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Author | SHA1 | Date |
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Mark | cb65b67530 | |
Mark | 56160a8abe | |
Mark | 7d5b244492 | |
Mark | f7525901f5 | |
Mark | fdd481e8f0 | |
Mark | 73f540d30a | |
Mark | 132148fee3 | |
Mark | f4c0e91851 | |
Mark | 70c9ec3b92 | |
Mark | ade2a89a51 | |
Mark | 66dafa16bc | |
Mark | ad34dc4f70 |
2
TODO.md
2
TODO.md
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@ -26,6 +26,8 @@
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- Reverse engines + flares
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||||
- Turn flares (physics by location?)
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- Angled engines & guns
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- Fix effect interaction with sprite sections
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- Clean up starfieldsprite
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## Misc fixes & Optimizations
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- 🌟 Better errors when content/asset dirs don't exist
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@ -28,8 +28,8 @@ starfield.max_size = 1.8
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# Z-axis (parallax) range for starfield stars
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starfield.min_dist = 75.0
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starfield.max_dist = 200.0
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# Name of starfield sprite
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starfield.sprite = "starfield"
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# Path to starfield sprite texture
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starfield.texture = "starfield.png"
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# Zoom level bounds.
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@ -1,17 +1,41 @@
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# TODO:
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# random start frame
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# repeat once: stay on last frame
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# blending mode: alpha / half-alpha / additive
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[sprite."starfield"]
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file = "starfield.png"
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[sprite."star::star"]
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file = "star/B-09.png"
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[sprite."flare::ion"]
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file = "flare/1.png"
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start_at = "rise:top"
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random_start_frame = false
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section.idle.timing.duration = 5
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#section.idle.repeat = "reverse"
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section.idle.frames = ["flare/1.png", "flare/4.png", "flare/5.png"]
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section.idle.top = "reverse"
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section.idle.bot = "reverse"
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# stop: stop on last frame (special)
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# restart: go to opposite end (same as self:tail)
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# repeat: reverse and play again
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# TODO: implement random
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# spec: "idle:bot", "idle:top", or "idle:random"
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section.rise.timing.duration = 0.15
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section.rise.top = "stop"
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section.rise.bot = "run:top"
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section.rise.frames = [
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"flare/6.png",
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"flare/5.png",
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"flare/4.png",
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"flare/3.png",
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"flare/2.png",
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]
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section.run.timing.duration = 0.01
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section.run.top = "stop"
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section.run.bot = "stop"
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section.run.frames = ["flare/1.png"]
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[sprite."planet::earth"]
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file = "planet/earth.png"
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@ -27,8 +51,8 @@ file = "ship/gypsum.png"
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[sprite."ship::peregrine"]
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timing.duration = 2
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repeat = "reverse"
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random_start_frame = true
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top = "reverse"
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bot = "reverse"
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frames = [
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"ship/peregrine/01.png",
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"ship/peregrine/02.png",
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@ -70,10 +94,22 @@ file = "ui/landscape/test.png"
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[sprite."ui::landscapemask"]
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file = "ui/landscape-mask.png"
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[sprite."ui::planet::button"]
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start_at = "off:top"
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random_start_frame = false
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section.off.top = "stop"
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section.off.bot = "stop"
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section.off.timing.fps = 60
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section.off.frames = ["ui/planet-button-off.png"]
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section.on.top = "stop"
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section.on.bot = "stop"
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section.on.timing.fps = 60
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section.on.frames = ["ui/planet-button-on.png"]
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[sprite."particle::blaster"]
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timing.duration = 0.15
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repeat = "once"
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frames = [
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"particle/blaster/01.png",
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"particle/blaster/02.png",
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@ -84,7 +120,6 @@ frames = [
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[sprite."particle::explosion::tiny"]
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timing.fps = 15
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repeat = "once"
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frames = [
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"particle/explosion-tiny/01.png",
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"particle/explosion-tiny/02.png",
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@ -96,7 +131,6 @@ frames = [
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[sprite."particle::explosion::small"]
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timing.fps = 15
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repeat = "once"
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frames = [
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"particle/explosion-small/01.png",
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"particle/explosion-small/02.png",
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@ -109,7 +143,6 @@ frames = [
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[sprite."particle::explosion::medium"]
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timing.fps = 15
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repeat = "once"
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frames = [
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"particle/explosion-medium/01.png",
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"particle/explosion-medium/02.png",
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@ -124,7 +157,6 @@ frames = [
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[sprite."particle::explosion::large"]
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timing.fps = 15
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repeat = "once"
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frames = [
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"particle/explosion-large/01.png",
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"particle/explosion-large/02.png",
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@ -139,7 +171,6 @@ frames = [
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[sprite."particle::explosion::huge"]
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timing.fps = 15
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repeat = "once"
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frames = [
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"particle/explosion-huge/01.png",
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"particle/explosion-huge/02.png",
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@ -156,9 +187,8 @@ frames = [
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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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top = "reverse"
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bot = "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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@ -170,7 +200,6 @@ frames = [
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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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@ -182,7 +211,6 @@ frames = [
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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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@ -0,0 +1,236 @@
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use crate::{AnimSectionHandle, Content, SectionEdge, SpriteHandle, StartEdge};
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/// A single frame's state
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#[derive(Debug, Clone)]
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pub struct AnimationState {
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/// The index of the texture we're fading from
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pub texture_a: u32,
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/// The index of the texture we're fading to
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pub texture_b: u32,
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/// Between 0.0 and 1.0, denoting how far we are between
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/// texture_a and texture_b
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/// 0.0 means fully show texture_a;
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/// 1.0 means fully show texture_b.
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pub fade: f32,
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}
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impl AnimationState {
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/// Convenience method.
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/// Get texture index as an array
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pub fn texture_index(&self) -> [u32; 2] {
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[self.texture_a, self.texture_b]
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}
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}
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/// What direction are we playing our animation in?
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#[derive(Debug, Clone)]
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enum AnimDirection {
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/// Top to bottom, with increasing frame indices
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/// (normal)
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Up,
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/// Bottom to top, with decreasing frame indices
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/// (reverse)
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Down,
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/// Stopped, no animation
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Stop,
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}
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/// Manages a single sprite's animation state.
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#[derive(Debug, Clone)]
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pub struct AnimAutomaton {
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/// The sprite we're animating
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sprite: SpriteHandle,
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/// Which animation section we're on
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/// This MUST be a section from this Automaton's sprite
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current_section: AnimSectionHandle,
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/// Which frame we're on
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current_frame: usize,
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/// Where we are between frames.
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/// Always between zero and one.
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current_fade: f32,
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/// In what direction are we playing the current section?
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current_direction: AnimDirection,
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/// The texture we're fading from
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/// (if we're moving downwards)
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last_texture: u32,
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/// The texture we're fading to
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/// (if we're moving downwards)
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next_texture: u32,
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}
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impl AnimAutomaton {
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/// Create a new AnimAutomaton
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pub fn new(ct: &Content, sprite_handle: SpriteHandle) -> Self {
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let sprite = ct.get_sprite(sprite_handle);
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let (current_section, texture, current_direction) = match sprite.start_at {
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StartEdge::Top { section } => (
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section,
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*sprite.get_section(section).frames.first().unwrap(),
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AnimDirection::Down,
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),
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StartEdge::Bot { section } => (
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section,
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*sprite.get_section(section).frames.last().unwrap(),
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AnimDirection::Up,
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),
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};
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Self {
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sprite: sprite.handle,
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current_frame: 0,
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current_fade: 0.0,
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current_direction,
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current_section,
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last_texture: texture,
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next_texture: texture,
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}
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}
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/// Reset this animation
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pub fn reset(&mut self, ct: &Content) {
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*self = Self::new(ct, self.sprite);
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}
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/// Reverse this animation's direction
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pub fn reverse(&mut self) {
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match self.current_direction {
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AnimDirection::Stop => {}
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AnimDirection::Up => {
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self.current_direction = AnimDirection::Down;
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}
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AnimDirection::Down => {
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self.current_direction = AnimDirection::Up;
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}
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}
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}
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/// Step this animation by `t` seconds
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pub fn step(&mut self, ct: &Content, t: f32) {
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let sprite = ct.get_sprite(self.sprite);
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let current_section = sprite.get_section(self.current_section);
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// Current_fade and current_frame keep track of where we are in the current section.
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// current_frame indexes this section frames. When it exceeds the number of frames
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// or falls below zero (when moving in reverse), we switch to the next section.
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//
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// current_fade keeps track of our state between frames. It is zero once a frame starts,
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// and we switch to the next frame when it hits 1.0. If we are stepping foward, it increases,
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// and if we are stepping backwards, it decreases.
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// If this is zero, this section isn't animated.
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if current_section.frame_duration == 0.0 {
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return;
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}
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match self.current_direction {
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AnimDirection::Down => self.current_fade += t / current_section.frame_duration,
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AnimDirection::Up => self.current_fade -= t / current_section.frame_duration,
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AnimDirection::Stop => {}
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}
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// We're stepping foward and finished this frame
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// (implies we're travelling downwards)
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if self.current_fade > 1.0 {
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while self.current_fade > 1.0 {
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self.current_fade -= 1.0;
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}
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if self.current_frame < current_section.frames.len() - 1 {
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self.current_frame += 1;
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} else {
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match current_section.edge_bot {
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SectionEdge::Stop => {
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self.current_fade = 0.0;
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self.current_frame = current_section.frames.len() - 1;
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self.current_direction = AnimDirection::Stop;
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}
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SectionEdge::Top { section } => {
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self.current_section = section;
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self.current_frame = 0;
|
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}
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SectionEdge::Bot { section } => {
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let s = sprite.get_section(section);
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self.current_section = section;
|
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self.current_frame = s.frames.len() - 1;
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self.reverse();
|
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}
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SectionEdge::Restart => {
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self.current_frame = 0;
|
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}
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SectionEdge::Reverse => {
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// Jump to SECOND frame, since we've already shown the
|
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// first during the fade transition
|
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self.current_frame = current_section.frames.len() - 1;
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self.reverse()
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}
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}
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}
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let current_section = sprite.get_section(self.current_section);
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self.last_texture = self.next_texture;
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self.next_texture = current_section.frames[self.current_frame];
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}
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// We're stepping backward and finished this frame
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// (implies we're travelling upwards)
|
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if self.current_fade < 0.0 {
|
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while self.current_fade < 0.0 {
|
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self.current_fade += 1.0;
|
||||
}
|
||||
|
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if self.current_frame > 0 {
|
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self.current_frame -= 1;
|
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} else {
|
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match current_section.edge_top {
|
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SectionEdge::Stop => {
|
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self.current_fade = 0.0;
|
||||
self.current_frame = 0;
|
||||
self.current_direction = AnimDirection::Stop;
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}
|
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SectionEdge::Top { section } => {
|
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self.current_section = section;
|
||||
self.current_frame = 0;
|
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self.reverse();
|
||||
}
|
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SectionEdge::Bot { section } => {
|
||||
let s = sprite.get_section(section);
|
||||
self.current_section = section;
|
||||
self.current_frame = s.frames.len() - 1;
|
||||
}
|
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SectionEdge::Reverse => {
|
||||
self.current_frame = 0;
|
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self.reverse();
|
||||
}
|
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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;
|
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self.last_texture = current_section.frames[self.current_frame];
|
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}
|
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}
|
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|
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/// 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,
|
||||
};
|
||||
}
|
||||
}
|
|
@ -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)
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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\"",)
|
||||
}
|
||||
|
|
|
@ -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};
|
||||
|
|
|
@ -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, §ion_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(§ion_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, §ion_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(());
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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,
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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(),
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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,
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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())
|
||||
|
|
|
@ -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);
|
||||
}
|
|
@ -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 {
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
|
@ -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 {
|
||||
|
|
|
@ -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 {
|
||||
|
|
|
@ -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,
|
||||
|
|
|
@ -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};
|
||||
|
|
|
@ -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;
|
||||
}
|
|
@ -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);
|
||||
|
|
|
@ -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,
|
||||
|
|
|
@ -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,
|
||||
});
|
||||
}
|
||||
|
|
|
@ -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(());
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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!(
|
||||
|
|
|
@ -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 §ion.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,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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] {
|
||||
|
|
|
@ -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],
|
||||
});
|
||||
}
|
||||
|
|
|
@ -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],
|
||||
});
|
||||
|
||||
|
|
|
@ -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()],
|
||||
});
|
||||
}
|
||||
}
|
|
@ -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>,
|
||||
);
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -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,
|
||||
},
|
||||
],
|
||||
}
|
||||
|
|
|
@ -1,7 +1,9 @@
|
|||
mod outfitset;
|
||||
mod personality;
|
||||
mod ship;
|
||||
mod shipstate;
|
||||
|
||||
pub use outfitset::*;
|
||||
pub use personality::*;
|
||||
pub use ship::*;
|
||||
pub use shipstate::*;
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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)]
|
||||
|
|
|
@ -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,
|
||||
}
|
||||
}
|
||||
}
|
|
@ -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()
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue