Compare commits
2 Commits
99f198c9d6
...
2c4db4ebc5
Author | SHA1 | Date |
---|---|---|
Mark | 2c4db4ebc5 | |
Mark | cbe8054f45 |
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@ -0,0 +1,7 @@
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[faction."player"]
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display_name = "Player"
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relationship.enemy = "hostile"
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[faction."enemy"]
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display_name = "Enemy"
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relationship.player = "hostile"
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@ -1,13 +1,12 @@
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[ship."Gypsum"]
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sprite_texture = "ship::gypsum"
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size = 100
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mass = 10
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mass = 1
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hull = 200
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engines = [{ x = 0.0, y = -1.05, size = 50.0 }]
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guns = [{ x = 0.0, y = 1 }, { x = 0.1, y = 0.80 }, { x = -0.1, y = 0.80 }]
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collision.points = [
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#[rustfmt:skip],
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[0.53921, 1.0000],
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@ -0,0 +1,38 @@
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use std::{cmp::Eq, hash::Hash};
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/// Represents a specific texture defined in the content dir.
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#[derive(Debug, Clone, Copy)]
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pub struct TextureHandle {
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/// The index of this texture in content.textures
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pub(crate) index: usize,
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/// The aspect ratio of this texture (width / height)
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pub aspect: f32,
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}
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impl Hash for TextureHandle {
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fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
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self.index.hash(state)
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}
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}
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impl Eq for TextureHandle {}
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impl PartialEq for TextureHandle {
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fn eq(&self, other: &Self) -> bool {
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self.index.eq(&other.index)
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}
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}
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/// A lightweight representation of a faction
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub struct FactionHandle {
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/// The index of this faction in content.factions
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/// TODO: pub in crate, currently for debug.
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pub index: usize,
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}
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impl Hash for FactionHandle {
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fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
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self.index.hash(state)
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}
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}
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@ -3,35 +3,29 @@
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//! This subcrate is responsible for loading, parsing, validating game content,
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//! which is usually stored in `./content`.
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mod engine;
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mod gun;
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mod ship;
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mod system;
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mod texture;
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mod handle;
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mod part;
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mod util;
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pub use engine::Engine;
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pub use gun::{Gun, Projectile};
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pub use ship::{EnginePoint, GunPoint, Ship};
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pub use system::{Object, System};
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pub use texture::Texture;
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use anyhow::{bail, Context, Result};
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use anyhow::{Context, Result};
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use std::{
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cmp::Eq,
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collections::HashMap,
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fs::File,
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hash::Hash,
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io::Read,
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path::{Path, PathBuf},
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};
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use toml;
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use walkdir::WalkDir;
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pub use handle::{FactionHandle, TextureHandle};
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pub use part::{Engine, EnginePoint, Faction, Gun, GunPoint, Relationship, Ship, System, Texture};
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mod syntax {
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use super::{bail, HashMap, Result};
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use super::{engine, gun, ship, system, texture};
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use anyhow::{bail, Result};
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use serde::Deserialize;
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use std::collections::HashMap;
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use crate::part::{engine, faction, gun, ship, system, texture};
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#[derive(Debug, Deserialize)]
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pub struct Root {
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@ -40,6 +34,7 @@ mod syntax {
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pub system: Option<HashMap<String, system::syntax::System>>,
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pub engine: Option<HashMap<String, engine::syntax::Engine>>,
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pub texture: Option<HashMap<String, texture::syntax::Texture>>,
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pub faction: Option<HashMap<String, faction::syntax::Faction>>,
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}
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impl Root {
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@ -50,6 +45,7 @@ mod syntax {
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system: None,
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engine: None,
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texture: None,
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faction: None,
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}
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}
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@ -131,6 +127,21 @@ mod syntax {
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}
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}
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if let Some(a) = other.faction {
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if self.faction.is_none() {
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self.faction = Some(a);
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} else {
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let sg = self.faction.as_mut().unwrap();
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for (k, v) in a {
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if sg.contains_key(&k) {
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bail!("Repeated faction name {k}");
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} else {
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sg.insert(k, v);
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}
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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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@ -145,53 +156,33 @@ trait Build {
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Self: Sized;
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}
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/// Represents a specific texture defined in the content dir.
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#[derive(Debug, Clone, Copy)]
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pub struct TextureHandle {
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/// The index of this texture in content.textures
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pub index: usize,
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/// The aspect ratio of this texture (width / height)
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pub aspect: f32,
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}
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impl Hash for TextureHandle {
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fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
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self.index.hash(state)
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}
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}
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impl Eq for TextureHandle {}
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impl PartialEq for TextureHandle {
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fn eq(&self, other: &Self) -> bool {
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self.index.eq(&other.index)
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}
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}
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/// Represents generic game content, not connected to any game objects.
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/// Represents static game content
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#[derive(Debug)]
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pub struct Content {
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/// Star systems
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pub systems: Vec<system::System>,
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pub systems: Vec<part::system::System>,
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/// Ship bodies
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pub ships: Vec<ship::Ship>,
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pub ships: Vec<part::ship::Ship>,
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/// Gun outfits
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pub guns: Vec<gun::Gun>,
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pub guns: Vec<part::gun::Gun>,
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/// Engine outfits
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pub engines: Vec<engine::Engine>,
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pub engines: Vec<part::engine::Engine>,
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/// Textures
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pub textures: Vec<texture::Texture>,
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pub textures: Vec<part::texture::Texture>,
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/// Factions
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pub factions: Vec<part::faction::Faction>,
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/// Map strings to texture handles
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/// This is never used outside this crate.
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texture_index: HashMap<String, TextureHandle>,
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texture_index: HashMap<String, handle::TextureHandle>,
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/// The texture to use for starfield stars
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starfield_handle: Option<TextureHandle>,
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starfield_handle: Option<handle::TextureHandle>,
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/// Root directory for textures
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texture_root: PathBuf,
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@ -217,12 +208,17 @@ impl Content {
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}
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/// Get a texture from a handle
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pub fn get_texture(&self, h: TextureHandle) -> &texture::Texture {
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pub fn get_texture(&self, h: TextureHandle) -> &Texture {
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// In theory, this could fail if h has a bad index, but that shouldn't ever happen.
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// The only TextureHandles that exist should be created by this crate.
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return &self.textures[h.index];
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}
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/// Get a faction from a handle
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pub fn get_faction(&self, h: FactionHandle) -> &Faction {
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return &self.factions[h.index];
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}
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/// Load content from a directory.
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pub fn load_dir(
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path: PathBuf,
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@ -262,6 +258,7 @@ impl Content {
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guns: Vec::new(),
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engines: Vec::new(),
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textures: Vec::new(),
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factions: Vec::new(),
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texture_index: HashMap::new(),
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starfield_handle: None,
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texture_root,
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@ -270,19 +267,22 @@ impl Content {
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// Order here matters, usually
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if root.texture.is_some() {
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texture::Texture::build(root.texture.take().unwrap(), &mut content)?;
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part::texture::Texture::build(root.texture.take().unwrap(), &mut content)?;
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}
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if root.ship.is_some() {
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ship::Ship::build(root.ship.take().unwrap(), &mut content)?;
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part::ship::Ship::build(root.ship.take().unwrap(), &mut content)?;
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}
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if root.gun.is_some() {
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gun::Gun::build(root.gun.take().unwrap(), &mut content)?;
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part::gun::Gun::build(root.gun.take().unwrap(), &mut content)?;
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}
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if root.engine.is_some() {
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engine::Engine::build(root.engine.take().unwrap(), &mut content)?;
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part::engine::Engine::build(root.engine.take().unwrap(), &mut content)?;
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}
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if root.system.is_some() {
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system::System::build(root.system.take().unwrap(), &mut content)?;
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part::system::System::build(root.system.take().unwrap(), &mut content)?;
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}
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if root.faction.is_some() {
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part::faction::Faction::build(root.faction.take().unwrap(), &mut content)?;
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}
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return Ok(content);
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|
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@ -2,9 +2,9 @@ use std::collections::HashMap;
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use anyhow::{bail, Result};
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use crate::{Content, TextureHandle};
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use crate::{handle::TextureHandle, Content};
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pub(super) mod syntax {
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pub(crate) mod syntax {
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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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@ -36,7 +36,7 @@ pub struct Engine {
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pub flare_sprite_texture: TextureHandle,
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}
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impl super::Build for Engine {
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impl crate::Build for Engine {
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type InputSyntax = HashMap<String, syntax::Engine>;
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fn build(engine: Self::InputSyntax, ct: &mut Content) -> Result<()> {
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@ -0,0 +1,106 @@
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use anyhow::Result;
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use serde::Deserialize;
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use std::collections::HashMap;
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use crate::{handle::FactionHandle, Content};
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pub(crate) mod syntax {
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use std::collections::HashMap;
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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 Faction {
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pub display_name: String,
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pub relationship: HashMap<String, super::Relationship>,
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}
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}
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/// How two factions should interact with each other.
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/// Relationships are directional: the relationship of
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/// `a` to `b` may not equal the relationship of `b` to `a`.
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///
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/// Relationships dictate how a ship of THIS faction
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/// will interact with a ship of the OTHER faction.
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#[derive(Debug, Deserialize, Clone, Copy)]
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pub enum Relationship {
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/// Attack this faction
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#[serde(rename = "hostile")]
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Hostile,
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/// Ignore this faction
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#[serde(rename = "neutral")]
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Neutral,
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/// Protect this faction
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#[serde(rename = "friend")]
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Friend,
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}
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/// Represents a game faction
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#[derive(Debug, Clone)]
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pub struct Faction {
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/// The name of this faction
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pub name: String,
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/// This faction's handle
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pub handle: FactionHandle,
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/// Relationships between this faction and other factions
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/// This is guaranteed to contain an entry for ALL factions.
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pub relationships: HashMap<FactionHandle, Relationship>,
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}
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impl crate::Build for Faction {
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type InputSyntax = HashMap<String, syntax::Faction>;
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fn build(factions: Self::InputSyntax, ct: &mut Content) -> Result<()> {
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// Keeps track of position in faction array.
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// This lets us build FactionHandles before finishing all factions.
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let faction_names: Vec<String> = factions.keys().map(|x| x.to_owned()).collect();
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// Indexing will break if this is false.
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assert!(ct.factions.len() == 0);
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for f_idx in 0..faction_names.len() {
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let faction_name = &faction_names[f_idx];
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let faction = &factions[faction_name];
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// Handle for this faction
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let h = FactionHandle { index: f_idx };
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// Compute relationships
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let mut relationships = HashMap::new();
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for i in 0..faction_names.len() {
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let f_other = &faction_names[i];
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let h_other = FactionHandle { index: i };
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if let Some(r) = faction.relationship.get(f_other) {
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relationships.insert(h_other, *r);
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} else {
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// Default relationship, if not specified
|
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|
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// Look at reverse direction...
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let other = factions[f_other].relationship.get(faction_name);
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relationships.insert(
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h_other,
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// ... and pick a relationship based on that.
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match other {
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Some(Relationship::Hostile) => Relationship::Hostile {},
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_ => Relationship::Neutral {},
|
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},
|
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);
|
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}
|
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}
|
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|
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ct.factions.push(Self {
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name: faction_name.to_owned(),
|
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handle: h,
|
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relationships,
|
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});
|
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}
|
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|
||||
return Ok(());
|
||||
}
|
||||
}
|
|
@ -3,9 +3,9 @@ use std::collections::HashMap;
|
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use anyhow::{bail, Result};
|
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use cgmath::Deg;
|
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|
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use crate::{Content, TextureHandle};
|
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use crate::{handle::TextureHandle, Content};
|
||||
|
||||
pub(super) mod syntax {
|
||||
pub(crate) mod syntax {
|
||||
use serde::Deserialize;
|
||||
// Raw serde syntax structs.
|
||||
// These are never seen by code outside this crate.
|
||||
|
@ -82,7 +82,7 @@ pub struct Projectile {
|
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pub damage: f32,
|
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}
|
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|
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impl super::Build for Gun {
|
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impl crate::Build for Gun {
|
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type InputSyntax = HashMap<String, syntax::Gun>;
|
||||
|
||||
fn build(gun: Self::InputSyntax, ct: &mut Content) -> Result<()> {
|
|
@ -0,0 +1,15 @@
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//! Content parts
|
||||
|
||||
pub mod engine;
|
||||
pub mod faction;
|
||||
pub mod gun;
|
||||
pub mod ship;
|
||||
pub mod system;
|
||||
pub mod texture;
|
||||
|
||||
pub use engine::Engine;
|
||||
pub use faction::{Faction, Relationship};
|
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pub use gun::{Gun, Projectile};
|
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pub use ship::{EnginePoint, GunPoint, Ship};
|
||||
pub use system::{Object, System};
|
||||
pub use texture::Texture;
|
|
@ -4,9 +4,9 @@ use anyhow::{bail, Result};
|
|||
use cgmath::Point2;
|
||||
use nalgebra::{point, Point};
|
||||
|
||||
use crate::{Content, TextureHandle};
|
||||
use crate::{handle::TextureHandle, Content};
|
||||
|
||||
pub(super) mod syntax {
|
||||
pub(crate) mod syntax {
|
||||
use serde::Deserialize;
|
||||
// Raw serde syntax structs.
|
||||
// These are never seen by code outside this crate.
|
||||
|
@ -108,7 +108,7 @@ pub struct GunPoint {
|
|||
pub pos: Point2<f32>,
|
||||
}
|
||||
|
||||
impl super::Build for Ship {
|
||||
impl crate::Build for Ship {
|
||||
type InputSyntax = HashMap<String, syntax::Ship>;
|
||||
|
||||
fn build(ship: Self::InputSyntax, ct: &mut Content) -> Result<()> {
|
||||
|
@ -154,7 +154,7 @@ impl super::Build for Ship {
|
|||
})
|
||||
.collect(),
|
||||
collision: Collision {
|
||||
indices: ship.collision.indices.clone(),
|
||||
indices: ship.collision.indices,
|
||||
points: ship
|
||||
.collision
|
||||
.points
|
|
@ -2,9 +2,9 @@ use anyhow::{bail, Context, Result};
|
|||
use cgmath::{Deg, Point3};
|
||||
use std::collections::{HashMap, HashSet};
|
||||
|
||||
use crate::{util::Polar, Content, TextureHandle};
|
||||
use crate::{handle::TextureHandle, util::Polar, Content};
|
||||
|
||||
pub(super) mod syntax {
|
||||
pub(crate) mod syntax {
|
||||
use super::HashMap;
|
||||
use serde::Deserialize;
|
||||
// Raw serde syntax structs.
|
||||
|
@ -174,7 +174,7 @@ fn resolve_position(
|
|||
}
|
||||
}
|
||||
|
||||
impl super::Build for System {
|
||||
impl crate::Build for System {
|
||||
type InputSyntax = HashMap<String, syntax::System>;
|
||||
|
||||
fn build(system: Self::InputSyntax, ct: &mut Content) -> Result<()> {
|
|
@ -3,9 +3,9 @@ use std::{collections::HashMap, path::PathBuf};
|
|||
use anyhow::{bail, Context, Result};
|
||||
use image::io::Reader;
|
||||
|
||||
use crate::{Content, TextureHandle};
|
||||
use crate::{handle::TextureHandle, Content};
|
||||
|
||||
pub(super) mod syntax {
|
||||
pub(crate) mod syntax {
|
||||
use std::path::PathBuf;
|
||||
|
||||
use serde::Deserialize;
|
||||
|
@ -31,7 +31,7 @@ pub struct Texture {
|
|||
pub path: PathBuf,
|
||||
}
|
||||
|
||||
impl super::Build for Texture {
|
||||
impl crate::Build for Texture {
|
||||
type InputSyntax = HashMap<String, syntax::Texture>;
|
||||
|
||||
fn build(texture: Self::InputSyntax, ct: &mut Content) -> Result<()> {
|
|
@ -1,4 +1,5 @@
|
|||
use cgmath::Point2;
|
||||
use galactica_content::FactionHandle;
|
||||
use std::time::Instant;
|
||||
use winit::event::{ElementState, MouseButton, MouseScrollDelta, TouchPhase, VirtualKeyCode};
|
||||
|
||||
|
@ -23,6 +24,7 @@ pub struct Game {
|
|||
|
||||
physics: Physics,
|
||||
shipbehaviors: Vec<Box<dyn ShipBehavior>>,
|
||||
content: Content,
|
||||
}
|
||||
|
||||
impl Game {
|
||||
|
@ -32,30 +34,37 @@ impl Game {
|
|||
let h1 = physics.add_ship(
|
||||
&ct.ships[0],
|
||||
vec![
|
||||
outfits::ShipOutfit::Gun(outfits::ShipGun::new(ct.guns[0].clone(), 1)),
|
||||
outfits::ShipOutfit::Gun(outfits::ShipGun::new(ct.guns[0].clone(), 2)),
|
||||
outfits::ShipOutfit::Gun(outfits::ShipGun::new(&ct.guns[0], 1)),
|
||||
outfits::ShipOutfit::Gun(outfits::ShipGun::new(&ct.guns[0], 2)),
|
||||
outfits::ShipOutfit::Engine(ct.engines[0].clone()),
|
||||
],
|
||||
Point2 { x: 0.0, y: 0.0 },
|
||||
FactionHandle { index: 0 },
|
||||
);
|
||||
|
||||
let h2 = physics.add_ship(&ct.ships[0], vec![], Point2 { x: 300.0, y: 300.0 });
|
||||
let _h3 = physics.add_ship(
|
||||
let h2 = physics.add_ship(
|
||||
&ct.ships[0],
|
||||
vec![],
|
||||
Point2 { x: 300.0, y: 300.0 },
|
||||
FactionHandle { index: 0 },
|
||||
);
|
||||
let h3 = physics.add_ship(
|
||||
&ct.ships[0],
|
||||
vec![outfits::ShipOutfit::Gun(outfits::ShipGun::new(
|
||||
ct.guns[0].clone(),
|
||||
&ct.guns[0],
|
||||
0,
|
||||
))],
|
||||
Point2 {
|
||||
x: -300.0,
|
||||
y: 300.0,
|
||||
},
|
||||
FactionHandle { index: 1 },
|
||||
);
|
||||
|
||||
let mut shipbehaviors: Vec<Box<dyn ShipBehavior>> = Vec::new();
|
||||
shipbehaviors.push(shipbehavior::Player::new(h1));
|
||||
//shipbehaviors.push(shipbehavior::Point::new(h3));
|
||||
shipbehaviors.push(shipbehavior::Dummy::new(h2));
|
||||
shipbehaviors.push(shipbehavior::Point::new(h3));
|
||||
|
||||
Game {
|
||||
last_update: Instant::now(),
|
||||
|
@ -72,6 +81,7 @@ impl Game {
|
|||
time_scale: 1.0,
|
||||
physics,
|
||||
shipbehaviors,
|
||||
content: ct,
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -99,11 +109,16 @@ impl Game {
|
|||
pub fn update(&mut self) {
|
||||
let t: f32 = self.last_update.elapsed().as_secs_f32() * self.time_scale;
|
||||
|
||||
for b in &mut self.shipbehaviors {
|
||||
b.update_controls(&mut self.physics, &self.input, self.player);
|
||||
}
|
||||
self.shipbehaviors.retain_mut(|b| {
|
||||
if self.physics.get_ship_mut(&b.get_handle()).is_none() {
|
||||
false
|
||||
} else {
|
||||
b.update_controls(&mut self.physics, &self.input, &self.content);
|
||||
true
|
||||
}
|
||||
});
|
||||
|
||||
self.physics.step(t);
|
||||
self.physics.step(t, &self.content);
|
||||
|
||||
if self.input.v_scroll != 0.0 {
|
||||
self.camera.zoom =
|
||||
|
@ -112,7 +127,11 @@ impl Game {
|
|||
}
|
||||
|
||||
// TODO: Camera physics
|
||||
let r = self.physics.get_ship_mut(&self.player).physics_handle;
|
||||
let r = self
|
||||
.physics
|
||||
.get_ship_mut(&self.player)
|
||||
.unwrap()
|
||||
.physics_handle;
|
||||
let r = self.physics.get_rigid_body(r.0); // TODO: r.0 shouldn't be public
|
||||
let ship_pos = util::rigidbody_position(r);
|
||||
self.camera.pos = ship_pos;
|
||||
|
|
|
@ -1,9 +1,6 @@
|
|||
use cgmath::{Deg, Point3};
|
||||
|
||||
use crate::{
|
||||
content::{self, EnginePoint, GunPoint},
|
||||
render::SubSprite,
|
||||
};
|
||||
use crate::{content, render::SubSprite};
|
||||
|
||||
/// Represents a gun attached to a specific ship at a certain gunpoint.
|
||||
pub struct ShipGun {
|
||||
|
@ -13,9 +10,9 @@ pub struct ShipGun {
|
|||
}
|
||||
|
||||
impl ShipGun {
|
||||
pub fn new(kind: content::Gun, point: usize) -> Self {
|
||||
pub fn new(kind: &content::Gun, point: usize) -> Self {
|
||||
Self {
|
||||
kind,
|
||||
kind: kind.clone(),
|
||||
point,
|
||||
cooldown: 0.0,
|
||||
}
|
||||
|
@ -77,7 +74,7 @@ impl<'a> ShipOutfits {
|
|||
.map(|x| x.unwrap())
|
||||
}
|
||||
|
||||
pub fn iter_guns_points(&mut self) -> impl Iterator<Item = (&mut ShipGun, &GunPoint)> {
|
||||
pub fn iter_guns_points(&mut self) -> impl Iterator<Item = (&mut ShipGun, &content::GunPoint)> {
|
||||
self.outfits
|
||||
.iter_mut()
|
||||
.map(|x| x.gun())
|
||||
|
@ -95,7 +92,7 @@ impl<'a> ShipOutfits {
|
|||
.map(|x| x.unwrap())
|
||||
}
|
||||
|
||||
pub fn iter_enginepoints(&self) -> impl Iterator<Item = &EnginePoint> {
|
||||
pub fn iter_enginepoints(&self) -> impl Iterator<Item = &content::EnginePoint> {
|
||||
self.enginepoints.iter()
|
||||
}
|
||||
|
||||
|
|
|
@ -24,6 +24,8 @@ fn main() -> Result<()> {
|
|||
consts::STARFIELD_TEXTURE_NAME.to_owned(),
|
||||
)?;
|
||||
|
||||
println!("{:?}", content.factions);
|
||||
|
||||
pollster::block_on(run(content))?;
|
||||
return Ok(());
|
||||
}
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
use cgmath::Point3;
|
||||
use galactica_content::TextureHandle;
|
||||
use cgmath::{Deg, InnerSpace, Point3, Vector2};
|
||||
use galactica_content::{FactionHandle, TextureHandle};
|
||||
use rapier2d::{
|
||||
dynamics::{RigidBody, RigidBodyBuilder, RigidBodyHandle},
|
||||
geometry::{ColliderBuilder, ColliderHandle},
|
||||
|
@ -14,6 +14,7 @@ pub struct ProjectileBuilder {
|
|||
pub lifetime: f32,
|
||||
pub size: f32,
|
||||
pub damage: f32,
|
||||
pub faction: FactionHandle,
|
||||
}
|
||||
|
||||
impl ProjectileBuilder {
|
||||
|
@ -25,6 +26,7 @@ impl ProjectileBuilder {
|
|||
lifetime: self.lifetime,
|
||||
size: self.size,
|
||||
damage: self.damage,
|
||||
faction: self.faction,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -37,6 +39,7 @@ pub struct Projectile {
|
|||
pub lifetime: f32,
|
||||
pub size: f32,
|
||||
pub damage: f32,
|
||||
pub faction: FactionHandle,
|
||||
}
|
||||
|
||||
impl Projectile {
|
||||
|
@ -50,7 +53,11 @@ impl Projectile {
|
|||
|
||||
pub fn get_sprite(&self, r: &RigidBody) -> Sprite {
|
||||
let pos = util::rigidbody_position(r);
|
||||
let ang = util::rigidbody_angle(r);
|
||||
let rot = util::rigidbody_rotation(r);
|
||||
|
||||
// Sprites point north at 0 degrees
|
||||
let ang: Deg<f32> = rot.angle(Vector2 { x: 1.0, y: 0.0 }).into();
|
||||
|
||||
Sprite {
|
||||
texture: self.sprite_texture,
|
||||
pos: Point3 {
|
||||
|
@ -59,7 +66,7 @@ impl Projectile {
|
|||
z: 1.0,
|
||||
},
|
||||
size: self.size,
|
||||
angle: ang,
|
||||
angle: -ang,
|
||||
children: None,
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
use cgmath::{Deg, EuclideanSpace, Matrix2, Rad, Vector2};
|
||||
use content::TextureHandle;
|
||||
use cgmath::{Deg, EuclideanSpace, InnerSpace, Matrix2, Rad, Vector2};
|
||||
use content::{FactionHandle, TextureHandle};
|
||||
use nalgebra::vector;
|
||||
use rand::Rng;
|
||||
use rapier2d::{
|
||||
|
@ -40,12 +40,13 @@ impl ShipControls {
|
|||
|
||||
pub struct Ship {
|
||||
pub physics_handle: ShipHandle,
|
||||
outfits: outfits::ShipOutfits,
|
||||
|
||||
sprite_texture: TextureHandle,
|
||||
size: f32,
|
||||
pub faction: FactionHandle,
|
||||
pub hull: f32,
|
||||
pub controls: ShipControls,
|
||||
|
||||
outfits: outfits::ShipOutfits,
|
||||
sprite_texture: TextureHandle,
|
||||
size: f32,
|
||||
}
|
||||
|
||||
impl Ship {
|
||||
|
@ -53,6 +54,7 @@ impl Ship {
|
|||
c: &content::Ship,
|
||||
outfits: Vec<outfits::ShipOutfit>,
|
||||
physics_handle: ShipHandle,
|
||||
faction: FactionHandle,
|
||||
) -> Self {
|
||||
let mut o = outfits::ShipOutfits::new(c);
|
||||
for x in outfits.into_iter() {
|
||||
|
@ -66,6 +68,7 @@ impl Ship {
|
|||
size: c.size,
|
||||
hull: c.hull,
|
||||
controls: ShipControls::new(),
|
||||
faction,
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -81,24 +84,28 @@ impl Ship {
|
|||
g.cooldown = g.kind.rate + rng.gen_range(-g.kind.rate_rng..=g.kind.rate_rng);
|
||||
|
||||
let ship_pos = util::rigidbody_position(r);
|
||||
let ship_ang: Deg<f32> = util::rigidbody_angle(r);
|
||||
let ship_ang_rad: Rad<f32> = ship_ang.into();
|
||||
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) * p.pos.to_vec());
|
||||
let pos = ship_pos + (Matrix2::from_angle(-ship_ang) * p.pos.to_vec());
|
||||
|
||||
let spread: Rad<f32> =
|
||||
Deg(rng.gen_range(-(g.kind.spread.0 / 2.0)..=g.kind.spread.0 / 2.0)).into();
|
||||
|
||||
let vel = ship_vel
|
||||
+ (Matrix2::from_angle(
|
||||
ship_ang + Deg(rng.gen_range(-(g.kind.spread.0 / 2.0)..=g.kind.spread.0 / 2.0)),
|
||||
) * Vector2 {
|
||||
x: 0.0,
|
||||
y: g.kind.projectile.speed
|
||||
+ rng.gen_range(-g.kind.projectile.speed_rng..=g.kind.projectile.speed_rng),
|
||||
});
|
||||
+ (Matrix2::from_angle(-ship_ang + spread)
|
||||
* Vector2 {
|
||||
x: 0.0,
|
||||
y: g.kind.projectile.speed
|
||||
+ rng.gen_range(
|
||||
-g.kind.projectile.speed_rng..=g.kind.projectile.speed_rng,
|
||||
),
|
||||
});
|
||||
|
||||
let p_r = RigidBodyBuilder::kinematic_velocity_based()
|
||||
.translation(vector![pos.x, pos.y])
|
||||
.rotation(-ship_ang_rad.0)
|
||||
.rotation(-ship_ang.0)
|
||||
.linvel(vector![vel.x, vel.y]);
|
||||
|
||||
let p_c = ColliderBuilder::ball(5.0)
|
||||
|
@ -116,6 +123,7 @@ impl Ship {
|
|||
size: g.kind.projectile.size
|
||||
+ rng.gen_range(-g.kind.projectile.size_rng..=g.kind.projectile.size_rng),
|
||||
damage: g.kind.projectile.damage, // TODO: kind as param to builder
|
||||
faction: self.faction,
|
||||
})
|
||||
}
|
||||
return out;
|
||||
|
@ -123,8 +131,8 @@ impl Ship {
|
|||
|
||||
/// Apply the effects of all active controls
|
||||
pub fn apply_controls(&mut self, r: &mut RigidBody, t: f32) -> ShipTickResult {
|
||||
let ship_ang = util::rigidbody_angle(r);
|
||||
let engine_force = Matrix2::from_angle(ship_ang) * Vector2 { x: 0.0, y: 1.0 } * t;
|
||||
let ship_rot = util::rigidbody_rotation(r);
|
||||
let engine_force = ship_rot * t;
|
||||
|
||||
if self.controls.thrust {
|
||||
for e in self.outfits.iter_engines() {
|
||||
|
@ -155,12 +163,15 @@ impl Ship {
|
|||
|
||||
pub fn get_sprite(&self, r: &RigidBody) -> Sprite {
|
||||
let ship_pos = util::rigidbody_position(r);
|
||||
let ship_ang = util::rigidbody_angle(r);
|
||||
let ship_rot = util::rigidbody_rotation(r);
|
||||
|
||||
// Sprites point north at 0 degrees
|
||||
let ship_ang: Deg<f32> = ship_rot.angle(Vector2 { x: 0.0, y: 1.0 }).into();
|
||||
|
||||
Sprite {
|
||||
pos: (ship_pos.x, ship_pos.y, 1.0).into(),
|
||||
texture: self.sprite_texture.clone(), // TODO: sprite texture should be easy to clone
|
||||
angle: ship_ang,
|
||||
texture: self.sprite_texture,
|
||||
angle: -ship_ang,
|
||||
size: self.size,
|
||||
|
||||
children: if self.controls.thrust {
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
use cgmath::Point2;
|
||||
use content::{Content, FactionHandle};
|
||||
use crossbeam::channel::Receiver;
|
||||
use nalgebra::vector;
|
||||
use rapier2d::{
|
||||
|
@ -6,7 +7,7 @@ use rapier2d::{
|
|||
geometry::{ColliderBuilder, ColliderHandle, CollisionEvent},
|
||||
pipeline::ChannelEventCollector,
|
||||
};
|
||||
use std::collections::HashMap;
|
||||
use std::{collections::HashMap, f32::consts::PI};
|
||||
|
||||
use super::{wrapper::Wrapper, ShipHandle};
|
||||
use crate::{content, game::outfits, objects, render::Sprite};
|
||||
|
@ -83,11 +84,15 @@ impl Physics {
|
|||
ct: &content::Ship,
|
||||
outfits: Vec<outfits::ShipOutfit>,
|
||||
position: Point2<f32>,
|
||||
faction: FactionHandle,
|
||||
) -> ShipHandle {
|
||||
let cl = ColliderBuilder::convex_decomposition(
|
||||
&ct.collision.points[..],
|
||||
&ct.collision.indices[..],
|
||||
)
|
||||
// Rotate collider to match sprite
|
||||
// (Collider starts pointing east, sprite starts pointing north.)
|
||||
.rotation(PI / -2.0)
|
||||
.mass(ct.mass);
|
||||
|
||||
let rb = RigidBodyBuilder::dynamic()
|
||||
|
@ -102,11 +107,12 @@ impl Physics {
|
|||
);
|
||||
|
||||
let h = ShipHandle(r, c);
|
||||
self.ships.insert(c, objects::Ship::new(ct, outfits, h));
|
||||
self.ships
|
||||
.insert(c, objects::Ship::new(ct, outfits, h, faction));
|
||||
return h;
|
||||
}
|
||||
|
||||
pub fn step(&mut self, t: f32) {
|
||||
pub fn step(&mut self, t: f32, ct: &Content) {
|
||||
// Run ship updates
|
||||
let mut res = Vec::new();
|
||||
let mut to_remove = Vec::new();
|
||||
|
@ -136,8 +142,8 @@ impl Physics {
|
|||
let a = &event.collider1();
|
||||
let b = &event.collider2();
|
||||
|
||||
// If a projectile is part of the collision, make sure
|
||||
// a is a projectile.
|
||||
// If projectiles are a part of this collision, make sure
|
||||
// `a` is one of them.
|
||||
let (a, b) = if self.projectiles.contains_key(b) {
|
||||
(b, a)
|
||||
} else {
|
||||
|
@ -146,10 +152,18 @@ impl Physics {
|
|||
|
||||
if let Some(p) = self.projectiles.get(a) {
|
||||
if let Some(s) = self.ships.get_mut(b) {
|
||||
s.hull -= p.damage;
|
||||
let p_faction = ct.get_faction(p.faction);
|
||||
let r = p_faction.relationships[&s.faction];
|
||||
match r {
|
||||
content::Relationship::Hostile => {
|
||||
// TODO: implement death and spawning, and enable damage
|
||||
//s.hull -= p.damage;
|
||||
self.remove_projectile(*a);
|
||||
self.remove_projectile(*b);
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
self.remove_projectile(*a);
|
||||
self.remove_projectile(*b);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -171,16 +185,22 @@ impl Physics {
|
|||
&self.wrapper.rigid_body_set[r]
|
||||
}
|
||||
|
||||
pub fn get_ship_mut(&mut self, s: &ShipHandle) -> &mut objects::Ship {
|
||||
self.ships.get_mut(&s.1).unwrap()
|
||||
pub fn get_ship_mut(&mut self, s: &ShipHandle) -> Option<&mut objects::Ship> {
|
||||
self.ships.get_mut(&s.1)
|
||||
}
|
||||
|
||||
pub fn get_ship_body(&self, s: &ShipHandle) -> (&objects::Ship, &RigidBody) {
|
||||
pub fn get_ship_body(&self, s: &ShipHandle) -> Option<(&objects::Ship, &RigidBody)> {
|
||||
// TODO: handle dead handles
|
||||
(
|
||||
self.ships.get(&s.1).unwrap(),
|
||||
self.wrapper.rigid_body_set.get(s.0).unwrap(),
|
||||
)
|
||||
Some((self.ships.get(&s.1)?, self.wrapper.rigid_body_set.get(s.0)?))
|
||||
}
|
||||
|
||||
pub fn iter_ship_body(&self) -> impl Iterator<Item = (&objects::Ship, &RigidBody)> + '_ {
|
||||
self.ships.values().map(|x| {
|
||||
(
|
||||
x,
|
||||
self.wrapper.rigid_body_set.get(x.physics_handle.0).unwrap(),
|
||||
)
|
||||
})
|
||||
}
|
||||
|
||||
pub fn get_ship_sprites(&self) -> impl Iterator<Item = Sprite> + '_ {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
use cgmath::{Deg, InnerSpace, Point2, Vector2};
|
||||
use cgmath::{Point2, Vector2};
|
||||
use nalgebra;
|
||||
use rapier2d::dynamics::RigidBody;
|
||||
|
||||
|
@ -9,19 +9,10 @@ pub fn rigidbody_position(r: &RigidBody) -> cgmath::Point2<f32> {
|
|||
}
|
||||
}
|
||||
|
||||
pub fn rigidbody_angle(r: &RigidBody) -> Deg<f32> {
|
||||
Vector2 {
|
||||
x: r.rotation().im,
|
||||
y: r.rotation().re,
|
||||
}
|
||||
.angle(Vector2 { x: 0.0, y: 1.0 })
|
||||
.into()
|
||||
}
|
||||
|
||||
pub fn rigidbody_rotation(r: &RigidBody) -> Vector2<f32> {
|
||||
Vector2 {
|
||||
x: r.rotation().im,
|
||||
y: r.rotation().re,
|
||||
x: r.rotation().re,
|
||||
y: r.rotation().im,
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
use cgmath::{Deg, InnerSpace};
|
||||
use galactica_content as content;
|
||||
|
||||
use crate::{
|
||||
inputstatus::InputStatus,
|
||||
|
@ -9,7 +10,13 @@ pub trait ShipBehavior
|
|||
where
|
||||
Self: Send,
|
||||
{
|
||||
fn update_controls(&mut self, physics: &mut Physics, input: &InputStatus, player: ShipHandle);
|
||||
fn update_controls(
|
||||
&mut self,
|
||||
physics: &mut Physics,
|
||||
input: &InputStatus,
|
||||
content: &content::Content,
|
||||
);
|
||||
fn get_handle(&self) -> ShipHandle;
|
||||
}
|
||||
|
||||
pub struct Dummy {
|
||||
|
@ -27,9 +34,12 @@ impl ShipBehavior for Dummy {
|
|||
&mut self,
|
||||
_physics: &mut Physics,
|
||||
_input: &InputStatus,
|
||||
_player: ShipHandle,
|
||||
_content: &content::Content,
|
||||
) {
|
||||
}
|
||||
fn get_handle(&self) -> ShipHandle {
|
||||
return self._handle;
|
||||
}
|
||||
}
|
||||
|
||||
pub struct Player {
|
||||
|
@ -43,13 +53,22 @@ impl Player {
|
|||
}
|
||||
|
||||
impl ShipBehavior for Player {
|
||||
fn update_controls(&mut self, physics: &mut Physics, input: &InputStatus, _player: ShipHandle) {
|
||||
let s = physics.get_ship_mut(&self.handle);
|
||||
fn update_controls(
|
||||
&mut self,
|
||||
physics: &mut Physics,
|
||||
input: &InputStatus,
|
||||
_content: &content::Content,
|
||||
) {
|
||||
let s = physics.get_ship_mut(&self.handle).unwrap();
|
||||
s.controls.left = input.key_left;
|
||||
s.controls.right = input.key_right;
|
||||
s.controls.guns = input.key_guns;
|
||||
s.controls.thrust = input.key_thrust;
|
||||
}
|
||||
|
||||
fn get_handle(&self) -> ShipHandle {
|
||||
return self.handle;
|
||||
}
|
||||
}
|
||||
|
||||
pub struct Point {
|
||||
|
@ -63,34 +82,68 @@ impl Point {
|
|||
}
|
||||
|
||||
impl ShipBehavior for Point {
|
||||
fn update_controls(&mut self, physics: &mut Physics, _input: &InputStatus, player: ShipHandle) {
|
||||
let (_, r) = physics.get_ship_body(&player);
|
||||
let p = util::rigidbody_position(r);
|
||||
fn update_controls(
|
||||
&mut self,
|
||||
physics: &mut Physics,
|
||||
_input: &InputStatus,
|
||||
content: &content::Content,
|
||||
) {
|
||||
// Turn off all controls
|
||||
let s = physics.get_ship_mut(&self.handle).unwrap();
|
||||
s.controls.left = false;
|
||||
s.controls.right = false;
|
||||
s.controls.guns = false;
|
||||
s.controls.thrust = false;
|
||||
|
||||
let (_, r) = physics.get_ship_body(&self.handle);
|
||||
let t = util::rigidbody_position(r);
|
||||
let pa = util::rigidbody_rotation(r);
|
||||
let v = r.angvel();
|
||||
let (my_s, my_r) = physics.get_ship_body(&self.handle).unwrap();
|
||||
let my_position = util::rigidbody_position(my_r);
|
||||
let my_rotation = util::rigidbody_rotation(my_r);
|
||||
let my_angvel = my_r.angvel();
|
||||
let my_faction = content.get_faction(my_s.faction);
|
||||
|
||||
let d: Deg<f32> = (t - p).angle(pa).into();
|
||||
println!("{:?}", d);
|
||||
// Iterate all possible targets
|
||||
let mut it = physics
|
||||
.iter_ship_body()
|
||||
.filter(|(s, _)| match my_faction.relationships[&s.faction] {
|
||||
content::Relationship::Hostile => true,
|
||||
_ => false,
|
||||
})
|
||||
.map(|(_, r)| r);
|
||||
|
||||
let s = physics.get_ship_mut(&self.handle);
|
||||
// Find the closest target
|
||||
let mut closest_enemy_position = match it.next() {
|
||||
Some(c) => util::rigidbody_position(c),
|
||||
None => return, // Do nothing if no targets are available
|
||||
};
|
||||
let mut d = (my_position - closest_enemy_position).magnitude();
|
||||
for r in it {
|
||||
let p = util::rigidbody_position(r);
|
||||
let new_d = (my_position - p).magnitude();
|
||||
if new_d < d {
|
||||
d = new_d;
|
||||
closest_enemy_position = p;
|
||||
}
|
||||
}
|
||||
|
||||
let angle_delta: Deg<f32> = (my_rotation)
|
||||
.angle(closest_enemy_position - my_position)
|
||||
.into();
|
||||
|
||||
let s = physics.get_ship_mut(&self.handle).unwrap();
|
||||
s.controls.left = false;
|
||||
s.controls.right = false;
|
||||
|
||||
if d < Deg(0.0) && v < 0.1 {
|
||||
s.controls.left = false;
|
||||
if angle_delta < Deg(0.0) && my_angvel > -0.3 {
|
||||
s.controls.right = true;
|
||||
println!("r")
|
||||
} else if d > Deg(0.0) && v > -0.1 {
|
||||
println!("l");
|
||||
} else if angle_delta > Deg(0.0) && my_angvel < 0.3 {
|
||||
s.controls.left = true;
|
||||
s.controls.right = false;
|
||||
}
|
||||
|
||||
s.controls.guns = true;
|
||||
s.controls.thrust = false;
|
||||
}
|
||||
|
||||
fn get_handle(&self) -> ShipHandle {
|
||||
return self.handle;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue