay, generation
// TODO: struct
/// All shield generators in this outfit set
// These can't be summed into one value, since each has a
// distinct delay.
shield_generators: Vec<ShieldGenerator>,
}
@ -158,19 +159,6 @@ impl OutfitSet {
return OutfitRemoveResult::Ok;
}
// TODO: pick these better
/// Returns the flare sprite that should be shown when this
/// ship is using its thrusters
pub fn get_flare_sprite(&self, ct: &Content) -> Option<SpriteHandle> {
for i in self.outfits.keys() {
let c = ct.get_outfit(*i);
if c.engine_flare_sprite.is_some() {
return c.engine_flare_sprite;
}
}
return None;
}
}
// Simple getters to make sure nobody meddles with our internal state

View File

@ -1,84 +1,9 @@
use galactica_content::{Content, FactionHandle, GunPoint, Outfit, ShipHandle, SystemObjectHandle};
use nalgebra::Isometry2;
use rand::{rngs::ThreadRng, Rng};
use rapier2d::math::Isometry;
use std::{collections::HashMap, time::Instant};
use super::{OutfitSet, ShipPersonality};
/// A ship autopilot.
/// An autopilot is a lightweight ShipController that
/// temporarily has control over a ship.
#[derive(Debug, Clone)]
pub enum ShipAutoPilot {
/// No autopilot, use usual behavior.
None,
/// Automatically arrange for landing on the given object
Landing {
/// The body we want to land on
target: SystemObjectHandle,
},
}
/// Ship state machine.
/// Any ship we keep track of is in one of these states.
/// Dead ships don't exist---they removed once their collapse
/// sequence fully plays out.
#[derive(Debug, Clone)]
pub enum ShipState {
/// This ship is dead, and should be removed from the game.
Dead,
/// This ship is alive and well in open space
Flying {
/// The autopilot we're using.
/// Overrides ship controller.
autopilot: ShipAutoPilot,
},
/// This ship has been destroyed, and is playing its collapse sequence.
Collapsing,
/// This ship is landed on a planet
Landed {
/// The planet this ship is landed on
target: SystemObjectHandle,
},
/// This ship is landing on a planet
/// (playing the animation)
Landing {
/// The planet we're landing on
target: SystemObjectHandle,
/// Our current z-coordinate
current_z: f32,
},
/// This ship is taking off from a planet
/// (playing the animation)
UnLanding {
/// The point to which we're going, in world coordinates
to_position: Isometry<f32>,
/// The planet we're taking off from
from: SystemObjectHandle,
/// Our current z-coordinate
current_z: f32,
},
}
impl ShipState {
/// What planet is this ship landed on?
pub fn landed_on(&self) -> Option<SystemObjectHandle> {
match self {
Self::Landed { target } => Some(*target),
_ => None,
}
}
}
use super::{OutfitSet, ShipAutoPilot, ShipPersonality, ShipState};
/// Represents all attributes of a single ship
#[derive(Debug, Clone)]

View File

@ -0,0 +1,76 @@
use galactica_content::SystemObjectHandle;
use rapier2d::math::Isometry;
/// A ship autopilot.
/// An autopilot is a lightweight ShipController that
/// temporarily has control over a ship.
#[derive(Debug, Clone)]
pub enum ShipAutoPilot {
/// No autopilot, use usual behavior.
None,
/// Automatically arrange for landing on the given object
Landing {
/// The body we want to land on
target: SystemObjectHandle,
},
}
/// Ship state machine.
/// Any ship we keep track of is in one of these states.
/// Dead ships don't exist---they removed once their collapse
/// sequence fully plays out.
#[derive(Debug, Clone)]
pub enum ShipState {
/// This ship is dead, and should be removed from the game.
Dead,
/// This ship is alive and well in open space
Flying {
/// The autopilot we're using.
/// Overrides ship controller.
autopilot: ShipAutoPilot,
},
/// This ship has been destroyed, and is playing its collapse sequence.
Collapsing,
/// This ship is landed on a planet
Landed {
/// The planet this ship is landed on
target: SystemObjectHandle,
},
/// This ship is landing on a planet
/// (playing the animation)
Landing {
/// The planet we're landing on
target: SystemObjectHandle,
/// Our current z-coordinate
current_z: f32,
},
/// This ship is taking off from a planet
/// (playing the animation)
UnLanding {
/// The point to which we're going, in world coordinates
to_position: Isometry<f32>,
/// The planet we're taking off from
from: SystemObjectHandle,
/// Our current z-coordinate
current_z: f32,
},
}
impl ShipState {
/// What planet is this ship landed on?
pub fn landed_on(&self) -> Option<SystemObjectHandle> {
match self {
Self::Landed { target } => Some(*target),
_ => None,
}
}
}

View File

@ -1,4 +1,4 @@
use galactica_content::{FactionHandle, Projectile};
use galactica_content::{AnimAutomaton, AnimationState, Content, FactionHandle, Projectile};
use rand::Rng;
use rapier2d::{dynamics::RigidBodyHandle, geometry::ColliderHandle};
@ -8,6 +8,9 @@ pub struct PhysProjectile {
/// This projectile's game data
pub content: Projectile,
/// This projectile's sprite animation state
anim: AnimAutomaton,
/// The remaining lifetime of this projectile, in seconds
pub lifetime: f32,
@ -27,7 +30,8 @@ pub struct PhysProjectile {
impl PhysProjectile {
/// Create a new projectile
pub fn new(
content: Projectile, // TODO: use a handle
ct: &Content,
content: Projectile, // TODO: use a handle?
rigid_body: RigidBodyHandle,
faction: FactionHandle,
collider: ColliderHandle,
@ -36,6 +40,7 @@ impl PhysProjectile {
let size_rng = content.size_rng;
let lifetime = content.lifetime;
PhysProjectile {
anim: AnimAutomaton::new(ct, content.sprite),
rigid_body,
collider,
content,
@ -46,8 +51,9 @@ impl PhysProjectile {
}
/// Process this projectile's state after `t` seconds
pub fn tick(&mut self, t: f32) {
pub fn tick(&mut self, ct: &Content, t: f32) {
self.lifetime -= t;
self.anim.step(ct, t)
}
/// Has this projectile expired?
@ -55,3 +61,10 @@ impl PhysProjectile {
return self.lifetime < 0.0;
}
}
impl PhysProjectile {
/// Get this projectile's animation state
pub fn get_anim_state(&self) -> AnimationState {
self.anim.get_texture_idx()
}
}

View File

@ -1,4 +1,6 @@
use galactica_content::{Content, FactionHandle, ShipHandle};
use galactica_content::{
AnimAutomaton, AnimationState, Content, EnginePoint, FactionHandle, OutfitHandle, ShipHandle,
};
use nalgebra::{point, vector, Rotation2, Vector2};
use rand::Rng;
use rapier2d::{
@ -51,7 +53,13 @@ pub struct PhysSimShip {
pub collider: ColliderHandle,
/// This ship's game data
pub data: ShipData,
pub(crate) data: ShipData,
/// This ship's sprite animation state
anim: AnimAutomaton,
/// Animation state for each of this ship's engines
engine_anim: Vec<(EnginePoint, AnimAutomaton)>,
/// This ship's controls
pub(crate) controls: ShipControls,
@ -72,9 +80,11 @@ impl PhysSimShip {
) -> Self {
let ship_ct = ct.get_ship(handle);
PhysSimShip {
anim: AnimAutomaton::new(ct, ship_ct.sprite),
rigid_body,
collider,
data: ShipData::new(ct, handle, faction, personality),
engine_anim: Vec::new(),
controls: ShipControls::new(),
collapse_sequence: Some(ShipCollapseSequence::new(ship_ct.collapse.length)),
}
@ -88,6 +98,18 @@ impl PhysSimShip {
collider: &mut Collider,
) {
self.data.step(res.t);
self.anim.step(res.ct, res.t);
if self.controls.thrust {
for (_, e) in &mut self.engine_anim {
e.step(res.ct, res.t);
}
} else {
for (_, e) in &mut self.engine_anim {
e.reset(res.ct);
}
}
match self.data.get_state() {
ShipState::Collapsing { .. } => {
// Borrow checker hack, so we may pass self.data
@ -197,9 +219,69 @@ impl PhysSimShip {
}
}
/// Public mutable
impl PhysSimShip {
/// Re-create this ship's engine flare animations
/// Should be called whenever we change outfits
fn update_flares(&mut self, ct: &Content) {
// TODO: better way to pick flare sprite
let mut flare = None;
for (h, _) in self.data.get_outfits().iter_outfits() {
let c = ct.get_outfit(*h);
if c.engine_flare_sprite.is_some() {
flare = c.engine_flare_sprite;
break;
}
}
if flare.is_none() {
self.engine_anim = Vec::new();
return;
}
let flare = flare.unwrap();
self.engine_anim = ct
.get_ship(self.data.get_content())
.engines
.iter()
.map(|e| (e.clone(), AnimAutomaton::new(ct, flare)))
.collect();
}
/// Add one outfit to this ship
pub fn add_outfit(&mut self, ct: &Content, o: OutfitHandle) {
self.data.add_outfit(ct.get_outfit(o));
self.update_flares(ct);
}
/// Add many outfits to this ship
pub fn add_outfits(&mut self, ct: &Content, outfits: impl IntoIterator<Item = OutfitHandle>) {
for o in outfits {
self.data.add_outfit(ct.get_outfit(o));
}
self.update_flares(ct);
}
}
/// Public immutable
impl PhysSimShip {
/// Get this ship's control state
pub fn get_controls(&self) -> &ShipControls {
&self.controls
}
/// Get this ship's engine animations
pub fn iter_engine_anim(&self) -> impl Iterator<Item = &(EnginePoint, AnimAutomaton)> {
self.engine_anim.iter()
}
/// Get this ship's animation state
pub fn get_anim_state(&self) -> AnimationState {
self.anim.get_texture_idx()
}
/// Get this ship's game data struct
pub fn get_data(&self) -> &ShipData {
&self.data
}
}

View File

@ -243,6 +243,7 @@ impl PhysSim {
self.projectiles.insert(
collider.clone(),
PhysProjectile::new(
res.ct,
outfit.projectile.clone(),
rigid_body,
ship.data.get_faction(),
@ -290,7 +291,7 @@ impl PhysSim {
// Delete projectiles
let mut to_remove = Vec::new();
for (c, p) in &mut self.projectiles {
p.tick(res.t);
p.tick(res.ct, res.t);
if p.is_expired() {
to_remove.push(*c);
}