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Author | SHA1 | Date |
---|---|---|
Mark | 1c3f64a132 | |
Mark | fef43d8744 | |
Mark | 10682db347 |
11
TODO.md
11
TODO.md
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@ -1,5 +1,4 @@
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## Specific Jobs
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- UI: health, shield, fuel, heat, energy bars
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- UI: text arranger
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- Sound system
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- Ship death debris
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@ -14,9 +13,10 @@
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- Better loading
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- incremental?
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- Higher texture limit (16 x 8096 x 8096 isn't enough)
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- GPU limits? (texture size, texture number)
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- GPU limits? (texture size, texture number, particle/sprite limits)
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- Particles when a ship is damaged (events)
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- Sticky radar
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- Clean up world and objects
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----------------------------------
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@ -50,7 +50,6 @@
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- Orbiting debris (asteroids)
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- Collectibles (flotsam)
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- UI
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- health, shields (cpu by tinyskia?)
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- loading screen, menus
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- Indicators (planet names, enemy ship stats)
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- Landable planets
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@ -109,6 +108,7 @@
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- Trade
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- Missions
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- Procedural suns
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- Heat and energy
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## Camera
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- Shake/wobble on heavy hits?
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@ -126,6 +126,8 @@
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- Nova dust parallax
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- Engine flare ease in/out
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- Lens flare
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- Clustered starfield
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- Redesign UI
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## Write and Document
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- Parallax
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@ -141,7 +143,7 @@
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- Handles
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- Content specification and pipeline
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- How packer and optimizations work, and why
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- How big should sprites be? (resize existing)
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- How big should sprite resolutions be? How about frame rate?
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- Naming: atlas, sprite, image, frame, texture
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@ -158,4 +160,5 @@
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- Find your wreckage when you die (dark souls/HK)
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- Lose some outfits, lose ship? Real risk for going out! (HK does this well)
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- Damage to ship subsystems
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- Soft and highly armored ship points
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- Repair your own ship
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@ -103,7 +103,5 @@ fade_rng = 0.1
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# TODO:
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# effect probabilities & variants
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# multiple particles in one effect
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# fade
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# document: effect vs particle
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# sprite lifetime/fps variation (and effects inherit lifetime later)
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# universal effect creator
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@ -5,3 +5,12 @@ space.engine = 20
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engine.thrust = 100
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engine.flare_sprite = "flare::ion"
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steering.power = 20
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[outfit."shield generator"]
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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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@ -7,7 +7,6 @@ linear_drag = 0.2
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angular_drag = 0.2
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# TODO: disable
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# TODO: damage effects
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space.outfit = 200
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space.engine = 50
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@ -1,5 +1,5 @@
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use anyhow::{bail, Context, Result};
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use cgmath::Deg;
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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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@ -109,7 +109,7 @@ pub struct Projectile {
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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: Deg<f32>,
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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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@ -173,7 +173,7 @@ impl crate::Build for Gun {
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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),
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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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@ -2,7 +2,7 @@ use std::collections::HashMap;
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use anyhow::{bail, Result};
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use crate::{handle::SpriteHandle, Content, ContentBuildContext, OutfitSpace};
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use crate::{handle::SpriteHandle, Content, ContentBuildContext, OutfitHandle, OutfitSpace};
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pub(crate) mod syntax {
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use crate::part::outfitspace;
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@ -15,6 +15,15 @@ pub(crate) mod syntax {
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pub engine: Option<Engine>,
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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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}
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#[derive(Debug, Deserialize)]
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pub struct Shield {
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pub strength: Option<f32>,
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pub generation: Option<f32>,
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pub delay: Option<f32>,
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// more stats: permiability, shield armor, ramp, etc
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}
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#[derive(Debug, Deserialize)]
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@ -32,6 +41,12 @@ pub(crate) mod syntax {
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/// Represents an outfit that may be attached to a ship.
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#[derive(Debug, Clone)]
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pub struct Outfit {
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/// How much space this outfit requires
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pub space: OutfitSpace,
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/// This outfit's handle
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pub handle: OutfitHandle,
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/// The name of this outfit
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pub name: String,
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@ -46,8 +61,14 @@ pub struct Outfit {
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/// engine points.
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pub engine_flare_sprite: Option<SpriteHandle>,
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/// How much space this outfit requires
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pub space: OutfitSpace,
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/// Shield hit points
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pub shield_strength: f32,
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/// Shield regeneration rate, per second
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pub shield_generation: f32,
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/// Wait this many seconds after taking damage before regenerating shields
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pub shield_delay: f32,
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}
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impl crate::Build for Outfit {
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@ -59,12 +80,20 @@ impl crate::Build for Outfit {
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content: &mut Content,
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) -> Result<()> {
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for (outfit_name, outfit) in outfits {
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let handle = OutfitHandle {
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index: content.outfits.len(),
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};
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let mut o = Self {
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handle,
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name: outfit_name.clone(),
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engine_thrust: 0.0,
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steer_power: 0.0,
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engine_flare_sprite: None,
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space: OutfitSpace::from(outfit.space),
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shield_delay: 0.0,
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shield_generation: 0.0,
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shield_strength: 0.0,
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};
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// Engine stats
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@ -86,6 +115,13 @@ impl crate::Build for Outfit {
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o.steer_power = steer.power;
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}
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// Shield stats
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if let Some(shield) = outfit.shield {
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o.shield_delay = shield.delay.unwrap_or(0.0);
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o.shield_generation = shield.generation.unwrap_or(0.0);
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o.shield_strength = shield.strength.unwrap_or(0.0);
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}
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content.outfits.push(o);
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}
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@ -1,5 +1,5 @@
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use anyhow::{bail, Context, Result};
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use cgmath::{Deg, Point3};
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use cgmath::{Deg, Point3, Rad};
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use std::collections::{HashMap, HashSet};
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use crate::{handle::SpriteHandle, util::Polar, Content, ContentBuildContext};
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@ -106,8 +106,8 @@ pub struct Object {
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/// relative to the system's center (0, 0).
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pub position: Point3<f32>,
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/// This object's sprite's angle, in degrees.
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pub angle: Deg<f32>,
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/// This object's sprite's angle.
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pub angle: Rad<f32>,
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}
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/// Helper function for resolve_position, never called on its own.
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@ -162,7 +162,7 @@ fn resolve_position(
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let plane = Polar {
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center: (r.x, r.y).into(),
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radius: p.radius,
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angle: Deg(p.angle),
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angle: Deg(p.angle).into(),
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}
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.to_cartesian();
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Ok(Point3 {
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@ -203,7 +203,7 @@ impl crate::Build for System {
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position: resolve_position(&system.object, &obj, cycle_detector)
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.with_context(|| format!("In object {:#?}", label))?,
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size: obj.size,
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angle: Deg(obj.angle.unwrap_or(0.0)),
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angle: Deg(obj.angle.unwrap_or(0.0)).into(),
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});
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}
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@ -1,10 +1,10 @@
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use cgmath::{Angle, Deg, Point2, Vector2};
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use cgmath::{Angle, Point2, Rad, Vector2};
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#[derive(Debug, Clone, Copy)]
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pub struct Polar {
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pub center: Point2<f32>,
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pub radius: f32,
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pub angle: Deg<f32>,
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pub angle: Rad<f32>,
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}
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impl Polar {
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@ -38,6 +38,7 @@ impl Game {
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let mut o1 = object::OutfitSet::new(ss);
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o1.add(&ct, content::OutfitHandle { index: 0 });
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o1.add(&ct, content::OutfitHandle { index: 1 });
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o1.add_gun(&ct, content::GunHandle { index: 0 });
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o1.add_gun(&ct, content::GunHandle { index: 0 });
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o1.add_gun(&ct, content::GunHandle { index: 0 });
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@ -64,7 +65,7 @@ impl Game {
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let mut o1 = object::OutfitSet::new(ss);
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o1.add(&ct, content::OutfitHandle { index: 0 });
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//o1.add_gun(&ct, content::GunHandle { index: 0 });
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o1.add_gun(&ct, content::GunHandle { index: 0 });
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let s = object::Ship::new(
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&ct,
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@ -161,7 +162,6 @@ impl Game {
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self.input.v_scroll = 0.0;
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}
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// TODO: Camera physics
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let r = self
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.world
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.get_ship_mut(&self.player)
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|
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@ -1,4 +1,4 @@
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use content::{EnginePoint, SpriteHandle};
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use content::{EnginePoint, OutfitHandle, SpriteHandle};
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use galactica_content as content;
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/// Represents a gun attached to a specific ship at a certain gunpoint.
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@ -33,6 +33,10 @@ pub struct OutfitStatSum {
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pub engine_thrust: f32,
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pub steer_power: f32,
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pub engine_flare_sprites: Vec<content::SpriteHandle>,
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pub shield_strength: f32,
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// Delay, generation
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pub shield_generators: Vec<(OutfitHandle, f32, f32)>,
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}
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impl OutfitStatSum {
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@ -41,6 +45,8 @@ impl OutfitStatSum {
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engine_thrust: 0.0,
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steer_power: 0.0,
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engine_flare_sprites: Vec::new(),
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shield_strength: 0.0,
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shield_generators: Vec::new(),
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}
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}
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@ -50,6 +56,9 @@ impl OutfitStatSum {
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self.engine_flare_sprites.push(t);
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};
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self.steer_power += o.steer_power;
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self.shield_strength += o.shield_strength;
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self.shield_generators
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.push((o.handle, o.shield_delay, o.shield_generation));
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}
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pub fn remove(&mut self, o: &content::Outfit) {
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|
@ -63,6 +72,16 @@ impl OutfitStatSum {
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);
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}
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self.steer_power -= o.steer_power;
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self.shield_strength -= o.shield_strength;
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{
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// Assume such an index exists
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let index = self
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.shield_generators
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.iter()
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.position(|(h, _, _)| *h == o.handle)
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.unwrap();
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self.shield_generators.remove(index);
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}
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}
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}
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|
@ -118,7 +137,6 @@ impl<'a> OutfitSet {
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self.available_space.occupy(&outfit.space);
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self.stats.add(&outfit);
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self.outfits.push(o);
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//self.update_engine_flares();
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return true;
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}
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|
@ -131,8 +149,6 @@ impl<'a> OutfitSet {
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};
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self.available_space.free(&outfit.space);
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self.outfits.remove(i);
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self.stats.remove(&outfit);
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//self.update_engine_flares();
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}
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/// Add a gun to this outfit set.
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|
|
|
@ -1,4 +1,5 @@
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use rand::Rng;
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use std::time::Instant;
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use crate::{OutfitSet, Projectile};
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use galactica_content as content;
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|
@ -8,10 +9,12 @@ pub struct Ship {
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pub handle: content::ShipHandle,
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pub faction: content::FactionHandle,
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pub outfits: OutfitSet,
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pub last_hit: Instant,
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// TODO: unified ship stats struct, like space
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// TODO: unified outfit stats struct: check
|
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pub hull: f32,
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pub shields: f32,
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}
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|
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impl Ship {
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|
@ -22,11 +25,14 @@ impl Ship {
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outfits: OutfitSet,
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) -> Self {
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let s = ct.get_ship(handle);
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let shields = outfits.stat_sum().shield_strength;
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Ship {
|
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handle: handle,
|
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faction,
|
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outfits,
|
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hull: s.hull,
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shields,
|
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last_hit: Instant::now(),
|
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}
|
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}
|
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|
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|
@ -41,10 +47,19 @@ impl Ship {
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let r = f.relationships.get(&p.faction).unwrap();
|
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match r {
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content::Relationship::Hostile => {
|
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let mut d = p.content.damage;
|
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if self.is_dead() {
|
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return true;
|
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}
|
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self.hull -= p.content.damage;
|
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if self.shields >= d {
|
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self.shields -= d
|
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} else {
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d -= self.shields;
|
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self.shields = 0.0;
|
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self.hull -= d;
|
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}
|
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self.last_hit = Instant::now();
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|
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return true;
|
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}
|
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_ => return false,
|
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|
@ -79,4 +94,19 @@ impl Ship {
|
|||
})
|
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.collect()
|
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}
|
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|
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pub fn step(&mut self, t: f32) {
|
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let time_since = self.last_hit.elapsed().as_secs_f32();
|
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if self.shields != self.outfits.stat_sum().shield_strength {
|
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for (_, d, g) in &self.outfits.stat_sum().shield_generators {
|
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if time_since >= *d {
|
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self.shields += g * t;
|
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if self.shields > self.outfits.stat_sum().shield_strength {
|
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self.shields = self.outfits.stat_sum().shield_strength;
|
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break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
use cgmath::{Deg, Point3};
|
||||
use cgmath::{Point3, Rad};
|
||||
|
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use galactica_content as content;
|
||||
|
||||
|
@ -6,17 +6,5 @@ pub struct SystemObject {
|
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pub sprite: content::SpriteHandle,
|
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pub pos: Point3<f32>,
|
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pub size: f32,
|
||||
pub angle: Deg<f32>,
|
||||
}
|
||||
|
||||
impl SystemObject {
|
||||
//pub(crate) fn get_sprite(&self) -> ObjectSprite {
|
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// return ObjectSprite {
|
||||
// sprite: self.sprite,
|
||||
// pos: self.pos,
|
||||
// angle: self.angle,
|
||||
// size: self.size,
|
||||
// children: None,
|
||||
// };
|
||||
//}
|
||||
pub angle: Rad<f32>,
|
||||
}
|
||||
|
|
|
@ -8,10 +8,8 @@ use std::{
|
|||
};
|
||||
|
||||
// TODO: article
|
||||
// TODO: rework texturearray
|
||||
// TODO: reasonable sprite sizes
|
||||
// TODO: consistent naming
|
||||
// TODO: parallelize
|
||||
// TODO: consistent naming (document)
|
||||
// spriteatlas: the big images
|
||||
// texture: the same, what we load to wgpu
|
||||
// image: a single file
|
||||
|
|
|
@ -1,7 +1,6 @@
|
|||
#![warn(missing_docs)]
|
||||
|
||||
//! This crate creates texture atlases from an asset tree.
|
||||
//! The main interface for this crate is ... TODO
|
||||
|
||||
use std::{collections::HashMap, path::PathBuf};
|
||||
|
||||
|
|
|
@ -11,7 +11,7 @@ use walkdir::WalkDir;
|
|||
// TODO: dynamic packing (for plugins)
|
||||
// TODO: standalone cli (galactica should ask to run this)
|
||||
// TODO: randomly assign sprites to textures, for efficiency
|
||||
// TODO: group images by use case
|
||||
// TODO: group images by use case (dynamic loading algorithm)
|
||||
|
||||
fn main() -> Result<()> {
|
||||
let mut files = Vec::new();
|
||||
|
|
|
@ -65,12 +65,12 @@ fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
|||
global_data.window_scale.x
|
||||
) - in.center;
|
||||
|
||||
let bar_width = in.stroke; // Width of filled bar
|
||||
let bar_radius = in.diameter / 2.0 - bar_width / 2.0; // Middle radius of the bar
|
||||
let angle = in.angle - floor(in.angle / 6.283) * 6.28318; // Sanely handle large angles (fmod(angle, 2pi))
|
||||
let zero_vector = vec2(0.0, 1.0); // Draw bar clockwise from this vector
|
||||
let frag_radius = distance(vec2(0.0, 0.0), p); // Radius of this fragment
|
||||
let feather = 2.0; // Size of feather, in logical pixels
|
||||
let bar_width = in.stroke; // Width of filled bar
|
||||
let bar_radius = in.diameter / 2.0 - bar_width / 2.0; // Middle radius of the bar
|
||||
let angle = clamp(0.001, 6.28318 + 0.001, in.angle); // Sanely handle extreme angles
|
||||
let zero_vector = vec2(0.0, 1.0); // Draw bar clockwise from this vector
|
||||
let frag_radius = distance(vec2(0.0, 0.0), p); // Radius of this fragment
|
||||
let feather = 2.0; // Size of feather, in logical pixels
|
||||
|
||||
// Clockwise angle between zero_vector and fragment location
|
||||
let frag_angle = atan2(
|
||||
|
|
|
@ -1,5 +1,7 @@
|
|||
//! GPUState routines for drawing HUD elements
|
||||
|
||||
use std::f32::consts::TAU;
|
||||
|
||||
use cgmath::{Deg, InnerSpace, Point2, Rad, Vector2};
|
||||
use galactica_world::util;
|
||||
|
||||
|
@ -96,9 +98,7 @@ impl GPUState {
|
|||
if size < 2.0 {
|
||||
continue;
|
||||
}
|
||||
let angle: Deg<f32> = util::rigidbody_rotation(r)
|
||||
.angle(Vector2 { x: 0.0, y: 1.0 })
|
||||
.into();
|
||||
let angle = util::rigidbody_rotation(r).angle(Vector2 { x: 0.0, y: 1.0 });
|
||||
let f = state.content.get_faction(s.ship.faction).color;
|
||||
let f = [f[0], f[1], f[2], 1.0];
|
||||
|
||||
|
@ -122,7 +122,7 @@ impl GPUState {
|
|||
bytemuck::cast_slice(&[UiInstance {
|
||||
anchor: PositionAnchor::NwC.to_int(),
|
||||
position: position.into(),
|
||||
angle: -Rad::from(angle).0, // TODO: consistent angles
|
||||
angle: -angle.0, // TODO: consistent angles
|
||||
size,
|
||||
color: f.into(),
|
||||
sprite_index: ship_sprite.get_index(),
|
||||
|
@ -264,6 +264,12 @@ impl GPUState {
|
|||
panic!("UI limit exceeded!")
|
||||
}
|
||||
|
||||
let (s, _) = state.world.get_ship_body(*state.player).unwrap();
|
||||
let max_shields = s.ship.outfits.stat_sum().shield_strength;
|
||||
let current_shields = s.ship.shields;
|
||||
let current_hull = s.ship.hull;
|
||||
let max_hull = state.content.get_ship(s.ship.handle).hull;
|
||||
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.ui.instances,
|
||||
UiInstance::SIZE * self.vertex_buffers.ui_counter,
|
||||
|
@ -286,7 +292,6 @@ impl GPUState {
|
|||
panic!("Radialbar limit exceeded!")
|
||||
}
|
||||
|
||||
// TODO: counters for each buffer, remove arrays
|
||||
self.queue.write_buffer(
|
||||
&self.vertex_buffers.radialbar.instances,
|
||||
RadialBarInstance::SIZE * self.vertex_buffers.radialbar_counter,
|
||||
|
@ -296,7 +301,7 @@ impl GPUState {
|
|||
diameter: 182.0,
|
||||
stroke: 5.0,
|
||||
color: [0.3, 0.6, 0.8, 1.0],
|
||||
angle: -state.current_time / 2.0,
|
||||
angle: (current_shields / max_shields) * TAU,
|
||||
}]),
|
||||
);
|
||||
self.vertex_buffers.radialbar_counter += 1;
|
||||
|
@ -310,7 +315,7 @@ impl GPUState {
|
|||
diameter: 166.0,
|
||||
stroke: 5.0,
|
||||
color: [0.8, 0.7, 0.5, 1.0],
|
||||
angle: state.current_time / 5.0,
|
||||
angle: (current_hull / max_hull) * TAU,
|
||||
}]),
|
||||
);
|
||||
self.vertex_buffers.radialbar_counter += 1;
|
||||
|
|
|
@ -85,7 +85,7 @@ impl GPUState {
|
|||
self.vertex_buffers.object_counter += 1;
|
||||
|
||||
// Draw engine flares if necessary
|
||||
if s.controls.thrust {
|
||||
if s.controls.thrust && !s.ship.is_dead() {
|
||||
for f in s.ship.outfits.iter_enginepoints() {
|
||||
let flare = match s.ship.outfits.get_flare_sprite() {
|
||||
None => continue,
|
||||
|
|
|
@ -16,7 +16,7 @@ pub struct RenderState<'a> {
|
|||
/// The world state to render
|
||||
pub world: &'a World,
|
||||
|
||||
// TODO: handle overflow
|
||||
// TODO: handle overflow. is it a problem?
|
||||
/// The current time, in seconds
|
||||
pub current_time: f32,
|
||||
|
||||
|
|
|
@ -216,6 +216,8 @@ impl ShipWorldObject {
|
|||
.step(&self.ship, ct, particles, rigid_body, collider, t);
|
||||
}
|
||||
|
||||
self.ship.step(t);
|
||||
|
||||
let ship_content = ct.get_ship(self.ship.handle);
|
||||
let ship_pos = util::rigidbody_position(&rigid_body);
|
||||
let ship_rot = util::rigidbody_rotation(rigid_body);
|
||||
|
|
|
@ -166,9 +166,7 @@ impl<'a> World {
|
|||
.get(projectile.rigid_body)
|
||||
.unwrap();
|
||||
let pos = util::rigidbody_position(pr);
|
||||
let angle: Deg<f32> = util::rigidbody_rotation(pr)
|
||||
.angle(Vector2 { x: 1.0, y: 0.0 })
|
||||
.into();
|
||||
let angle = util::rigidbody_rotation(pr).angle(Vector2 { x: 1.0, y: 0.0 });
|
||||
|
||||
match &projectile.projectile.content.impact_effect {
|
||||
None => {}
|
||||
|
@ -182,7 +180,7 @@ impl<'a> World {
|
|||
particles.push(ParticleBuilder::from_content(
|
||||
effect,
|
||||
pos,
|
||||
Rad::from(-angle),
|
||||
-angle,
|
||||
parent_velocity,
|
||||
Vector2 {
|
||||
x: target_velocity.x,
|
||||
|
@ -323,9 +321,7 @@ impl<'a> World {
|
|||
let x = ct.get_effect(*x);
|
||||
let pos = util::rigidbody_position(&pr);
|
||||
let vel = util::rigidbody_velocity(&pr);
|
||||
let angle: Deg<f32> = util::rigidbody_rotation(&pr)
|
||||
.angle(Vector2 { x: 1.0, y: 0.0 })
|
||||
.into();
|
||||
let angle = util::rigidbody_rotation(&pr).angle(Vector2 { x: 1.0, y: 0.0 });
|
||||
|
||||
let velocity = {
|
||||
let a = rng
|
||||
|
@ -339,7 +335,7 @@ impl<'a> World {
|
|||
particles.push(ParticleBuilder::from_content(
|
||||
x,
|
||||
pos,
|
||||
Rad::from(-angle),
|
||||
-angle,
|
||||
velocity,
|
||||
Vector2::zero(),
|
||||
));
|
||||
|
@ -368,7 +364,6 @@ impl<'a> World {
|
|||
&self,
|
||||
s: ShipPhysicsHandle,
|
||||
) -> Option<(&objects::ShipWorldObject, &RigidBody)> {
|
||||
// TODO: handle dead handles
|
||||
Some((self.ships.get(&s.1)?, self.wrapper.rigid_body_set.get(s.0)?))
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue