Compare commits
2 Commits
7b264c7c3e
...
07ec685c13
Author | SHA1 | Date | |
---|---|---|---|
07ec685c13 | |||
0095a23dd6 |
@ -1,37 +0,0 @@
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[gun."blaster"]
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space.weapon = 10
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# Average delay between shots
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rate = 0.2
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# Random rate variation (each cooldown is +- this)
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rate_rng = 0.1
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# TODO: apply force to ship on fire
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projectile.sprite = "projectile::blaster"
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# Height of projectile in game units
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projectile.size = 6
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projectile.size_rng = 0.0
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# Speed of projectile, in game units/second
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projectile.speed = 300
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projectile.speed_rng = 10.0
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# Lifetime of projectile, in seconds
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projectile.lifetime = 2.0
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projectile.lifetime_rng = 0.2
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projectile.damage = 10.0
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# Random variation of firing angle.
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# If this is 0, the projectile always goes straight.
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# If this is 10, projectiles will form a cone of 10 degrees
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# ( 5 degrees on each side )
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projectile.angle_rng = 2
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# How much force this projectile will apply to an object it hits
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projectile.force = 0.0
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projectile.collider.ball.radius = 2.0
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projectile.impact_effect = "blaster impact"
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projectile.expire_effect.sprite = "particle::blaster"
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projectile.expire_effect.lifetime = "inherit"
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projectile.expire_effect.size = 3.0
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projectile.expire_effect.velocity_scale_parent = 1.0
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@ -14,3 +14,42 @@ space.outfit = 5
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shield.generation = 10
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shield.strength = 500
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shield.delay = 2.0
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[outfit."blaster"]
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space.weapon = 10
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# Average delay between shots
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gun.rate = 0.2
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# Random rate variation (each cooldown is +- this)
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gun.rate_rng = 0.1
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# TODO: apply force to ship on fire
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gun.projectile.sprite = "projectile::blaster"
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# Height of projectile in game units
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gun.projectile.size = 6
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gun.projectile.size_rng = 0.0
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# Speed of projectile, in game units/second
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gun.projectile.speed = 300
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gun.projectile.speed_rng = 10.0
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# Lifetime of projectile, in seconds
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gun.projectile.lifetime = 2.0
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gun.projectile.lifetime_rng = 0.2
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gun.projectile.damage = 10.0
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# Random variation of firing angle.
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# If this is 0, the projectile always goes straight.
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# If this is 10, projectiles will form a cone of 10 degrees
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# ( 5 degrees on each side )
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gun.projectile.angle_rng = 2
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# How much force this projectile will apply to an object it hits
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gun.projectile.force = 0.0
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gun.projectile.collider.ball.radius = 2.0
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gun.projectile.impact_effect = "blaster impact"
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gun.projectile.expire_effect.sprite = "particle::blaster"
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gun.projectile.expire_effect.lifetime = "inherit"
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gun.projectile.expire_effect.size = 3.0
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gun.projectile.expire_effect.velocity_scale_parent = 1.0
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@ -28,11 +28,10 @@ mod syntax {
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use serde::Deserialize;
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use std::{collections::HashMap, fmt::Display, hash::Hash};
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use crate::part::{effect, faction, gun, outfit, ship, sprite, system};
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use crate::part::{effect, faction, outfit, ship, sprite, system};
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#[derive(Debug, Deserialize)]
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pub struct Root {
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pub gun: Option<HashMap<String, gun::syntax::Gun>>,
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pub ship: Option<HashMap<String, ship::syntax::Ship>>,
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pub system: Option<HashMap<String, system::syntax::System>>,
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pub outfit: Option<HashMap<String, outfit::syntax::Outfit>>,
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@ -69,7 +68,6 @@ mod syntax {
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impl Root {
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pub fn new() -> Self {
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Self {
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gun: None,
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ship: None,
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system: None,
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outfit: None,
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@ -80,7 +78,6 @@ mod syntax {
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}
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pub fn merge(&mut self, other: Root) -> Result<()> {
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merge_hashmap(&mut self.gun, other.gun).with_context(|| "while merging guns")?;
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merge_hashmap(&mut self.ship, other.ship).with_context(|| "while merging ships")?;
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merge_hashmap(&mut self.system, other.system)
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.with_context(|| "while merging systems")?;
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@ -241,9 +238,6 @@ impl Content {
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if root.ship.is_some() {
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part::ship::Ship::build(root.ship.take().unwrap(), &mut build_context, &mut content)?;
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}
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if root.gun.is_some() {
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part::gun::Gun::build(root.gun.take().unwrap(), &mut build_context, &mut content)?;
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}
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if root.outfit.is_some() {
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part::outfit::Outfit::build(
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root.outfit.take().unwrap(),
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@ -1,186 +0,0 @@
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use anyhow::{bail, Context, Result};
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use cgmath::{Deg, Rad};
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use serde::Deserialize;
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use std::collections::HashMap;
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use crate::{handle::SpriteHandle, Content};
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use crate::{ContentBuildContext, EffectHandle, OutfitSpace};
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pub(crate) mod syntax {
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use crate::part::effect;
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use crate::part::outfitspace;
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use serde::Deserialize;
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// Raw serde syntax structs.
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// These are never seen by code outside this crate.
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#[derive(Debug, Deserialize)]
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pub struct Gun {
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pub projectile: Projectile,
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pub rate: f32,
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pub rate_rng: f32,
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pub space: outfitspace::syntax::OutfitSpace,
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}
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#[derive(Debug, Deserialize)]
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pub struct Projectile {
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pub sprite: String,
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pub size: f32,
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pub size_rng: f32,
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pub speed: f32,
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pub speed_rng: f32,
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pub lifetime: f32,
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pub lifetime_rng: f32,
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pub damage: f32,
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pub angle_rng: f32,
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pub impact_effect: Option<effect::syntax::EffectReference>,
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pub expire_effect: Option<effect::syntax::EffectReference>,
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pub collider: super::ProjectileCollider,
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pub force: f32,
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}
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}
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/// Defines a projectile's collider
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#[derive(Debug, Deserialize, Clone)]
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pub enum ProjectileCollider {
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/// A ball collider
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#[serde(rename = "ball")]
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Ball(BallCollider),
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}
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/// A simple ball-shaped collider, centered at the object's position
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#[derive(Debug, Deserialize, Clone)]
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pub struct BallCollider {
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/// The radius of this ball
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pub radius: f32,
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}
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/// Represents a gun outfit.
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#[derive(Debug, Clone)]
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pub struct Gun {
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/// The name of this gun
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pub name: String,
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/// The projectile this gun produces
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pub projectile: Projectile,
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/// Average delay between projectiles, in seconds.
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pub rate: f32,
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/// Random variation of projectile delay, in seconds.
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/// Each shot waits (rate += rate_rng).
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pub rate_rng: f32,
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/// How much space this gun uses
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pub space: OutfitSpace,
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}
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/// Represents a projectile that a [`Gun`] produces.
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#[derive(Debug, Clone)]
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pub struct Projectile {
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/// The projectile sprite
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pub sprite: SpriteHandle,
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/// The average size of this projectile
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/// (height in game units)
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pub size: f32,
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/// Random size variation
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pub size_rng: f32,
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/// The speed of this projectile, in game units / second
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pub speed: f32,
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/// Random speed variation
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pub speed_rng: f32,
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/// The lifespan of this projectile.
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/// It will vanish if it lives this long without hitting anything.
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pub lifetime: f32,
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/// Random lifetime variation
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pub lifetime_rng: f32,
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/// The damage this projectile does
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pub damage: f32,
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/// The force this projectile applies
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pub force: f32,
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/// The angle variation of this projectile.
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/// Projectiles can be off center up to
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/// `spread / 2` degrees in both directions.
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///
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/// (Forming a "fire cone" of `spread` degrees)
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pub angle_rng: Rad<f32>,
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/// The particle this projectile will spawn when it hits something
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pub impact_effect: Option<EffectHandle>,
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/// The particle this projectile will spawn when it expires
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pub expire_effect: Option<EffectHandle>,
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/// Collider parameters for this projectile
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pub collider: ProjectileCollider,
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}
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impl crate::Build for Gun {
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type InputSyntaxType = HashMap<String, syntax::Gun>;
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fn build(
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gun: Self::InputSyntaxType,
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build_context: &mut ContentBuildContext,
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content: &mut Content,
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) -> Result<()> {
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for (gun_name, gun) in gun {
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let projectile_sprite_handle = match content.sprite_index.get(&gun.projectile.sprite) {
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None => bail!(
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"projectile sprite `{}` doesn't exist in gun `{}`",
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gun.projectile.sprite,
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gun_name,
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),
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Some(t) => *t,
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};
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let impact_effect = match gun.projectile.impact_effect {
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Some(e) => Some(
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e.to_handle(build_context, content)
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.with_context(|| format!("while loading gun `{}`", gun_name))?,
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),
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None => None,
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};
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let expire_effect = match gun.projectile.expire_effect {
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Some(e) => Some(
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e.to_handle(build_context, content)
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.with_context(|| format!("while loading gun `{}`", gun_name))?,
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),
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None => None,
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};
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content.guns.push(Self {
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name: gun_name,
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space: gun.space.into(),
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rate: gun.rate,
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rate_rng: gun.rate_rng,
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projectile: Projectile {
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force: gun.projectile.force,
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sprite: projectile_sprite_handle,
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size: gun.projectile.size,
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size_rng: gun.projectile.size_rng,
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speed: gun.projectile.speed,
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speed_rng: gun.projectile.speed_rng,
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lifetime: gun.projectile.lifetime,
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lifetime_rng: gun.projectile.lifetime_rng,
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damage: gun.projectile.damage,
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// Divide by 2, so the angle matches the angle of the fire cone.
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// This should ALWAYS be done in the content parser.
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angle_rng: Deg(gun.projectile.angle_rng / 2.0).into(),
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impact_effect,
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expire_effect,
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collider: gun.projectile.collider,
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},
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});
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}
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return Ok(());
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}
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}
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@ -2,7 +2,6 @@
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pub(crate) mod effect;
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pub(crate) mod faction;
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pub(crate) mod gun;
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pub(crate) mod outfit;
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pub(crate) mod outfitspace;
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pub(crate) mod ship;
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@ -11,8 +10,7 @@ pub(crate) mod system;
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pub use effect::Effect;
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pub use faction::{Faction, Relationship};
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pub use gun::{Gun, Projectile, ProjectileCollider};
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pub use outfit::Outfit;
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pub use outfit::{Gun, Outfit, Projectile, ProjectileCollider};
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pub use outfitspace::OutfitSpace;
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pub use ship::{
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CollapseEffectSpawner, CollapseEvent, EffectCollapseEvent, EnginePoint, GunPoint, Ship,
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|
@ -1,11 +1,17 @@
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use std::collections::HashMap;
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use anyhow::{bail, Result};
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use anyhow::{bail, Context, Result};
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use cgmath::Rad;
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use serde::Deserialize;
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use crate::{handle::SpriteHandle, Content, ContentBuildContext, OutfitHandle, OutfitSpace};
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use crate::{
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handle::SpriteHandle, Content, ContentBuildContext, EffectHandle, OutfitHandle, OutfitSpace,
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};
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pub(crate) mod syntax {
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use crate::part::outfitspace;
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use crate::{effect, part::outfitspace, ContentBuildContext};
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use anyhow::{bail, Result};
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use cgmath::Deg;
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use serde::Deserialize;
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// Raw serde syntax structs.
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// These are never seen by code outside this crate.
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@ -16,6 +22,7 @@ pub(crate) mod syntax {
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pub steering: Option<Steering>,
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pub space: outfitspace::syntax::OutfitSpace,
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pub shield: Option<Shield>,
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pub gun: Option<Gun>,
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}
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#[derive(Debug, Deserialize)]
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@ -36,6 +43,79 @@ pub(crate) mod syntax {
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pub struct Steering {
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pub power: f32,
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}
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#[derive(Debug, Deserialize)]
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pub struct Gun {
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pub projectile: Projectile,
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pub rate: f32,
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pub rate_rng: Option<f32>,
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}
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impl Gun {
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pub fn build(
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self,
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build_context: &mut ContentBuildContext,
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content: &mut crate::Content,
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) -> Result<super::Gun> {
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let projectile_sprite_handle = match content.sprite_index.get(&self.projectile.sprite) {
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None => bail!(
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"projectile sprite `{}` doesn't exist",
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self.projectile.sprite,
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),
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Some(t) => *t,
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};
|
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|
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let impact_effect = match self.projectile.impact_effect {
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Some(e) => Some(e.to_handle(build_context, content)?),
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None => None,
|
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};
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let expire_effect = match self.projectile.expire_effect {
|
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Some(e) => Some(e.to_handle(build_context, content)?),
|
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None => None,
|
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};
|
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|
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return Ok(super::Gun {
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rate: self.rate,
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rate_rng: self.rate_rng.unwrap_or(0.0),
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projectile: super::Projectile {
|
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force: self.projectile.force,
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sprite: projectile_sprite_handle,
|
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size: self.projectile.size,
|
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size_rng: self.projectile.size_rng,
|
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speed: self.projectile.speed,
|
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speed_rng: self.projectile.speed_rng,
|
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lifetime: self.projectile.lifetime,
|
||||
lifetime_rng: self.projectile.lifetime_rng,
|
||||
damage: self.projectile.damage,
|
||||
|
||||
// Divide by 2, so the angle matches the angle of the fire cone.
|
||||
// This should ALWAYS be done in the content parser.
|
||||
angle_rng: Deg(self.projectile.angle_rng / 2.0).into(),
|
||||
impact_effect,
|
||||
expire_effect,
|
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collider: self.projectile.collider,
|
||||
},
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Deserialize)]
|
||||
pub struct Projectile {
|
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pub sprite: String,
|
||||
pub size: f32,
|
||||
pub size_rng: f32,
|
||||
pub speed: f32,
|
||||
pub speed_rng: f32,
|
||||
pub lifetime: f32,
|
||||
pub lifetime_rng: f32,
|
||||
pub damage: f32,
|
||||
pub angle_rng: f32,
|
||||
pub impact_effect: Option<effect::syntax::EffectReference>,
|
||||
pub expire_effect: Option<effect::syntax::EffectReference>,
|
||||
pub collider: super::ProjectileCollider,
|
||||
pub force: f32,
|
||||
}
|
||||
}
|
||||
|
||||
/// Represents an outfit that may be attached to a ship.
|
||||
@ -69,6 +149,82 @@ pub struct Outfit {
|
||||
|
||||
/// Wait this many seconds after taking damage before regenerating shields
|
||||
pub shield_delay: f32,
|
||||
|
||||
/// This outfit's gun stats.
|
||||
/// If this is some, this outfit requires a gun point.
|
||||
pub gun: Option<Gun>,
|
||||
}
|
||||
|
||||
/// Defines a projectile's collider
|
||||
#[derive(Debug, Deserialize, Clone)]
|
||||
pub enum ProjectileCollider {
|
||||
/// A ball collider
|
||||
#[serde(rename = "ball")]
|
||||
Ball(BallCollider),
|
||||
}
|
||||
|
||||
/// A simple ball-shaped collider, centered at the object's position
|
||||
#[derive(Debug, Deserialize, Clone)]
|
||||
pub struct BallCollider {
|
||||
/// The radius of this ball
|
||||
pub radius: f32,
|
||||
}
|
||||
|
||||
/// Represents gun stats of an outfit.
|
||||
/// If an outfit has this value, it requires a gun point.
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct Gun {
|
||||
/// The projectile this gun produces
|
||||
pub projectile: Projectile,
|
||||
|
||||
/// Average delay between projectiles, in seconds.
|
||||
pub rate: f32,
|
||||
|
||||
/// Random variation of projectile delay, in seconds.
|
||||
/// Each shot waits (rate += rate_rng).
|
||||
pub rate_rng: f32,
|
||||
}
|
||||
|
||||
/// Represents a projectile that a [`Gun`] produces.
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct Projectile {
|
||||
/// The projectile sprite
|
||||
pub sprite: SpriteHandle,
|
||||
|
||||
/// The average size of this projectile
|
||||
/// (height in game units)
|
||||
pub size: f32,
|
||||
/// Random size variation
|
||||
pub size_rng: f32,
|
||||
|
||||
/// The speed of this projectile, in game units / second
|
||||
pub speed: f32,
|
||||
/// Random speed variation
|
||||
pub speed_rng: f32,
|
||||
|
||||
/// The lifespan of this projectile.
|
||||
/// It will vanish if it lives this long without hitting anything.
|
||||
pub lifetime: f32,
|
||||
/// Random lifetime variation
|
||||
pub lifetime_rng: f32,
|
||||
|
||||
/// The damage this projectile does
|
||||
pub damage: f32,
|
||||
|
||||
/// The force this projectile applies
|
||||
pub force: f32,
|
||||
|
||||
/// The angle variation of this projectile.
|
||||
pub angle_rng: Rad<f32>,
|
||||
|
||||
/// The particle this projectile will spawn when it hits something
|
||||
pub impact_effect: Option<EffectHandle>,
|
||||
|
||||
/// The particle this projectile will spawn when it expires
|
||||
pub expire_effect: Option<EffectHandle>,
|
||||
|
||||
/// Collider parameters for this projectile
|
||||
pub collider: ProjectileCollider,
|
||||
}
|
||||
|
||||
impl crate::Build for Outfit {
|
||||
@ -76,7 +232,7 @@ impl crate::Build for Outfit {
|
||||
|
||||
fn build(
|
||||
outfits: Self::InputSyntaxType,
|
||||
_build_context: &mut ContentBuildContext,
|
||||
build_context: &mut ContentBuildContext,
|
||||
content: &mut Content,
|
||||
) -> Result<()> {
|
||||
for (outfit_name, outfit) in outfits {
|
||||
@ -84,7 +240,16 @@ impl crate::Build for Outfit {
|
||||
index: content.outfits.len(),
|
||||
};
|
||||
|
||||
let gun = match outfit.gun {
|
||||
None => None,
|
||||
Some(g) => Some(
|
||||
g.build(build_context, content)
|
||||
.with_context(|| format!("in outfit {}", outfit_name))?,
|
||||
),
|
||||
};
|
||||
|
||||
let mut o = Self {
|
||||
gun,
|
||||
handle,
|
||||
name: outfit_name.clone(),
|
||||
engine_thrust: 0.0,
|
||||
|
@ -1,7 +1,4 @@
|
||||
use object::{
|
||||
ship::{OutfitSet, ShipPersonality},
|
||||
GameData, GameShipHandle,
|
||||
};
|
||||
use object::{ship::ShipPersonality, GameData, GameShipHandle};
|
||||
use std::time::Instant;
|
||||
use winit::event::{ElementState, MouseButton, MouseScrollDelta, TouchPhase, VirtualKeyCode};
|
||||
|
||||
@ -12,7 +9,7 @@ use galactica_constants;
|
||||
use galactica_content as content;
|
||||
use galactica_gameobject as object;
|
||||
use galactica_render::RenderState;
|
||||
use galactica_world::{objects::ShipControls, ParticleBuilder, StepResources, World};
|
||||
use galactica_world::{objects::ShipControls, util, ParticleBuilder, StepResources, World};
|
||||
|
||||
pub struct Game {
|
||||
input: InputStatus,
|
||||
@ -36,45 +33,35 @@ impl Game {
|
||||
pub fn new(ct: content::Content) -> Self {
|
||||
let mut gamedata = GameData::new(&ct);
|
||||
|
||||
let ss = ct.get_ship(content::ShipHandle { index: 0 });
|
||||
|
||||
let mut o1 = OutfitSet::new(ss.space, &[]);
|
||||
o1.add(&ct.get_outfit(content::OutfitHandle { index: 0 }));
|
||||
o1.add(&ct.get_outfit(content::OutfitHandle { index: 1 }));
|
||||
//o1.add_gun(&ct, content::GunHandle { index: 0 });
|
||||
//o1.add_gun(&ct, content::GunHandle { index: 0 });
|
||||
//o1.add_gun(&ct, content::GunHandle { index: 0 });
|
||||
|
||||
let player = gamedata.create_ship(
|
||||
&ct,
|
||||
content::ShipHandle { index: 0 },
|
||||
content::FactionHandle { index: 0 },
|
||||
ShipPersonality::Player,
|
||||
o1.clone(),
|
||||
&content::SystemHandle { index: 0 },
|
||||
);
|
||||
let s = gamedata.get_ship_mut(player).unwrap();
|
||||
s.add_outfit(&ct.get_outfit(content::OutfitHandle { index: 0 }));
|
||||
s.add_outfit(&ct.get_outfit(content::OutfitHandle { index: 1 }));
|
||||
s.add_outfit(&ct.get_outfit(content::OutfitHandle { index: 2 }));
|
||||
|
||||
gamedata.create_ship(
|
||||
&ct,
|
||||
content::ShipHandle { index: 0 },
|
||||
content::FactionHandle { index: 1 },
|
||||
ShipPersonality::Dummy,
|
||||
OutfitSet::new(ss.space, &[]),
|
||||
&content::SystemHandle { index: 0 },
|
||||
);
|
||||
|
||||
let mut o1 = OutfitSet::new(ss.space, &[]);
|
||||
o1.add(&ct.get_outfit(content::OutfitHandle { index: 0 }));
|
||||
//o1.add_gun(&ct, content::GunHandle { index: 0 });
|
||||
|
||||
gamedata.create_ship(
|
||||
let a = gamedata.create_ship(
|
||||
&ct,
|
||||
content::ShipHandle { index: 0 },
|
||||
content::FactionHandle { index: 1 },
|
||||
ShipPersonality::Point,
|
||||
o1,
|
||||
&content::SystemHandle { index: 0 },
|
||||
);
|
||||
let s = gamedata.get_ship_mut(a).unwrap();
|
||||
s.add_outfit(&ct.get_outfit(content::OutfitHandle { index: 0 }));
|
||||
|
||||
let physics = World::new(&ct, &gamedata, content::SystemHandle { index: 0 });
|
||||
|
||||
@ -127,7 +114,9 @@ impl Game {
|
||||
pub fn update(&mut self) {
|
||||
let t: f32 = self.last_update.elapsed().as_secs_f32() * self.time_scale;
|
||||
|
||||
let world_output = self.world.step(StepResources {
|
||||
self.gamedata.step(t);
|
||||
|
||||
self.world.step(StepResources {
|
||||
player: self.player,
|
||||
player_controls: ShipControls {
|
||||
left: self.input.key_left,
|
||||
@ -147,7 +136,12 @@ impl Game {
|
||||
self.input.v_scroll = 0.0;
|
||||
}
|
||||
|
||||
self.camera.pos = world_output.player_position;
|
||||
self.camera.pos = {
|
||||
let o = self.world.get_ship(self.player).unwrap();
|
||||
let r = self.world.get_rigid_body(o.rigid_body).unwrap();
|
||||
util::rigidbody_position(r)
|
||||
};
|
||||
|
||||
self.last_update = Instant::now();
|
||||
}
|
||||
|
||||
|
@ -1,10 +1,6 @@
|
||||
use std::collections::HashMap;
|
||||
|
||||
use crate::{
|
||||
handles::GameShipHandle,
|
||||
ship::Ship,
|
||||
ship::{OutfitSet, ShipPersonality},
|
||||
};
|
||||
use crate::{handles::GameShipHandle, ship::Ship, ship::ShipPersonality};
|
||||
use galactica_content as content;
|
||||
|
||||
/// Keeps track of all objects in the galaxy.
|
||||
@ -44,7 +40,6 @@ impl GameData {
|
||||
ship: content::ShipHandle,
|
||||
faction: content::FactionHandle,
|
||||
personality: ShipPersonality,
|
||||
outfits: OutfitSet,
|
||||
system: &content::SystemHandle,
|
||||
) -> GameShipHandle {
|
||||
let handle = GameShipHandle {
|
||||
@ -53,15 +48,19 @@ impl GameData {
|
||||
};
|
||||
self.index += 1;
|
||||
|
||||
self.ships.insert(
|
||||
handle,
|
||||
Ship::new(ct, handle, ship, faction, personality, outfits),
|
||||
);
|
||||
self.ships
|
||||
.insert(handle, Ship::new(ct, handle, ship, faction, personality));
|
||||
self.system_ship_table.get_mut(system).unwrap().push(handle);
|
||||
self.ship_system_table.insert(handle, *system);
|
||||
|
||||
return handle;
|
||||
}
|
||||
|
||||
pub fn step(&mut self, t: f32) {
|
||||
for (_, s) in &mut self.ships {
|
||||
s.step(t);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Public getters
|
||||
|
@ -14,6 +14,10 @@ pub enum OutfitAddResult {
|
||||
/// outfits may need outfit AND weapon space. In these cases, this result
|
||||
/// should name the "most specific" kind of space we lack.
|
||||
NotEnoughSpace(String),
|
||||
|
||||
/// An outfit couldn't be added because there weren't enough points for it
|
||||
/// (e.g, gun points, turret points, etc)
|
||||
NotEnoughPoints(String),
|
||||
}
|
||||
|
||||
/// Possible outcomes when removing an outfit
|
||||
@ -37,6 +41,9 @@ pub(crate) struct ShieldGenerator {
|
||||
}
|
||||
|
||||
/// This struct keeps track of a ship's outfit loadout.
|
||||
/// This is a fairly static data structure: it does not keep track of cooldowns,
|
||||
/// shield damage, etc. It only provides an interface for static stats which are
|
||||
/// then used elsewhere.
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct OutfitSet {
|
||||
/// What outfits does this statsum contain?
|
||||
@ -68,7 +75,7 @@ pub struct OutfitSet {
|
||||
}
|
||||
|
||||
impl OutfitSet {
|
||||
pub fn new(available_space: OutfitSpace, gun_points: &[GunPoint]) -> Self {
|
||||
pub(super) fn new(available_space: OutfitSpace, gun_points: &[GunPoint]) -> Self {
|
||||
Self {
|
||||
outfits: HashMap::new(),
|
||||
total_space: available_space,
|
||||
@ -82,11 +89,26 @@ impl OutfitSet {
|
||||
}
|
||||
}
|
||||
|
||||
pub fn add(&mut self, o: &content::Outfit) -> OutfitAddResult {
|
||||
pub(super) fn add(&mut self, o: &content::Outfit) -> OutfitAddResult {
|
||||
if !(self.total_space - self.used_space).can_contain(&o.space) {
|
||||
return OutfitAddResult::NotEnoughSpace("TODO".to_string());
|
||||
}
|
||||
|
||||
// Check and return as fast as possible,
|
||||
// BEFORE we make any changes.
|
||||
if o.gun.is_some() {
|
||||
let mut added = false;
|
||||
for (_, outfit) in &mut self.gun_points {
|
||||
if outfit.is_none() {
|
||||
*outfit = Some(o.handle);
|
||||
added = true;
|
||||
}
|
||||
}
|
||||
if !added {
|
||||
return OutfitAddResult::NotEnoughPoints("gun".to_string());
|
||||
}
|
||||
}
|
||||
|
||||
self.used_space += o.space;
|
||||
|
||||
self.engine_thrust += o.engine_thrust;
|
||||
@ -107,7 +129,7 @@ impl OutfitSet {
|
||||
return OutfitAddResult::Ok;
|
||||
}
|
||||
|
||||
pub fn remove(&mut self, o: &content::Outfit) -> OutfitRemoveResult {
|
||||
pub(super) fn remove(&mut self, o: &content::Outfit) -> OutfitRemoveResult {
|
||||
if !self.outfits.contains_key(&o.handle) {
|
||||
return OutfitRemoveResult::NotExist;
|
||||
} else {
|
||||
@ -177,6 +199,12 @@ impl OutfitSet {
|
||||
self.shield_generators.iter().map(|x| x.generation).sum()
|
||||
}
|
||||
|
||||
/// Get the outfit attached to the given gun point
|
||||
/// Will panic if this gunpoint is not in this outfit set.
|
||||
pub fn get_gun(&self, point: &GunPoint) -> Option<OutfitHandle> {
|
||||
self.gun_points.get(point).unwrap().clone()
|
||||
}
|
||||
|
||||
/// Total available outfit space
|
||||
pub fn get_total_space(&self) -> &OutfitSpace {
|
||||
&self.total_space
|
||||
|
@ -1,9 +1,11 @@
|
||||
use std::time::Instant;
|
||||
use std::{collections::HashMap, time::Instant};
|
||||
|
||||
use crate::GameShipHandle;
|
||||
|
||||
use super::{OutfitSet, ShipPersonality};
|
||||
use content::GunPoint;
|
||||
use galactica_content as content;
|
||||
use rand::{rngs::ThreadRng, Rng};
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct Ship {
|
||||
@ -19,6 +21,8 @@ pub struct Ship {
|
||||
// TODO: unified ship stats struct, like outfit space
|
||||
hull: f32,
|
||||
shields: f32,
|
||||
gun_cooldowns: HashMap<GunPoint, f32>,
|
||||
rng: ThreadRng,
|
||||
|
||||
// Utility values
|
||||
/// The last time this ship was damaged
|
||||
@ -32,29 +36,61 @@ impl Ship {
|
||||
ct_handle: content::ShipHandle,
|
||||
faction: content::FactionHandle,
|
||||
personality: ShipPersonality,
|
||||
outfits: OutfitSet,
|
||||
) -> Self {
|
||||
let s = ct.get_ship(ct_handle);
|
||||
let shields = outfits.get_shield_strength();
|
||||
Ship {
|
||||
handle,
|
||||
ct_handle,
|
||||
faction,
|
||||
outfits,
|
||||
outfits: OutfitSet::new(s.space, &s.guns),
|
||||
personality,
|
||||
last_hit: Instant::now(),
|
||||
rng: rand::thread_rng(),
|
||||
|
||||
// Initial stats
|
||||
hull: s.hull,
|
||||
shields,
|
||||
shields: 0.0,
|
||||
gun_cooldowns: s.guns.iter().map(|x| (x.clone(), 0.0)).collect(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Add an outfit to this ship
|
||||
pub fn add_outfit(&mut self, o: &content::Outfit) -> super::OutfitAddResult {
|
||||
self.outfits.add(o)
|
||||
}
|
||||
|
||||
/// Remove an outfit from this ship
|
||||
pub fn remove_outfit(&mut self, o: &content::Outfit) -> super::OutfitRemoveResult {
|
||||
self.outfits.remove(o)
|
||||
}
|
||||
|
||||
/// If this ship is dead, it will be removed from the game.
|
||||
pub fn is_dead(&self) -> bool {
|
||||
self.hull <= 0.0
|
||||
}
|
||||
|
||||
/// Try to fire a gun.
|
||||
/// Will panic if `which` isn't a point on this ship.
|
||||
/// Returns `true` if this gun was fired,
|
||||
/// and `false` if it is on cooldown or empty.
|
||||
pub fn fire_gun(&mut self, ct: &content::Content, which: &GunPoint) -> bool {
|
||||
let c = self.gun_cooldowns.get_mut(which).unwrap();
|
||||
|
||||
if *c > 0.0 {
|
||||
return false;
|
||||
}
|
||||
|
||||
let g = self.outfits.get_gun(which);
|
||||
if g.is_some() {
|
||||
let g = ct.get_outfit(g.unwrap());
|
||||
let gun = g.gun.as_ref().unwrap();
|
||||
*c = 0f32.max(gun.rate + self.rng.gen_range(-gun.rate_rng..=gun.rate_rng));
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/// Hit this ship with the given amount of damage
|
||||
pub fn apply_damage(&mut self, mut d: f32) {
|
||||
if self.is_dead() {
|
||||
@ -72,6 +108,14 @@ impl Ship {
|
||||
|
||||
/// Update this ship's state by `t` seconds
|
||||
pub fn step(&mut self, t: f32) {
|
||||
// Cooldown guns
|
||||
for (_, c) in &mut self.gun_cooldowns {
|
||||
if *c > 0.0 {
|
||||
*c -= t;
|
||||
}
|
||||
}
|
||||
|
||||
// Regenerate shields
|
||||
let time_since = self.last_hit.elapsed().as_secs_f32();
|
||||
if self.shields != self.outfits.get_shield_strength() {
|
||||
for g in self.outfits.iter_shield_generators() {
|
||||
|
@ -298,10 +298,6 @@ impl ShipWorldObject {
|
||||
rigid_body
|
||||
.apply_torque_impulse(ship.get_outfits().get_steer_power() * 100.0 * res.t, true);
|
||||
}
|
||||
|
||||
//for i in self.ship.outfits.iter_guns() {
|
||||
// i.cooldown -= t;
|
||||
//}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1,5 +1,4 @@
|
||||
use crate::{objects::ShipControls, ParticleBuilder};
|
||||
use cgmath::Point2;
|
||||
use galactica_content::Content;
|
||||
use galactica_gameobject::{GameData, GameShipHandle};
|
||||
|
||||
@ -24,10 +23,3 @@ pub struct StepResources<'a> {
|
||||
/// The ship that the player controls
|
||||
pub player: GameShipHandle,
|
||||
}
|
||||
|
||||
/// Return values after computing time steps
|
||||
#[derive(Debug)]
|
||||
pub struct StepOutput {
|
||||
/// The player's position in world coordinates
|
||||
pub player_position: Point2<f32>,
|
||||
}
|
||||
|
@ -1,4 +1,5 @@
|
||||
use cgmath::{Deg, EuclideanSpace, InnerSpace, Matrix2, Point2, Rad, Vector2, Zero};
|
||||
use content::{GunPoint, OutfitHandle};
|
||||
use crossbeam::channel::Receiver;
|
||||
use nalgebra::{point, vector};
|
||||
use object::{ship::Ship, GameData, GameShipHandle};
|
||||
@ -15,7 +16,7 @@ use crate::{
|
||||
objects::{ProjectileWorldObject, ShipWorldObject},
|
||||
util,
|
||||
wrapper::Wrapper,
|
||||
ParticleBuilder, StepOutput, StepResources,
|
||||
ParticleBuilder, StepResources,
|
||||
};
|
||||
use galactica_content as content;
|
||||
use galactica_gameobject as object;
|
||||
@ -23,7 +24,7 @@ use galactica_gameobject as object;
|
||||
/// Manages the physics state of one system
|
||||
pub struct World {
|
||||
/// The system this world is attached to
|
||||
system: content::SystemHandle,
|
||||
_system: content::SystemHandle,
|
||||
|
||||
wrapper: Wrapper,
|
||||
projectiles: HashMap<ColliderHandle, objects::ProjectileWorldObject>,
|
||||
@ -73,67 +74,6 @@ impl<'a> World {
|
||||
self.ships.remove(&h);
|
||||
}
|
||||
|
||||
/*
|
||||
/// Add a projectile fired from a ship
|
||||
fn add_projectiles(
|
||||
&mut self,
|
||||
s: ShipPhysicsHandle,
|
||||
p: Vec<(ProjectileWorldObject, content::GunPoint)>,
|
||||
) {
|
||||
let mut rng = rand::thread_rng();
|
||||
for (projectile, point) in p {
|
||||
let r = self.get_ship_body(s).unwrap().1;
|
||||
|
||||
let ship_pos = util::rigidbody_position(r);
|
||||
let ship_rot = util::rigidbody_rotation(r);
|
||||
let ship_vel = util::rigidbody_velocity(r);
|
||||
let ship_ang = ship_rot.angle(Vector2 { x: 0.0, y: 1.0 });
|
||||
|
||||
let pos = ship_pos + (Matrix2::from_angle(-ship_ang) * point.pos.to_vec());
|
||||
|
||||
let spread: Rad<f32> = Deg(
|
||||
rng.gen_range(-projectile.content.angle_rng.0..=projectile.content.angle_rng.0)
|
||||
)
|
||||
.into();
|
||||
|
||||
let vel = ship_vel
|
||||
+ (Matrix2::from_angle(-ship_ang + spread)
|
||||
* Vector2 {
|
||||
x: 0.0,
|
||||
y: projectile.content.speed
|
||||
+ rng.gen_range(
|
||||
-projectile.content.speed_rng..=projectile.content.speed_rng,
|
||||
),
|
||||
});
|
||||
|
||||
let rigid_body = RigidBodyBuilder::kinematic_velocity_based()
|
||||
.translation(vector![pos.x, pos.y])
|
||||
.rotation(-ship_ang.0)
|
||||
.linvel(vector![vel.x, vel.y])
|
||||
.build();
|
||||
|
||||
let collider = match &projectile.content.collider {
|
||||
content::ProjectileCollider::Ball(b) => ColliderBuilder::ball(b.radius)
|
||||
.sensor(true)
|
||||
.active_events(ActiveEvents::COLLISION_EVENTS)
|
||||
.build(),
|
||||
};
|
||||
|
||||
let rigid_body = self.wrapper.rigid_body_set.insert(rigid_body);
|
||||
let collider = self.wrapper.collider_set.insert_with_parent(
|
||||
collider,
|
||||
rigid_body,
|
||||
&mut self.wrapper.rigid_body_set,
|
||||
);
|
||||
|
||||
self.projectiles.insert(
|
||||
collider.clone(),
|
||||
ProjectileWorldObject::new(projectile, rigid_body, collider),
|
||||
);
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
fn collide_projectile_ship(
|
||||
&mut self,
|
||||
res: &mut StepResources,
|
||||
@ -152,10 +92,17 @@ impl<'a> World {
|
||||
|
||||
let ship_d = res.dt.get_ship_mut(ship.data_handle).unwrap();
|
||||
|
||||
// TODO: check faction
|
||||
let f = res.ct.get_faction(projectile.faction);
|
||||
let r = f.relationships.get(&ship_d.get_faction()).unwrap();
|
||||
let destory_projectile = match r {
|
||||
content::Relationship::Hostile => {
|
||||
ship_d.apply_damage(projectile.content.damage);
|
||||
true
|
||||
}
|
||||
_ => false,
|
||||
};
|
||||
|
||||
if true {
|
||||
if destory_projectile {
|
||||
let pr = self
|
||||
.wrapper
|
||||
.rigid_body_set
|
||||
@ -210,14 +157,14 @@ impl<'a> World {
|
||||
}
|
||||
|
||||
// Public methods
|
||||
impl<'a> World {
|
||||
impl World {
|
||||
/// Create a new physics system
|
||||
pub fn new(ct: &content::Content, dt: &GameData, system: content::SystemHandle) -> Self {
|
||||
let (collision_send, collision_queue) = crossbeam::channel::unbounded();
|
||||
let (contact_force_send, _) = crossbeam::channel::unbounded();
|
||||
|
||||
let mut w = Self {
|
||||
system,
|
||||
_system: system,
|
||||
wrapper: Wrapper::new(),
|
||||
projectiles: HashMap::new(),
|
||||
ships: HashMap::new(),
|
||||
@ -283,45 +230,125 @@ impl<'a> World {
|
||||
);
|
||||
}
|
||||
|
||||
/// Step this physics system by `t` seconds
|
||||
pub fn step(&mut self, mut res: StepResources) -> StepOutput {
|
||||
let mut output = StepOutput {
|
||||
player_position: Point2 { x: 0.0, y: 0.0 },
|
||||
};
|
||||
|
||||
// Run ship updates
|
||||
// TODO: maybe reorganize projectile creation?
|
||||
//let mut projectiles = Vec::new();
|
||||
/// Run ship updates:
|
||||
/// - updates ship controls (runs behaviors)
|
||||
/// - applies ship controls
|
||||
/// - creates projectiles
|
||||
fn step_ships(&mut self, res: &mut StepResources) {
|
||||
let mut projectiles = Vec::new();
|
||||
let mut to_remove = Vec::new();
|
||||
for (_, s) in &mut self.ships {
|
||||
let r = &mut self.wrapper.rigid_body_set[s.rigid_body];
|
||||
let c = &mut self.wrapper.collider_set[s.collider];
|
||||
|
||||
if s.data_handle == res.player {
|
||||
s.controls = res.player_controls.clone();
|
||||
output.player_position = util::rigidbody_position(r);
|
||||
} else {
|
||||
s.update_controls(&res);
|
||||
}
|
||||
|
||||
// TODO: unified step info struct
|
||||
s.step(&mut res, r, c);
|
||||
//if s.controls.guns {
|
||||
// projectiles.push((s.physics_handle, s.ship.fire_guns()));
|
||||
//}
|
||||
|
||||
for (_, ship_object) in &mut self.ships {
|
||||
//if s.remove_from_world() {
|
||||
// to_remove.push(s.physics_handle);
|
||||
// continue;
|
||||
//}
|
||||
|
||||
let rigid_body = &mut self.wrapper.rigid_body_set[ship_object.rigid_body];
|
||||
let collider = &mut self.wrapper.collider_set[ship_object.collider];
|
||||
|
||||
if ship_object.data_handle == res.player {
|
||||
ship_object.controls = res.player_controls.clone();
|
||||
} else {
|
||||
ship_object.update_controls(&res);
|
||||
}
|
||||
//for (s, p) in projectiles {
|
||||
// self.add_projectiles(s, p);
|
||||
//}
|
||||
|
||||
// TODO: unified step info struct
|
||||
ship_object.step(res, rigid_body, collider);
|
||||
if ship_object.controls.guns {
|
||||
let ship_data = res.dt.get_ship_mut(ship_object.data_handle).unwrap();
|
||||
|
||||
// TODO: don't allocate here. This is a hack to satisfy the borrow checker,
|
||||
// convert this to a refcell or do the replace dance.
|
||||
let pairs: Vec<(GunPoint, Option<OutfitHandle>)> = ship_data
|
||||
.get_outfits()
|
||||
.iter_gun_points()
|
||||
.map(|(p, o)| (p.clone(), o.clone()))
|
||||
.collect();
|
||||
|
||||
for (gun, outfit) in pairs {
|
||||
if ship_data.fire_gun(res.ct, &gun) {
|
||||
projectiles.push((
|
||||
ship_object.data_handle,
|
||||
ship_object.rigid_body,
|
||||
gun.clone(),
|
||||
outfit.unwrap(),
|
||||
));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Remove ships that don't exist
|
||||
for s in to_remove {
|
||||
self.remove_ship(s);
|
||||
}
|
||||
|
||||
// Create projectiles
|
||||
for (ship_dat, rigid_body, gun_point, outfit) in projectiles {
|
||||
let mut rng = rand::thread_rng();
|
||||
let rigid_body = self.get_rigid_body(rigid_body).unwrap();
|
||||
|
||||
let ship_dat = res.dt.get_ship(ship_dat).unwrap();
|
||||
let ship_pos = util::rigidbody_position(rigid_body);
|
||||
let ship_rot = util::rigidbody_rotation(rigid_body);
|
||||
let ship_vel = util::rigidbody_velocity(rigid_body);
|
||||
let ship_ang = ship_rot.angle(Vector2 { x: 0.0, y: 1.0 });
|
||||
|
||||
let pos = ship_pos + (Matrix2::from_angle(-ship_ang) * gun_point.pos.to_vec());
|
||||
|
||||
let outfit = res.ct.get_outfit(outfit);
|
||||
let outfit = outfit.gun.as_ref().unwrap();
|
||||
|
||||
let spread: Rad<f32> =
|
||||
Deg(rng.gen_range(-outfit.projectile.angle_rng.0..=outfit.projectile.angle_rng.0))
|
||||
.into();
|
||||
|
||||
let vel = ship_vel
|
||||
+ (Matrix2::from_angle(-ship_ang + spread)
|
||||
* Vector2 {
|
||||
x: 0.0,
|
||||
y: outfit.projectile.speed
|
||||
+ rng.gen_range(
|
||||
-outfit.projectile.speed_rng..=outfit.projectile.speed_rng,
|
||||
),
|
||||
});
|
||||
|
||||
let rigid_body = RigidBodyBuilder::kinematic_velocity_based()
|
||||
.translation(vector![pos.x, pos.y])
|
||||
.rotation(-ship_ang.0)
|
||||
.linvel(vector![vel.x, vel.y])
|
||||
.build();
|
||||
|
||||
let collider = match &outfit.projectile.collider {
|
||||
content::ProjectileCollider::Ball(b) => ColliderBuilder::ball(b.radius)
|
||||
.sensor(true)
|
||||
.active_events(ActiveEvents::COLLISION_EVENTS)
|
||||
.build(),
|
||||
};
|
||||
|
||||
let rigid_body = self.wrapper.rigid_body_set.insert(rigid_body);
|
||||
let collider = self.wrapper.collider_set.insert_with_parent(
|
||||
collider,
|
||||
rigid_body,
|
||||
&mut self.wrapper.rigid_body_set,
|
||||
);
|
||||
|
||||
self.projectiles.insert(
|
||||
collider.clone(),
|
||||
ProjectileWorldObject::new(
|
||||
outfit.projectile.clone(),
|
||||
rigid_body,
|
||||
ship_dat.get_faction(),
|
||||
collider,
|
||||
),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// Step this physics system by `t` seconds
|
||||
pub fn step(&mut self, mut res: StepResources) {
|
||||
self.step_ships(&mut res);
|
||||
|
||||
// Update physics
|
||||
self.wrapper.step(res.t, &self.collision_handler);
|
||||
|
||||
@ -390,10 +417,12 @@ impl<'a> World {
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
return output;
|
||||
}
|
||||
}
|
||||
|
||||
// Public getters
|
||||
impl World {
|
||||
/// Get a ship physics object
|
||||
pub fn get_ship(&self, ship: GameShipHandle) -> Option<&ShipWorldObject> {
|
||||
self.ships.get(&ship)
|
||||
}
|
||||
@ -418,12 +447,12 @@ impl<'a> World {
|
||||
}
|
||||
|
||||
/// Iterate over all ships in this physics system
|
||||
pub fn iter_ships(&'a self) -> impl Iterator<Item = &ShipWorldObject> + '_ {
|
||||
pub fn iter_ships(&self) -> impl Iterator<Item = &ShipWorldObject> + '_ {
|
||||
self.ships.values()
|
||||
}
|
||||
|
||||
/// Iterate over all ships in this physics system
|
||||
pub fn iter_projectiles(&'a self) -> impl Iterator<Item = &ProjectileWorldObject> + '_ {
|
||||
pub fn iter_projectiles(&self) -> impl Iterator<Item = &ProjectileWorldObject> + '_ {
|
||||
self.projectiles.values()
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user