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No commits in common. "a75ca14eadd3b5e5d8e990975fb0afcbf57cb8ce" and "3784aa3e08fddd522b73238432c8ece9c9f5db47" have entirely different histories.

12 changed files with 84 additions and 101 deletions

11
Cargo.lock generated
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@ -585,7 +585,6 @@ dependencies = [
"galactica-gameobject",
"galactica-render",
"galactica-shipbehavior",
"galactica-ui",
"galactica-world",
"image",
"nalgebra",
@ -651,16 +650,6 @@ dependencies = [
"galactica-world",
]
[[package]]
name = "galactica-ui"
version = "0.0.0"
dependencies = [
"cgmath",
"galactica-content",
"galactica-render",
"galactica-world",
]
[[package]]
name = "galactica-world"
version = "0.0.0"

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@ -35,7 +35,6 @@ members = [
"crates/world",
"crates/shipbehavior",
"crates/gameobject",
"crates/ui",
]
@ -47,7 +46,6 @@ galactica-constants = { path = "crates/constants" }
galactica-world = { path = "crates/world" }
galactica-shipbehavior = { path = "crates/shipbehavior" }
galactica-gameobject = { path = "crates/gameobject" }
galactica-ui = { path = "crates/ui" }
# Files
image = { version = "0.24", features = ["png"] }

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@ -30,11 +30,6 @@ impl Ship {
}
}
/// Has this ship been destroyed?
pub fn is_destroyed(&self) -> bool {
self.hull <= 0.0
}
pub fn handle_projectile_collision(&mut self, ct: &content::Content, p: &Projectile) -> bool {
let f = ct.get_faction(self.faction);
let r = f.relationships.get(&p.faction).unwrap();

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@ -1,10 +0,0 @@
[package]
name = "galactica-ui"
version = "0.0.0"
edition = "2021"
[dependencies]
galactica-content = { path = "../content" }
galactica-world = { path = "../world" }
galactica-render = { path = "../render" }
cgmath = "0.18.0"

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@ -1,3 +0,0 @@
mod radar;
pub use radar::build_radar;

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@ -1,51 +0,0 @@
use cgmath::{Deg, InnerSpace, Point2};
use galactica_content as content;
use galactica_render::{AnchoredUiPosition, UiSprite};
use galactica_world::{util, ShipPhysicsHandle, World};
pub fn build_radar(
player: &ShipPhysicsHandle,
physics: &World,
ct: &content::Content,
) -> Vec<UiSprite> {
let mut out = Vec::new();
let radar_range = 2000.0;
let radar_size = 300.0;
out.push(UiSprite {
texture: ct.get_texture_handle("ui::radar"),
pos: AnchoredUiPosition::NorthWest(Point2 { x: 10.0, y: -10.0 }),
dimensions: Point2 {
x: radar_size,
y: radar_size,
},
angle: Deg(0.0),
});
let (_, pr) = physics.get_ship_body(player).unwrap();
let pr = util::rigidbody_position(pr);
for (s, r) in physics.iter_ship_body() {
if s.physics_handle == *player {
continue;
}
let r = util::rigidbody_position(r);
let d = r - pr;
let m = d.magnitude() / radar_range;
if m < 0.8 {
out.push(UiSprite {
texture: ct.get_texture_handle("ui::blip"),
pos: AnchoredUiPosition::NorthWest(
Point2 {
x: radar_size / 2.0 + 10.0,
y: radar_size / -2.0 - 10.0,
} + (d / radar_range * 150.0),
),
dimensions: Point2 { x: 1.0, y: 1.0 } * 5.0f32.min((0.8 - m) * 50.0),
angle: Deg(0.0),
});
}
}
return out;
}

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@ -49,8 +49,8 @@ impl ShipWorldObject {
}
}
/// Step this ship's state by t seconds
pub fn step(&mut self, r: &mut RigidBody, t: f32) {
/// Apply the effects of all active controls
pub fn tick(&mut self, r: &mut RigidBody, t: f32) {
let ship_rot = util::rigidbody_rotation(r);
let engine_force = ship_rot * t;

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@ -133,6 +133,7 @@ impl<'a> World {
}
/// Add a ship to this physics system
/// TODO: decouple from Ship::new()
pub fn add_ship(
&mut self,
ct: &content::Content,
@ -148,7 +149,6 @@ impl<'a> World {
// (Collider starts pointing east, sprite starts pointing north.)
.rotation(PI / -2.0)
.mass(ship_content.mass);
// TODO: only build colliders once
let rb = RigidBodyBuilder::dynamic()
.angular_damping(ship_content.angular_drag)
@ -171,25 +171,26 @@ impl<'a> World {
/// Step this physics system by `t` seconds
pub fn step(&mut self, t: f32, ct: &content::Content) {
// Run ship updates
// TODO: maybe reorganize projectile creation?
let mut projectiles = Vec::new();
// TODO: Clean this mess
let mut ps = Vec::new();
let mut to_remove = Vec::new();
for (_, s) in &mut self.ships {
if s.ship.is_destroyed() {
if s.ship.hull <= 0.0 {
to_remove.push(s.physics_handle);
continue;
}
let r = &mut self.wrapper.rigid_body_set[s.physics_handle.0];
s.step(r, t);
s.tick(r, t);
if s.controls.guns {
projectiles.push((s.physics_handle, s.ship.fire_guns()));
ps.push((s.physics_handle, s.ship.fire_guns()));
}
}
let _ = projectiles
.into_iter()
.map(|(s, p)| self.add_projectiles(&s, p));
let _ = to_remove.into_iter().map(|s| self.remove_ship(s));
for r in to_remove {
self.remove_ship(r);
}
for (s, p) in ps {
self.add_projectiles(&s, p);
}
// Update physics
self.wrapper.step(t, &self.collision_handler);

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@ -1,17 +1,72 @@
use cgmath::Point2;
use cgmath::{Deg, InnerSpace, Point2};
use content::SystemHandle;
use std::time::Instant;
use winit::event::{ElementState, MouseButton, MouseScrollDelta, TouchPhase, VirtualKeyCode};
use crate::camera::Camera;
use super::camera::Camera;
use crate::{content, inputstatus::InputStatus};
use galactica_constants;
use galactica_gameobject as object;
use galactica_render::{ObjectSprite, UiSprite};
use galactica_render::{AnchoredUiPosition, ObjectSprite, UiSprite};
use galactica_shipbehavior::{behavior, ShipBehavior};
use galactica_ui as ui;
use galactica_world::{util, ShipPhysicsHandle, World};
struct Ui {}
impl Ui {
fn new() -> Self {
Self {}
}
fn build_radar(
&self,
player: &ShipPhysicsHandle,
physics: &World,
ct: &content::Content,
) -> Vec<UiSprite> {
let mut out = Vec::new();
let radar_range = 2000.0;
let radar_size = 300.0;
out.push(UiSprite {
texture: ct.get_texture_handle("ui::radar"),
pos: AnchoredUiPosition::NorthWest(Point2 { x: 10.0, y: -10.0 }),
dimensions: Point2 {
x: radar_size,
y: radar_size,
},
angle: Deg(0.0),
});
let (_, pr) = physics.get_ship_body(player).unwrap();
let pr = util::rigidbody_position(pr);
for (s, r) in physics.iter_ship_body() {
if s.physics_handle == *player {
continue;
}
let r = util::rigidbody_position(r);
let d = r - pr;
let m = d.magnitude() / radar_range;
if m < 0.8 {
out.push(UiSprite {
texture: ct.get_texture_handle("ui::blip"),
pos: AnchoredUiPosition::NorthWest(
Point2 {
x: radar_size / 2.0 + 10.0,
y: radar_size / -2.0 - 10.0,
} + (d / radar_range * 150.0),
),
dimensions: Point2 { x: 1.0, y: 1.0 } * 5.0f32.min((0.8 - m) * 50.0),
angle: Deg(0.0),
});
}
}
return out;
}
}
pub struct Game {
pub input: InputStatus,
pub last_update: Instant,
@ -21,6 +76,7 @@ pub struct Game {
paused: bool,
pub time_scale: f32,
ui: Ui,
physics: World,
shipbehaviors: Vec<Box<dyn ShipBehavior>>,
playerbehavior: behavior::Player,
@ -95,6 +151,7 @@ impl Game {
shipbehaviors,
content: ct,
playerbehavior: behavior::Player::new(h1),
ui: Ui::new(),
}
}
@ -179,6 +236,8 @@ impl Game {
}
pub fn get_ui_sprites(&self) -> Vec<UiSprite> {
return ui::build_radar(&self.player, &self.physics, &self.content);
return self
.ui
.build_radar(&self.player, &self.physics, &self.content);
}
}

6
src/game/mod.rs Normal file
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@ -0,0 +1,6 @@
//! This module is responsible for high-level game control logic.
mod camera;
mod game;
pub use game::Game;

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@ -1,4 +1,3 @@
mod camera;
mod game;
mod inputstatus;