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b64d9c12f6
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23451eeb4b
Author | SHA1 | Date |
---|---|---|
Mark | 23451eeb4b | |
Mark | b648ef369f | |
Mark | bb269285bb | |
Mark | c8f2001426 | |
Mark | b170f3f53f | |
Mark | 55319d6872 | |
Mark | 5dab73ec24 | |
Mark | f56fd7ea49 | |
Mark | acb5b9d31c | |
Mark | e8c9622832 |
|
@ -816,6 +816,7 @@ dependencies = [
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"rapier2d",
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"rhai",
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"serde",
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"smartstring",
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"toml",
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"walkdir",
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]
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@ -876,6 +877,7 @@ dependencies = [
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"galactica-content",
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"galactica-playeragent",
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"galactica-util",
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"log",
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"nalgebra",
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"rand",
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"rapier2d",
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|
|
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@ -75,3 +75,4 @@ clap = { version = "4.4.18", features = ["derive"] }
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log = "0.4.20"
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log4rs = { version = "1.2.0", features = ["console_appender"] }
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rhai = { version = "1.17.1", features = ["f32_float", "no_custom_syntax"] }
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smartstring = { version = "1.0.1" }
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|
|
15
TODO.md
15
TODO.md
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@ -1,15 +1,15 @@
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# Specific projects
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## Now:
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- Replace handles with Arcs in content
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- clean up content
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- Clean up state api
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- Persistent variables
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- Clean up & document UI api
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- Persistent variables in ui scripts
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- Better planet icons
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- Clean up scripting errors
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- Mouse colliders
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- UI captures input?
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- No UI zoom scroll
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- Fade sprites and text in scrollbox
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- Selection while flying
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- outfitter
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- fps textbox positioning
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@ -24,12 +24,10 @@
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- No wobble for ai ships & autopilot
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- 🌟 User-configurable outfit space types
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- 🌟 Sticky radar
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- Configurable radar
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- 🌟 Ship damage events
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- Better landing animation (slow down)
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- Land from farther away
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- Ship collapse: damage + force events
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- Redesign UI elements
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- Background haze: 3d perlin?
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- nova dust parallax
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- Motion blur
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|
@ -38,13 +36,12 @@
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- Reverse engines + flares
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- Turn flares (physics by location?)
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- Angled engines & guns
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- Unified content dir
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## Misc fixes & Optimizations
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- 🌟 Better errors when content/asset dirs don't exist
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- Clear `// TODO:` comments
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- Correct drawing order (player on top, landing ships)
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- Faster handles (better than a hashmap?)
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- Check for handle leaks
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- Better physshiphandle
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- Clean up & faster frame timings (average)
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- 🌟 Handle lost focus
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@ -150,6 +147,7 @@
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- Muzzle effect
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- Effect / sprite color variation
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- UI Animations
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- in-game console?
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## Game & Story
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@ -183,7 +181,6 @@
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- Outfit pipeline
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- Collision detection
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- Ship AI
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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 sprite resolutions be? How about frame rate?
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|
|
2
assets
2
assets
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@ -1 +1 @@
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Subproject commit fba4f1083b5a07a10445cf28bcae4bb05c2cede6
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Subproject commit 1400f7bb89f1190a11a7371bb23778881073a49f
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@ -1,4 +1,5 @@
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[outfit."plasma engines"]
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name = "Plasma Engines"
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thumbnail = "icon::engine"
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space.engine = 20
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@ -11,6 +12,7 @@ steering.power = 20
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[outfit."shield generator"]
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thumbnail = "icon::shield"
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name = "Shield Generator"
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space.outfit = 5
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shield.generation = 10
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|
@ -19,7 +21,8 @@ shield.delay = 2.0
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[outfit."blaster"]
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thumbnail = "icon::shield"
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thumbnail = "icon::blaster"
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name = "Blaster"
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space.weapon = 10
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|
|
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@ -1,4 +1,5 @@
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[ship."Gypsum"]
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[ship."gypsum"]
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name = "Gypsum"
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sprite = "ship::gypsum"
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thumbnail = "icon::gypsum"
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size = 100
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|
@ -65,7 +66,7 @@ collision = [
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# Scripted explosion
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[[ship."Gypsum".collapse.event]]
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[[ship."gypsum".collapse.event]]
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time = 4.9
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effects = [
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#[rustfmt:skip],
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|
@ -76,7 +77,7 @@ effects = [
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]
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# Scripted explosion
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[[ship."Gypsum".collapse.event]]
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[[ship."gypsum".collapse.event]]
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time = 0.0
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effects = [
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#[rustfmt:skip],
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|
|
|
@ -1,7 +1,8 @@
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# TODO: big objects in one config
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# TODO: satisfy conditions to land
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[system."12 Autumn Above"]
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name = "12 Autumn Above"
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object.star.sprite = "star::star"
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object.star.position = [0.0, 0.0, 30.0]
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object.star.size = 2000
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|
@ -13,10 +14,9 @@ object.earth.position.angle = 0
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object.earth.position.z = 10.0
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object.earth.size = 1000
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# TODO: satisfy conditions to land
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object.earth.landable = true
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object.earth.name = "Earth"
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object.earth.desc = """
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object.earth.landable.name = "Earth"
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object.earth.landable.desc = """
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The ancestral home world of humanity, Earth has a population twice that of any other inhabited planet.
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Sprawling cities cover large portions of its surface, many of them overcrowded and dangerous.
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Some people work to scrape together enough money to leave, while at the same time others, born
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|
@ -28,8 +28,13 @@ one planet has a greater population than a hundred planets elsewhere. As a resul
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settlements of less than a million are grouped together into planetary districts that
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elect a single representative between them - a source of much frustration in the frontier worlds.
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"""
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object.earth.image = "ui::landscape::test"
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object.earth.landable.image = "ui::landscape::test"
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object.earth.landable.outfitter = [
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"plasma engines",
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"shield generator",
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"blaster",
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]
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object.luna.sprite = "planet::luna"
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object.luna.position.center = "earth"
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|
|
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@ -82,6 +82,31 @@ fn event(state, event) {
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}
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return;
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}
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if type_of(event) == "ScrollEvent" {
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return ui::set_camera_zoom(
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ui::get_camera_zoom()
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- (5.0 * event.val())
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);
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}
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if type_of(event) == "KeyboardEvent" {
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if event.key() == "up" {
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return PlayerDirective::Engine(event.is_down());
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}
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if event.key() == "left" {
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return PlayerDirective::TurnLeft(event.is_down());
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}
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if event.key() == "right" {
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return PlayerDirective::TurnRight(event.is_down());
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}
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if event.key() == "space" {
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return PlayerDirective::Guns(event.is_down());
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}
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if event.key() == "L" && event.is_down() {
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return PlayerDirective::Land;
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}
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}
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}
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fn step(state) {
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|
@ -131,7 +156,7 @@ fn step(state) {
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// Ships
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{
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for s in state.ships() {
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let uid = s.get_uid();
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let uid = s.phys_uid();
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let sprite_name = `radar.ship.${uid}`;
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if (
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|
@ -200,7 +225,8 @@ fn step(state) {
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// System objects
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{
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for o in state.objects() {
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let sprite_name = `radar.object.${o.get_label()}`;
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let l = o.get_index();
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let sprite_name = `radar.object.${l}`;
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if !o.is_some() {
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if sprite::exists(sprite_name) {
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|
@ -297,5 +323,5 @@ fn step(state) {
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Anchor::NorthWest
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)
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);
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}
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}
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}
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@ -55,7 +55,7 @@ fn init(state) {
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textbox::font_serif("title");
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textbox::weight_bold("title");
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if player.is_landed() {
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textbox::set_text("title", player.landed_on().name());
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textbox::set_text("title", player.landed_on().display_name());
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}
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textbox::add(
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|
@ -78,9 +78,9 @@ fn event(state, event) {
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let element = event.element();
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if element == "button" {
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if event.is_enter() {
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sprite::take_edge("button", "on:top", 0.1);
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sprite::jump_to("button", "on:top", 0.1);
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} else {
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sprite::take_edge("button", "off:top", 0.1);
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sprite::jump_to("button", "off:top", 0.1);
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}
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}
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return;
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|
@ -100,6 +100,22 @@ fn event(state, event) {
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return;
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}
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if type_of(event) == "KeyboardEvent" {
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if !event.is_down() {
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return;
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}
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if event.key() == "L" {
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return PlayerDirective::UnLand;
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}
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if event.key() == "O" {
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ui::go_to_scene("outfitter");
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return;
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}
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}
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if type_of(event) == "PlayerShipStateEvent" {
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if !state.player_ship().is_landed() {
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ui::go_to_scene("flying");
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|
|
|
@ -84,7 +84,7 @@ fn init(state) {
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textbox::font_sans("ship_type");
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textbox::align_center("ship_type");
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if state.player_ship().is_some() {
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textbox::set_text("ship_type", state.player_ship().name());
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textbox::set_text("ship_type", state.player_ship().display_name());
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}
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|
@ -161,6 +161,80 @@ fn init(state) {
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textbox::font_mono("outfit_stats");
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textbox::set_text("outfit_stats", "Earth");
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// width should be calculated as a fraction of screen width
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let scrollbox_rect = Rect(
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222.0, -16.0, 470.0, 480.0,
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Anchor::NorthWest,
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Anchor::NorthWest,
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);
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scrollbox::add("outfit_list", scrollbox_rect);
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let p = state.player_ship();
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if p.is_landed() {
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let s = "";
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let x = scrollbox_rect.pos().x() + 45.0;
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let y = scrollbox_rect.pos().y() - 45.0;
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for xxx in ["1","2","3"] {
|
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for i in p.landed_on().outfitter() {
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s = s + i.display_name() + "\n";
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|
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let thumb_name = "outfit.thumb." + i.index() + xxx;
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let backg_name = "outfit.backg." + i.index() + xxx;
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let title_name = "outfit.title." + i.index() + xxx;
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|
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sprite::add(
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backg_name,
|
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"ui::outfitbg",
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Rect(
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||||
x, y, 90.0, 90.0,
|
||||
Anchor::Center,
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||||
Anchor::NorthWest
|
||||
)
|
||||
);
|
||||
sprite::preserve_aspect(backg_name, true);
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scrollbox::add_element("outfit_list", backg_name);
|
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|
||||
sprite::add(
|
||||
thumb_name,
|
||||
i.thumbnail(),
|
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Rect(
|
||||
x, y, 75.0, 75.0,
|
||||
Anchor::Center,
|
||||
Anchor::NorthWest
|
||||
)
|
||||
);
|
||||
sprite::preserve_aspect(thumb_name, true);
|
||||
scrollbox::add_element("outfit_list", thumb_name);
|
||||
|
||||
textbox::add(
|
||||
title_name,
|
||||
10.0, 10.0,
|
||||
Rect(
|
||||
x, y - 50.0, 90.0, 10.0,
|
||||
Anchor::Center,
|
||||
Anchor::NorthWest,
|
||||
),
|
||||
Color(1.0, 1.0, 1.0, 1.0)
|
||||
);
|
||||
textbox::font_sans(title_name);
|
||||
textbox::align_center(title_name);
|
||||
textbox::set_text(title_name, i.display_name());
|
||||
scrollbox::add_element("outfit_list", title_name);
|
||||
|
||||
x = x + 120.0;
|
||||
if x > (
|
||||
scrollbox_rect.pos().x() + scrollbox_rect.dim().x() - 45.0
|
||||
) {
|
||||
x = scrollbox_rect.pos().x() + 45.0;
|
||||
y = y - 120.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
textbox::set_text("outfit_stats", s);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -169,9 +243,9 @@ fn event(state, event) {
|
|||
let element = event.element();
|
||||
if element == "exit_button" {
|
||||
if event.is_enter() {
|
||||
sprite::take_edge("exit_button", "on:top", 0.1);
|
||||
sprite::jump_to("exit_button", "on:top", 0.1);
|
||||
} else {
|
||||
sprite::take_edge("exit_button", "off:top", 0.1);
|
||||
sprite::jump_to("exit_button", "off:top", 0.1);
|
||||
}
|
||||
}
|
||||
return;
|
||||
|
|
|
@ -30,3 +30,4 @@ rapier2d = { workspace = true }
|
|||
lazy_static = { workspace = true }
|
||||
log = { workspace = true }
|
||||
rhai = { workspace = true }
|
||||
smartstring = { workspace = true }
|
||||
|
|
|
@ -1,64 +0,0 @@
|
|||
//! This module defines lightweight handles for every content type.
|
||||
//! This isn't strictly necessary (we could refer to them using their string keys),
|
||||
//! but this approach doesn't require frequent string cloning, and
|
||||
//! gives each content type a distinct Rust type.
|
||||
//!
|
||||
//! We could also use raw references to content types, but that creates a mess of lifetimes
|
||||
//! in our code. It's managable, but the approach here is simpler and easier to understand.
|
||||
use std::{cmp::Eq, hash::Hash};
|
||||
|
||||
/// A lightweight representation of a sprite
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub struct SpriteHandle {
|
||||
pub(crate) index: usize,
|
||||
}
|
||||
|
||||
/// A lightweight representation of system body
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub struct SystemObjectHandle {
|
||||
/// TODO: pub in crate
|
||||
pub system_handle: SystemHandle,
|
||||
/// The index of this object in system.objects
|
||||
pub body_index: usize,
|
||||
}
|
||||
|
||||
/// A lightweight representation of an outfit
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub struct OutfitHandle {
|
||||
/// TODO: pub in crate, currently for debug (same with all other handles)
|
||||
pub index: usize,
|
||||
}
|
||||
|
||||
/// A lightweight representation of a gun
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub struct GunHandle {
|
||||
/// TODO
|
||||
pub index: usize,
|
||||
}
|
||||
|
||||
/// A lightweight representation of a ship
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub struct ShipHandle {
|
||||
/// TODO
|
||||
pub index: usize,
|
||||
}
|
||||
|
||||
/// A lightweight representation of a star system
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub struct SystemHandle {
|
||||
/// TODO
|
||||
pub index: usize,
|
||||
}
|
||||
|
||||
/// A lightweight representation of a faction
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub struct FactionHandle {
|
||||
/// TODO
|
||||
pub index: usize,
|
||||
}
|
||||
|
||||
/// A lightweight representation of an effect
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
|
||||
pub struct EffectHandle {
|
||||
pub(crate) index: usize,
|
||||
}
|
|
@ -1,9 +1,6 @@
|
|||
#![warn(missing_docs)]
|
||||
|
||||
//! This subcrate is responsible for loading, parsing, validating game content,
|
||||
//! which is usually stored in `./content`.
|
||||
|
||||
mod handle;
|
||||
//! This subcrate is responsible for loading, parsing, validating game content.
|
||||
mod part;
|
||||
mod spriteautomaton;
|
||||
mod util;
|
||||
|
@ -11,18 +8,21 @@ mod util;
|
|||
use anyhow::{bail, Context, Result};
|
||||
use galactica_packer::{SpriteAtlas, SpriteAtlasImage};
|
||||
use log::warn;
|
||||
use rhai::ImmutableString;
|
||||
use serde::{Deserialize, Deserializer};
|
||||
use smartstring::{LazyCompact, SmartString};
|
||||
use std::{
|
||||
//cell::OnceCell,
|
||||
collections::HashMap,
|
||||
fmt::Display,
|
||||
fs::File,
|
||||
io::Read,
|
||||
num::NonZeroU32,
|
||||
path::{Path, PathBuf},
|
||||
sync::Arc,
|
||||
};
|
||||
use toml;
|
||||
use walkdir::WalkDir;
|
||||
|
||||
pub use handle::*;
|
||||
pub use part::*;
|
||||
pub use spriteautomaton::*;
|
||||
|
||||
|
@ -123,11 +123,49 @@ trait Build {
|
|||
Self: Sized;
|
||||
}
|
||||
|
||||
/// The type we use to index content objects
|
||||
/// These are only unique WITHIN each "type" of object!
|
||||
#[derive(Debug, Clone, Hash, Eq, PartialEq)]
|
||||
pub struct ContentIndex(Arc<SmartString<LazyCompact>>);
|
||||
|
||||
impl From<ImmutableString> for ContentIndex {
|
||||
fn from(value: ImmutableString) -> Self {
|
||||
Self::new(&value)
|
||||
}
|
||||
}
|
||||
|
||||
impl ContentIndex {
|
||||
/// Make a new ContentIndex from a strign
|
||||
pub fn new(s: &str) -> Self {
|
||||
Self(SmartString::from(s).into())
|
||||
}
|
||||
|
||||
/// Get a &str to this index's content
|
||||
pub fn as_str(&self) -> &str {
|
||||
self.0.as_str()
|
||||
}
|
||||
}
|
||||
|
||||
impl<'d> Deserialize<'d> for ContentIndex {
|
||||
fn deserialize<D>(deserializer: D) -> Result<Self, D::Error>
|
||||
where
|
||||
D: Deserializer<'d>,
|
||||
{
|
||||
let s = String::deserialize(deserializer)?;
|
||||
Ok(Self::new(&s))
|
||||
}
|
||||
}
|
||||
|
||||
impl Display for ContentIndex {
|
||||
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
|
||||
std::fmt::Display::fmt(&self.0, f)
|
||||
}
|
||||
}
|
||||
|
||||
/// Stores temporary data while building context objects
|
||||
#[derive(Debug)]
|
||||
pub(crate) struct ContentBuildContext {
|
||||
/// Map effect names to handles
|
||||
pub effect_index: HashMap<String, EffectHandle>,
|
||||
pub effect_index: HashMap<ContentIndex, Arc<Effect>>,
|
||||
}
|
||||
|
||||
impl ContentBuildContext {
|
||||
|
@ -141,22 +179,29 @@ impl ContentBuildContext {
|
|||
/// Represents static game content
|
||||
#[derive(Debug)]
|
||||
pub struct Content {
|
||||
/// Sprites
|
||||
pub sprites: Vec<Sprite>,
|
||||
/// Map strings to texture names.
|
||||
/// This is only necessary because we need to hard-code a few texture names for UI elements.
|
||||
sprite_index: HashMap<String, SpriteHandle>,
|
||||
|
||||
/// Keeps track of which images are in which texture
|
||||
sprite_atlas: SpriteAtlas,
|
||||
|
||||
outfits: Vec<Outfit>,
|
||||
guns: Vec<Gun>, // TODO: merge with outfit
|
||||
ships: Vec<Ship>,
|
||||
systems: Vec<System>,
|
||||
factions: Vec<Faction>,
|
||||
effects: Vec<Effect>,
|
||||
config: Config,
|
||||
/// Sprites defined in this game
|
||||
pub sprites: HashMap<ContentIndex, Arc<Sprite>>,
|
||||
|
||||
/// Outfits defined in this game
|
||||
pub outfits: HashMap<ContentIndex, Arc<Outfit>>,
|
||||
|
||||
/// Ships defined in this game
|
||||
pub ships: HashMap<ContentIndex, Arc<Ship>>,
|
||||
|
||||
/// Systems defined in this game
|
||||
pub systems: HashMap<ContentIndex, Arc<System>>,
|
||||
|
||||
/// Factions defined in this game
|
||||
pub factions: HashMap<ContentIndex, Arc<Faction>>,
|
||||
|
||||
/// Effects defined in this game
|
||||
pub effects: HashMap<ContentIndex, Arc<Effect>>,
|
||||
|
||||
/// Game configuration
|
||||
pub config: Config,
|
||||
}
|
||||
|
||||
// Loading methods
|
||||
|
@ -224,14 +269,12 @@ impl Content {
|
|||
},
|
||||
|
||||
sprite_atlas: atlas,
|
||||
systems: Vec::new(),
|
||||
ships: Vec::new(),
|
||||
guns: Vec::new(),
|
||||
outfits: Vec::new(),
|
||||
sprites: Vec::new(),
|
||||
factions: Vec::new(),
|
||||
effects: Vec::new(),
|
||||
sprite_index: HashMap::new(),
|
||||
systems: HashMap::new(),
|
||||
ships: HashMap::new(),
|
||||
outfits: HashMap::new(),
|
||||
sprites: HashMap::new(),
|
||||
factions: HashMap::new(),
|
||||
effects: HashMap::new(),
|
||||
};
|
||||
|
||||
// TODO: enforce sprite and image limits
|
||||
|
@ -285,23 +328,6 @@ impl Content {
|
|||
|
||||
// Access methods
|
||||
impl Content {
|
||||
/// Iterate over all valid system handles
|
||||
pub fn iter_systems(&self) -> impl Iterator<Item = SystemHandle> {
|
||||
(0..self.systems.len()).map(|x| SystemHandle { index: x })
|
||||
}
|
||||
|
||||
/// Get a handle from a sprite name
|
||||
pub fn get_sprite_handle(&self, name: &str) -> Option<SpriteHandle> {
|
||||
self.sprite_index.get(name).map(|x| *x)
|
||||
}
|
||||
|
||||
/// Get a sprite from a handle
|
||||
pub fn get_sprite(&self, h: SpriteHandle) -> &Sprite {
|
||||
// In theory, this could fail if h has a bad index, but that shouldn't ever happen.
|
||||
// The only handles that exist should be created by this crate.
|
||||
return &self.sprites[h.index as usize];
|
||||
}
|
||||
|
||||
/// Get the list of atlas files we may use
|
||||
pub fn atlas_files(&self) -> &Vec<String> {
|
||||
return &self.sprite_atlas.atlas_list;
|
||||
|
@ -316,63 +342,4 @@ impl Content {
|
|||
pub fn get_image(&self, idx: NonZeroU32) -> &SpriteAtlasImage {
|
||||
&self.sprite_atlas.get_by_idx(idx)
|
||||
}
|
||||
|
||||
/// Get an outfit from a handle
|
||||
pub fn get_outfit(&self, h: OutfitHandle) -> &Outfit {
|
||||
return &self.outfits[h.index];
|
||||
}
|
||||
|
||||
/// Get a gun from a handle
|
||||
pub fn get_gun(&self, h: GunHandle) -> &Gun {
|
||||
return &self.guns[h.index];
|
||||
}
|
||||
|
||||
/// Get a ship from a handle
|
||||
pub fn get_ship(&self, h: ShipHandle) -> &Ship {
|
||||
return &self.ships[h.index];
|
||||
}
|
||||
|
||||
/// Get a system from a handle
|
||||
pub fn get_system(&self, h: SystemHandle) -> &System {
|
||||
return &self.systems[h.index];
|
||||
}
|
||||
|
||||
/// Get a system object from a handle
|
||||
pub fn get_system_object(&self, h: SystemObjectHandle) -> &SystemObject {
|
||||
return &self.get_system(h.system_handle).objects[h.body_index];
|
||||
}
|
||||
|
||||
/// Get a faction from a handle
|
||||
pub fn get_faction(&self, h: FactionHandle) -> &Faction {
|
||||
return &self.factions[h.index];
|
||||
}
|
||||
|
||||
/// Get an effect from a handle
|
||||
pub fn get_effect(&self, h: EffectHandle) -> &Effect {
|
||||
return &self.effects[h.index];
|
||||
}
|
||||
|
||||
/// Get content configuration
|
||||
pub fn get_config(&self) -> &Config {
|
||||
return &self.config;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
TODO: don't pass content around?
|
||||
static mut CONTENT: OnceCell<Content> = OnceCell::new();
|
||||
|
||||
/// Initialize content::CONTENT with the given paths
|
||||
pub fn init(content_dir: PathBuf, asset_dir: PathBuf, atlas_index: PathBuf) -> Result<()> {
|
||||
let content = Content::load_dir(content_dir, asset_dir, atlas_index)?;
|
||||
unsafe {
|
||||
match CONTENT.set(content) {
|
||||
Ok(()) => {}
|
||||
Err(_) => {
|
||||
bail!("cannot initialize content, already set.")
|
||||
}
|
||||
};
|
||||
}
|
||||
return Ok(());
|
||||
}
|
||||
*/
|
||||
|
|
|
@ -1,20 +1,22 @@
|
|||
use anyhow::{Context, Result};
|
||||
use std::collections::HashMap;
|
||||
use std::{collections::HashMap, sync::Arc};
|
||||
|
||||
use crate::{handle::SpriteHandle, Content, ContentBuildContext, EffectHandle};
|
||||
use crate::{Content, ContentBuildContext, ContentIndex, Sprite};
|
||||
|
||||
pub(crate) mod syntax {
|
||||
use std::sync::Arc;
|
||||
|
||||
use anyhow::{bail, Result};
|
||||
use galactica_util::to_radians;
|
||||
use serde::Deserialize;
|
||||
|
||||
use crate::{Content, ContentBuildContext, EffectHandle, StartEdge};
|
||||
use crate::{Content, ContentBuildContext, ContentIndex, StartEdge};
|
||||
// Raw serde syntax structs.
|
||||
// These are never seen by code outside this crate.
|
||||
|
||||
#[derive(Debug, Deserialize)]
|
||||
pub struct Effect {
|
||||
pub sprite: String,
|
||||
pub sprite: ContentIndex,
|
||||
pub size: f32,
|
||||
pub size_rng: Option<f32>,
|
||||
pub lifetime: TextOrFloat,
|
||||
|
@ -59,10 +61,11 @@ pub(crate) mod syntax {
|
|||
self,
|
||||
_build_context: &mut ContentBuildContext,
|
||||
content: &mut Content,
|
||||
) -> Result<EffectHandle> {
|
||||
let sprite = match content.sprite_index.get(&self.sprite) {
|
||||
name: &str,
|
||||
) -> Result<Arc<super::Effect>> {
|
||||
let sprite = match content.sprites.get(&self.sprite) {
|
||||
None => bail!("sprite `{}` doesn't exist", self.sprite),
|
||||
Some(t) => *t,
|
||||
Some(t) => t.clone(),
|
||||
};
|
||||
|
||||
let lifetime = match self.lifetime {
|
||||
|
@ -70,12 +73,11 @@ pub(crate) mod syntax {
|
|||
TextOrFloat::Text(s) => {
|
||||
if s == "inherit" {
|
||||
// Match lifetime of first section of sprite
|
||||
let sprite = content.get_sprite(sprite);
|
||||
let sec = match sprite.start_at {
|
||||
StartEdge::Top { section } => sprite.get_section(section),
|
||||
StartEdge::Bot { section } => sprite.get_section(section),
|
||||
};
|
||||
sec.frame_duration * sec.frames.len() as f32
|
||||
match &sprite.start_at {
|
||||
StartEdge::Top { section } | StartEdge::Bot { section } => {
|
||||
section.frame_duration * section.frames.len() as f32
|
||||
}
|
||||
}
|
||||
} else {
|
||||
bail!("bad effect lifetime, must be float or \"inherit\"",)
|
||||
}
|
||||
|
@ -107,11 +109,8 @@ pub(crate) mod syntax {
|
|||
}
|
||||
};
|
||||
|
||||
let handle = EffectHandle {
|
||||
index: content.effects.len(),
|
||||
};
|
||||
content.effects.push(super::Effect {
|
||||
handle,
|
||||
let e = Arc::new(super::Effect {
|
||||
name: name.to_string(),
|
||||
sprite,
|
||||
velocity,
|
||||
size: self.size,
|
||||
|
@ -126,7 +125,11 @@ pub(crate) mod syntax {
|
|||
fade_rng: self.fade_rng.unwrap_or(0.0),
|
||||
});
|
||||
|
||||
return Ok(handle);
|
||||
content
|
||||
.effects
|
||||
.insert(ContentIndex::new(&e.name), e.clone());
|
||||
|
||||
return Ok(e);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -135,22 +138,23 @@ pub(crate) mod syntax {
|
|||
#[derive(Debug, Deserialize)]
|
||||
#[serde(untagged)]
|
||||
pub enum EffectReference {
|
||||
Label(String),
|
||||
Label(ContentIndex),
|
||||
Effect(Effect),
|
||||
}
|
||||
|
||||
impl EffectReference {
|
||||
pub fn to_handle(
|
||||
pub fn resolve(
|
||||
self,
|
||||
build_context: &mut ContentBuildContext,
|
||||
content: &mut Content,
|
||||
) -> Result<EffectHandle> {
|
||||
name: &str,
|
||||
) -> Result<Arc<super::Effect>> {
|
||||
// We do not insert anything into build_context here,
|
||||
// since inline effects cannot be referenced by name.
|
||||
Ok(match self {
|
||||
Self::Effect(e) => e.add_to(build_context, content)?,
|
||||
Self::Effect(e) => e.add_to(build_context, content, name)?,
|
||||
Self::Label(l) => match build_context.effect_index.get(&l) {
|
||||
Some(h) => *h,
|
||||
Some(h) => h.clone(),
|
||||
None => bail!("no effect named `{}`", l),
|
||||
},
|
||||
})
|
||||
|
@ -161,11 +165,11 @@ pub(crate) mod syntax {
|
|||
/// The effect a projectile will spawn when it hits something
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct Effect {
|
||||
/// This effect's handle
|
||||
pub handle: EffectHandle,
|
||||
|
||||
/// The sprite to use for this effect.
|
||||
pub sprite: SpriteHandle,
|
||||
pub sprite: Arc<Sprite>,
|
||||
|
||||
/// This effect's name
|
||||
pub name: String,
|
||||
|
||||
/// The height of this effect, in game units.
|
||||
pub size: f32,
|
||||
|
@ -240,9 +244,11 @@ impl crate::Build for Effect {
|
|||
) -> Result<()> {
|
||||
for (effect_name, effect) in effects {
|
||||
let h = effect
|
||||
.add_to(build_context, content)
|
||||
.add_to(build_context, content, &effect_name)
|
||||
.with_context(|| format!("while evaluating effect `{}`", effect_name))?;
|
||||
build_context.effect_index.insert(effect_name, h);
|
||||
build_context
|
||||
.effect_index
|
||||
.insert(ContentIndex::new(&effect_name), h);
|
||||
}
|
||||
|
||||
return Ok(());
|
||||
|
|
|
@ -1,13 +1,15 @@
|
|||
use anyhow::{bail, Result};
|
||||
use serde::Deserialize;
|
||||
use std::collections::HashMap;
|
||||
use std::{collections::HashMap, sync::Arc};
|
||||
|
||||
use crate::{handle::FactionHandle, Content, ContentBuildContext};
|
||||
use crate::{Content, ContentBuildContext, ContentIndex};
|
||||
|
||||
pub(crate) mod syntax {
|
||||
use std::collections::HashMap;
|
||||
|
||||
use serde::Deserialize;
|
||||
|
||||
use crate::ContentIndex;
|
||||
// Raw serde syntax structs.
|
||||
// These are never seen by code outside this crate.
|
||||
|
||||
|
@ -15,7 +17,7 @@ pub(crate) mod syntax {
|
|||
pub struct Faction {
|
||||
pub display_name: String,
|
||||
pub color: [f32; 3],
|
||||
pub relationship: HashMap<String, super::Relationship>,
|
||||
pub relationship: HashMap<ContentIndex, super::Relationship>,
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -44,18 +46,18 @@ pub enum Relationship {
|
|||
#[derive(Debug, Clone)]
|
||||
pub struct Faction {
|
||||
/// The name of this faction
|
||||
pub name: String,
|
||||
pub index: ContentIndex,
|
||||
|
||||
/// The pretty name of this faction
|
||||
pub display_name: String,
|
||||
|
||||
/// This faction's color.
|
||||
/// Format is RGB, with each color between 0 and 1.
|
||||
pub color: [f32; 3],
|
||||
|
||||
/// This faction's handle
|
||||
pub handle: FactionHandle,
|
||||
|
||||
/// Relationships between this faction and other factions
|
||||
/// This is guaranteed to contain an entry for ALL factions.
|
||||
pub relationships: HashMap<FactionHandle, Relationship>,
|
||||
pub relationships: HashMap<ContentIndex, Relationship>,
|
||||
}
|
||||
|
||||
impl crate::Build for Faction {
|
||||
|
@ -66,34 +68,21 @@ impl crate::Build for Faction {
|
|||
_build_context: &mut ContentBuildContext,
|
||||
content: &mut Content,
|
||||
) -> Result<()> {
|
||||
// Keeps track of position in faction array.
|
||||
// This lets us build FactionHandles before finishing all factions.
|
||||
let faction_names: Vec<String> = factions.keys().map(|x| x.to_owned()).collect();
|
||||
|
||||
// Indexing will break if this is false.
|
||||
assert!(content.factions.len() == 0);
|
||||
|
||||
for f_idx in 0..faction_names.len() {
|
||||
let faction_name = &faction_names[f_idx];
|
||||
let faction = &factions[faction_name];
|
||||
|
||||
// Handle for this faction
|
||||
let h = FactionHandle { index: f_idx };
|
||||
|
||||
for (faction_name, faction) in &factions {
|
||||
// Compute relationships
|
||||
let mut relationships = HashMap::new();
|
||||
for i in 0..faction_names.len() {
|
||||
let f_other = &faction_names[i];
|
||||
let h_other = FactionHandle { index: i };
|
||||
if let Some(r) = faction.relationship.get(f_other) {
|
||||
relationships.insert(h_other, *r);
|
||||
for (other_name, other_faction) in &factions {
|
||||
if let Some(r) = faction.relationship.get(&ContentIndex::new(other_name)) {
|
||||
relationships.insert(ContentIndex::new(other_name), *r);
|
||||
} else {
|
||||
// Default relationship, if not specified
|
||||
|
||||
// Look at reverse direction...
|
||||
let other = factions[f_other].relationship.get(faction_name);
|
||||
let other = other_faction
|
||||
.relationship
|
||||
.get(&ContentIndex::new(&faction_name));
|
||||
relationships.insert(
|
||||
h_other,
|
||||
ContentIndex::new(other_name),
|
||||
// ... and pick a relationship based on that.
|
||||
match other {
|
||||
Some(Relationship::Hostile) => Relationship::Hostile {},
|
||||
|
@ -116,12 +105,15 @@ impl crate::Build for Faction {
|
|||
);
|
||||
}
|
||||
|
||||
content.factions.push(Self {
|
||||
name: faction_name.to_owned(),
|
||||
handle: h,
|
||||
relationships,
|
||||
color: faction.color,
|
||||
});
|
||||
content.factions.insert(
|
||||
ContentIndex::new(faction_name),
|
||||
Arc::new(Self {
|
||||
index: ContentIndex::new(faction_name),
|
||||
display_name: faction.display_name.to_owned(),
|
||||
relationships,
|
||||
color: faction.color,
|
||||
}),
|
||||
);
|
||||
}
|
||||
|
||||
return Ok(());
|
||||
|
|
|
@ -1,14 +1,18 @@
|
|||
use anyhow::{anyhow, Context, Result};
|
||||
use serde::Deserialize;
|
||||
use std::collections::HashMap;
|
||||
use std::{collections::HashMap, sync::Arc};
|
||||
|
||||
use crate::{
|
||||
handle::SpriteHandle, resolve_edge_as_edge, Content, ContentBuildContext, EffectHandle,
|
||||
OutfitHandle, OutfitSpace, SectionEdge,
|
||||
resolve_edge_as_edge, Content, ContentBuildContext, ContentIndex, Effect, OutfitSpace,
|
||||
SectionEdge, Sprite,
|
||||
};
|
||||
|
||||
pub(crate) mod syntax {
|
||||
use crate::{effect, part::outfitspace, sprite::syntax::SectionEdge, ContentBuildContext};
|
||||
use std::sync::Arc;
|
||||
|
||||
use crate::{
|
||||
effect, part::outfitspace, sprite::syntax::SectionEdge, ContentBuildContext, ContentIndex,
|
||||
};
|
||||
use anyhow::{bail, Result};
|
||||
use galactica_util::to_radians;
|
||||
use serde::Deserialize;
|
||||
|
@ -17,7 +21,8 @@ pub(crate) mod syntax {
|
|||
|
||||
#[derive(Debug, Deserialize)]
|
||||
pub struct Outfit {
|
||||
pub thumbnail: String,
|
||||
pub thumbnail: ContentIndex,
|
||||
pub name: String,
|
||||
pub engine: Option<Engine>,
|
||||
pub steering: Option<Steering>,
|
||||
pub space: outfitspace::syntax::OutfitSpace,
|
||||
|
@ -41,7 +46,7 @@ pub(crate) mod syntax {
|
|||
|
||||
#[derive(Debug, Deserialize)]
|
||||
pub struct EngineFlare {
|
||||
pub sprite: String,
|
||||
pub sprite: ContentIndex,
|
||||
pub on_start: Option<SectionEdge>,
|
||||
pub on_stop: Option<SectionEdge>,
|
||||
}
|
||||
|
@ -64,30 +69,33 @@ pub(crate) mod syntax {
|
|||
build_context: &mut ContentBuildContext,
|
||||
content: &mut crate::Content,
|
||||
) -> Result<super::Gun> {
|
||||
let projectile_sprite_handle = match content.sprite_index.get(&self.projectile.sprite) {
|
||||
let projectile_sprite = match content
|
||||
.sprites
|
||||
.get(&ContentIndex::new(&self.projectile.sprite))
|
||||
{
|
||||
None => bail!(
|
||||
"projectile sprite `{}` doesn't exist",
|
||||
self.projectile.sprite,
|
||||
),
|
||||
Some(t) => *t,
|
||||
Some(t) => t.clone(),
|
||||
};
|
||||
|
||||
let impact_effect = match self.projectile.impact_effect {
|
||||
Some(e) => Some(e.to_handle(build_context, content)?),
|
||||
Some(e) => Some(e.resolve(build_context, content, "")?),
|
||||
None => None,
|
||||
};
|
||||
|
||||
let expire_effect = match self.projectile.expire_effect {
|
||||
Some(e) => Some(e.to_handle(build_context, content)?),
|
||||
Some(e) => Some(e.resolve(build_context, content, "")?),
|
||||
None => None,
|
||||
};
|
||||
|
||||
return Ok(super::Gun {
|
||||
rate: self.rate,
|
||||
rate_rng: self.rate_rng.unwrap_or(0.0),
|
||||
projectile: super::Projectile {
|
||||
projectile: Arc::new(super::Projectile {
|
||||
force: self.projectile.force,
|
||||
sprite: projectile_sprite_handle,
|
||||
sprite: projectile_sprite,
|
||||
size: self.projectile.size,
|
||||
size_rng: self.projectile.size_rng,
|
||||
speed: self.projectile.speed,
|
||||
|
@ -102,7 +110,7 @@ pub(crate) mod syntax {
|
|||
impact_effect,
|
||||
expire_effect,
|
||||
collider: self.projectile.collider,
|
||||
},
|
||||
}),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -129,16 +137,16 @@ pub(crate) mod syntax {
|
|||
#[derive(Debug, Clone)]
|
||||
pub struct Outfit {
|
||||
/// This outfit's thumbnail
|
||||
pub thumbnail: SpriteHandle,
|
||||
pub thumbnail: Arc<Sprite>,
|
||||
|
||||
/// How much space this outfit requires
|
||||
pub space: OutfitSpace,
|
||||
|
||||
/// This outfit's handle
|
||||
pub handle: OutfitHandle,
|
||||
|
||||
/// The name of this outfit
|
||||
pub name: String,
|
||||
pub display_name: String,
|
||||
|
||||
/// Thie outfit's index
|
||||
pub index: ContentIndex,
|
||||
|
||||
/// How much engine thrust this outfit produces
|
||||
pub engine_thrust: f32,
|
||||
|
@ -149,7 +157,7 @@ pub struct Outfit {
|
|||
/// The engine flare sprite this outfit creates.
|
||||
/// Its location and size is determined by a ship's
|
||||
/// engine points.
|
||||
pub engine_flare_sprite: Option<SpriteHandle>,
|
||||
pub engine_flare_sprite: Option<Arc<Sprite>>,
|
||||
|
||||
/// Jump to this edge when engines turn on
|
||||
pub engine_flare_on_start: Option<SectionEdge>,
|
||||
|
@ -191,7 +199,7 @@ pub struct BallCollider {
|
|||
#[derive(Debug, Clone)]
|
||||
pub struct Gun {
|
||||
/// The projectile this gun produces
|
||||
pub projectile: Projectile,
|
||||
pub projectile: Arc<Projectile>,
|
||||
|
||||
/// Average delay between projectiles, in seconds.
|
||||
pub rate: f32,
|
||||
|
@ -205,7 +213,7 @@ pub struct Gun {
|
|||
#[derive(Debug, Clone)]
|
||||
pub struct Projectile {
|
||||
/// The projectile sprite
|
||||
pub sprite: SpriteHandle,
|
||||
pub sprite: Arc<Sprite>,
|
||||
|
||||
/// The average size of this projectile
|
||||
/// (height in game units)
|
||||
|
@ -234,10 +242,10 @@ pub struct Projectile {
|
|||
pub angle_rng: f32,
|
||||
|
||||
/// The effect this projectile will spawn when it hits something
|
||||
pub impact_effect: Option<EffectHandle>,
|
||||
pub impact_effect: Option<Arc<Effect>>,
|
||||
|
||||
/// The effect this projectile will spawn when it expires
|
||||
pub expire_effect: Option<EffectHandle>,
|
||||
pub expire_effect: Option<Arc<Effect>>,
|
||||
|
||||
/// Collider parameters for this projectile
|
||||
pub collider: ProjectileCollider,
|
||||
|
@ -252,10 +260,6 @@ impl crate::Build for Outfit {
|
|||
content: &mut Content,
|
||||
) -> Result<()> {
|
||||
for (outfit_name, outfit) in outfits {
|
||||
let handle = OutfitHandle {
|
||||
index: content.outfits.len(),
|
||||
};
|
||||
|
||||
let gun = match outfit.gun {
|
||||
None => None,
|
||||
Some(g) => Some(
|
||||
|
@ -264,7 +268,7 @@ impl crate::Build for Outfit {
|
|||
),
|
||||
};
|
||||
|
||||
let thumb_handle = match content.sprite_index.get(&outfit.thumbnail) {
|
||||
let thumbnail = match content.sprites.get(&outfit.thumbnail) {
|
||||
None => {
|
||||
return Err(anyhow!(
|
||||
"thumbnail sprite `{}` doesn't exist",
|
||||
|
@ -272,14 +276,14 @@ impl crate::Build for Outfit {
|
|||
))
|
||||
.with_context(|| format!("in outfit `{}`", outfit_name));
|
||||
}
|
||||
Some(t) => *t,
|
||||
Some(t) => t.clone(),
|
||||
};
|
||||
|
||||
let mut o = Self {
|
||||
thumbnail: thumb_handle,
|
||||
index: ContentIndex::new(&outfit_name),
|
||||
display_name: outfit.name,
|
||||
thumbnail,
|
||||
gun,
|
||||
handle,
|
||||
name: outfit_name.clone(),
|
||||
engine_thrust: 0.0,
|
||||
steer_power: 0.0,
|
||||
engine_flare_sprite: None,
|
||||
|
@ -293,7 +297,7 @@ impl crate::Build for Outfit {
|
|||
|
||||
// Engine stats
|
||||
if let Some(engine) = outfit.engine {
|
||||
let sprite_handle = match content.sprite_index.get(&engine.flare.sprite) {
|
||||
let sprite = match content.sprites.get(&engine.flare.sprite) {
|
||||
None => {
|
||||
return Err(anyhow!(
|
||||
"flare sprite `{}` doesn't exist",
|
||||
|
@ -301,11 +305,10 @@ impl crate::Build for Outfit {
|
|||
))
|
||||
.with_context(|| format!("in outfit `{}`", outfit_name));
|
||||
}
|
||||
Some(t) => *t,
|
||||
Some(t) => t.clone(),
|
||||
};
|
||||
o.engine_thrust = engine.thrust;
|
||||
o.engine_flare_sprite = Some(sprite_handle);
|
||||
let sprite = content.get_sprite(sprite_handle);
|
||||
o.engine_flare_sprite = Some(sprite.clone());
|
||||
|
||||
// Flare animation will traverse this edge when the player presses the thrust key
|
||||
// This leads from the idle animation to the transition animation
|
||||
|
@ -315,11 +318,9 @@ impl crate::Build for Outfit {
|
|||
None
|
||||
} else {
|
||||
let x = x.unwrap();
|
||||
let mut e = resolve_edge_as_edge(&x.val, 0.0, |x| {
|
||||
sprite.get_section_handle_by_name(x)
|
||||
})
|
||||
.with_context(|| format!("in outfit `{}`", outfit_name))?;
|
||||
match e {
|
||||
let mut e = resolve_edge_as_edge(&sprite.sections, &x.val, 0.0)
|
||||
.with_context(|| format!("in outfit `{}`", outfit_name))?;
|
||||
match &mut e {
|
||||
// Inherit duration from transition sequence
|
||||
SectionEdge::Top {
|
||||
section,
|
||||
|
@ -329,7 +330,7 @@ impl crate::Build for Outfit {
|
|||
section,
|
||||
ref mut duration,
|
||||
} => {
|
||||
*duration = sprite.get_section(section).frame_duration;
|
||||
*duration = section.frame_duration;
|
||||
}
|
||||
_ => {
|
||||
return Err(anyhow!(
|
||||
|
@ -351,11 +352,9 @@ impl crate::Build for Outfit {
|
|||
None
|
||||
} else {
|
||||
let x = x.unwrap();
|
||||
let mut e = resolve_edge_as_edge(&x.val, 0.0, |x| {
|
||||
sprite.get_section_handle_by_name(x)
|
||||
})
|
||||
.with_context(|| format!("in outfit `{}`", outfit_name))?;
|
||||
match e {
|
||||
let mut e = resolve_edge_as_edge(&sprite.sections, &x.val, 0.0)
|
||||
.with_context(|| format!("in outfit `{}`", outfit_name))?;
|
||||
match &mut e {
|
||||
// Inherit duration from transition sequence
|
||||
SectionEdge::Top {
|
||||
section,
|
||||
|
@ -365,7 +364,7 @@ impl crate::Build for Outfit {
|
|||
section,
|
||||
ref mut duration,
|
||||
} => {
|
||||
*duration = sprite.get_section(section).frame_duration;
|
||||
*duration = section.frame_duration;
|
||||
}
|
||||
_ => {
|
||||
return Err(anyhow!(
|
||||
|
@ -392,7 +391,7 @@ impl crate::Build for Outfit {
|
|||
o.shield_strength = shield.strength.unwrap_or(0.0);
|
||||
}
|
||||
|
||||
content.outfits.push(o);
|
||||
content.outfits.insert(o.index.clone(), Arc::new(o));
|
||||
}
|
||||
|
||||
return Ok(());
|
||||
|
|
|
@ -2,12 +2,15 @@ use anyhow::{bail, Context, Result};
|
|||
use galactica_util::to_radians;
|
||||
use nalgebra::{Point2, Rotation2, Vector2};
|
||||
use rapier2d::geometry::{Collider, ColliderBuilder};
|
||||
use std::{collections::HashMap, fmt::Debug, hash::Hash};
|
||||
use std::{collections::HashMap, fmt::Debug, hash::Hash, sync::Arc};
|
||||
|
||||
use crate::{handle::SpriteHandle, Content, ContentBuildContext, EffectHandle, OutfitSpace};
|
||||
use crate::{Content, ContentBuildContext, ContentIndex, Effect, OutfitSpace, Sprite};
|
||||
|
||||
pub(crate) mod syntax {
|
||||
use crate::part::{effect::syntax::EffectReference, outfitspace};
|
||||
use crate::{
|
||||
part::{effect::syntax::EffectReference, outfitspace},
|
||||
ContentIndex,
|
||||
};
|
||||
use serde::Deserialize;
|
||||
|
||||
// Raw serde syntax structs.
|
||||
|
@ -15,8 +18,9 @@ pub(crate) mod syntax {
|
|||
|
||||
#[derive(Debug, Deserialize)]
|
||||
pub struct Ship {
|
||||
pub sprite: String,
|
||||
pub thumbnail: String,
|
||||
pub name: String,
|
||||
pub sprite: ContentIndex,
|
||||
pub thumbnail: ContentIndex,
|
||||
pub size: f32,
|
||||
pub engines: Vec<Engine>,
|
||||
pub guns: Vec<Gun>,
|
||||
|
@ -91,14 +95,17 @@ pub(crate) mod syntax {
|
|||
/// Represents a ship chassis.
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct Ship {
|
||||
/// This ship's name
|
||||
pub name: String,
|
||||
/// This ship's display name
|
||||
pub display_name: String,
|
||||
|
||||
/// This object's index
|
||||
pub index: ContentIndex,
|
||||
|
||||
/// This ship's sprite
|
||||
pub sprite: SpriteHandle,
|
||||
pub sprite: Arc<Sprite>,
|
||||
|
||||
/// This ship's thumbnail
|
||||
pub thumbnail: SpriteHandle,
|
||||
pub thumbnail: Arc<Sprite>,
|
||||
|
||||
/// The size of this ship.
|
||||
/// Measured as unrotated height,
|
||||
|
@ -122,9 +129,6 @@ pub struct Ship {
|
|||
/// Collision shape for this ship
|
||||
pub collider: CollisionDebugWrapper,
|
||||
|
||||
/// Remove later
|
||||
pub aspect: f32,
|
||||
|
||||
/// Reduction in angular velocity over time
|
||||
pub angular_drag: f32,
|
||||
|
||||
|
@ -217,7 +221,7 @@ pub struct ShipDamage {
|
|||
#[derive(Debug, Clone)]
|
||||
pub struct DamageEffectSpawner {
|
||||
/// The effect to create
|
||||
pub effect: EffectHandle,
|
||||
pub effect: Arc<Effect>,
|
||||
|
||||
/// How often to create this effect
|
||||
pub frequency: f32,
|
||||
|
@ -231,7 +235,7 @@ pub struct DamageEffectSpawner {
|
|||
#[derive(Debug, Clone)]
|
||||
pub struct CollapseEffectSpawner {
|
||||
/// The effect to create
|
||||
pub effect: EffectHandle,
|
||||
pub effect: Arc<Effect>,
|
||||
|
||||
/// How many effects to create
|
||||
pub count: f32,
|
||||
|
@ -267,26 +271,25 @@ impl crate::Build for Ship {
|
|||
ct: &mut Content,
|
||||
) -> Result<()> {
|
||||
for (ship_name, ship) in ship {
|
||||
let sprite = match ct.sprite_index.get(&ship.sprite) {
|
||||
let sprite = match ct.sprites.get(&ship.sprite) {
|
||||
None => bail!(
|
||||
"In ship `{}`: sprite `{}` doesn't exist",
|
||||
ship_name,
|
||||
ship.sprite
|
||||
),
|
||||
Some(t) => *t,
|
||||
Some(t) => t.clone(),
|
||||
};
|
||||
|
||||
let thumbnail = match ct.sprite_index.get(&ship.thumbnail) {
|
||||
let thumbnail = match ct.sprites.get(&ship.thumbnail) {
|
||||
None => bail!(
|
||||
"In ship `{}`: thumbnail sprite `{}` doesn't exist",
|
||||
ship_name,
|
||||
ship.thumbnail
|
||||
),
|
||||
Some(t) => *t,
|
||||
Some(t) => t.clone(),
|
||||
};
|
||||
|
||||
let size = ship.size;
|
||||
let aspect = ct.get_sprite(sprite).aspect;
|
||||
|
||||
let collapse = {
|
||||
if let Some(c) = ship.collapse {
|
||||
|
@ -295,11 +298,11 @@ impl crate::Build for Ship {
|
|||
effects.push(CollapseEffectSpawner {
|
||||
effect: e
|
||||
.effect
|
||||
.to_handle(build_context, ct)
|
||||
.resolve(build_context, ct, "")
|
||||
.with_context(|| format!("while loading ship `{}`", ship_name))?,
|
||||
count: e.count,
|
||||
pos: e.pos.map(|p| {
|
||||
Point2::new(p[0] * (size / 2.0) * aspect, p[1] * size / 2.0)
|
||||
Point2::new(p[0] * (size / 2.0) * sprite.aspect, p[1] * size / 2.0)
|
||||
}),
|
||||
});
|
||||
}
|
||||
|
@ -313,14 +316,14 @@ impl crate::Build for Ship {
|
|||
effects.push(CollapseEffectSpawner {
|
||||
effect: g
|
||||
.effect
|
||||
.to_handle(build_context, ct)
|
||||
.resolve(build_context, ct, "")
|
||||
.with_context(|| {
|
||||
format!("while loading ship `{}`", ship_name)
|
||||
})?,
|
||||
count: g.count,
|
||||
pos: g.pos.map(|p| {
|
||||
Point2::new(
|
||||
p[0] * (size / 2.0) * aspect,
|
||||
p[0] * (size / 2.0) * sprite.aspect,
|
||||
p[1] * size / 2.0,
|
||||
)
|
||||
}),
|
||||
|
@ -357,11 +360,11 @@ impl crate::Build for Ship {
|
|||
effects.push(DamageEffectSpawner {
|
||||
effect: e
|
||||
.effect
|
||||
.to_handle(build_context, ct)
|
||||
.resolve(build_context, ct, "")
|
||||
.with_context(|| format!("while loading ship `{}`", ship_name))?,
|
||||
frequency: e.frequency,
|
||||
pos: e.pos.map(|p| {
|
||||
Point2::new(p[0] * (size / 2.0) * aspect, p[1] * size / 2.0)
|
||||
Point2::new(p[0] * (size / 2.0) * sprite.aspect, p[1] * size / 2.0)
|
||||
}),
|
||||
});
|
||||
}
|
||||
|
@ -388,7 +391,7 @@ impl crate::Build for Ship {
|
|||
// Angle adjustment, since sprites point north
|
||||
// and 0 degrees is east in the game
|
||||
pos: Rotation2::new(to_radians(-90.0))
|
||||
* Vector2::new(g.x * size * aspect / 2.0, g.y * size / 2.0),
|
||||
* Vector2::new(g.x * size * sprite.aspect / 2.0, g.y * size / 2.0),
|
||||
})
|
||||
}
|
||||
|
||||
|
@ -418,7 +421,7 @@ impl crate::Build for Ship {
|
|||
// If we don't, rapier2 will compute local points pre-rotation,
|
||||
// which will break effect placement on top of ships (i.e, collapse effects)
|
||||
Rotation2::new(to_radians(-90.0))
|
||||
* Point2::new(x[0] * (size / 2.0) * aspect, x[1] * size / 2.0)
|
||||
* Point2::new(x[0] * (size / 2.0) * sprite.aspect, x[1] * size / 2.0)
|
||||
})
|
||||
.collect();
|
||||
|
||||
|
@ -427,33 +430,36 @@ impl crate::Build for Ship {
|
|||
.build()
|
||||
};
|
||||
|
||||
ct.ships.push(Self {
|
||||
sprite,
|
||||
thumbnail,
|
||||
aspect,
|
||||
collapse,
|
||||
damage,
|
||||
name: ship_name,
|
||||
mass: ship.mass,
|
||||
space: OutfitSpace::from(ship.space),
|
||||
angular_drag: ship.angular_drag,
|
||||
linear_drag: ship.linear_drag,
|
||||
size,
|
||||
hull: ship.hull,
|
||||
ct.ships.insert(
|
||||
ContentIndex::new(&ship_name),
|
||||
Arc::new(Self {
|
||||
sprite: sprite.clone(),
|
||||
thumbnail,
|
||||
collapse,
|
||||
damage,
|
||||
index: ContentIndex::new(&ship_name),
|
||||
display_name: ship.name,
|
||||
mass: ship.mass,
|
||||
space: OutfitSpace::from(ship.space),
|
||||
angular_drag: ship.angular_drag,
|
||||
linear_drag: ship.linear_drag,
|
||||
size,
|
||||
hull: ship.hull,
|
||||
|
||||
engines: ship
|
||||
.engines
|
||||
.iter()
|
||||
.map(|e| EnginePoint {
|
||||
pos: Vector2::new(e.x * size * aspect / 2.0, e.y * size / 2.0),
|
||||
size: e.size,
|
||||
})
|
||||
.collect(),
|
||||
engines: ship
|
||||
.engines
|
||||
.iter()
|
||||
.map(|e| EnginePoint {
|
||||
pos: Vector2::new(e.x * size * sprite.aspect / 2.0, e.y * size / 2.0),
|
||||
size: e.size,
|
||||
})
|
||||
.collect(),
|
||||
|
||||
guns,
|
||||
guns,
|
||||
|
||||
collider: CollisionDebugWrapper(collider),
|
||||
});
|
||||
collider: CollisionDebugWrapper(collider),
|
||||
}),
|
||||
);
|
||||
}
|
||||
|
||||
return Ok(());
|
||||
|
|
|
@ -1,14 +1,14 @@
|
|||
use anyhow::{anyhow, bail, Context, Result};
|
||||
use lazy_static::lazy_static;
|
||||
use std::collections::HashMap;
|
||||
use std::{collections::HashMap, sync::Arc};
|
||||
|
||||
use crate::{handle::SpriteHandle, Content, ContentBuildContext};
|
||||
use crate::{Content, ContentBuildContext, ContentIndex};
|
||||
|
||||
pub(crate) mod syntax {
|
||||
use crate::{AnimSectionHandle, Content};
|
||||
use crate::{Content, ContentIndex};
|
||||
use anyhow::{bail, Ok, Result};
|
||||
use serde::Deserialize;
|
||||
use std::{collections::HashMap, path::PathBuf};
|
||||
use std::{collections::HashMap, path::PathBuf, sync::Arc};
|
||||
|
||||
// Raw serde syntax structs.
|
||||
// These are never seen by code outside this crate.
|
||||
|
@ -49,7 +49,7 @@ pub(crate) mod syntax {
|
|||
/// The proper, full sprite definition
|
||||
#[derive(Debug, Deserialize)]
|
||||
pub struct CompleteSprite {
|
||||
pub section: HashMap<String, SpriteSection>,
|
||||
pub section: HashMap<ContentIndex, SpriteSection>,
|
||||
pub start_at: SectionEdge,
|
||||
}
|
||||
|
||||
|
@ -63,14 +63,28 @@ pub(crate) mod syntax {
|
|||
}
|
||||
|
||||
impl SpriteSection {
|
||||
pub fn add_to<F>(
|
||||
pub fn resolve_edges(
|
||||
&self,
|
||||
ct: &mut Content,
|
||||
get_handle: F,
|
||||
) -> Result<((u32, u32), super::SpriteSection)>
|
||||
where
|
||||
F: Fn(&str) -> Option<AnimSectionHandle>,
|
||||
{
|
||||
sections: &HashMap<ContentIndex, Arc<super::SpriteSection>>,
|
||||
sec: &mut super::SpriteSection,
|
||||
) -> Result<()> {
|
||||
let edge_top = match &self.top {
|
||||
Some(x) => super::resolve_edge_as_edge(sections, &x.val, sec.frame_duration)?,
|
||||
None => super::SectionEdge::Stop,
|
||||
};
|
||||
|
||||
let edge_bot = match &self.bot {
|
||||
Some(x) => super::resolve_edge_as_edge(sections, &x.val, sec.frame_duration)?,
|
||||
None => super::SectionEdge::Stop,
|
||||
};
|
||||
|
||||
sec.edge_bot = edge_bot;
|
||||
sec.edge_top = edge_top;
|
||||
|
||||
return Ok(());
|
||||
}
|
||||
|
||||
pub fn add_to(&self, ct: &mut Content) -> Result<((u32, u32), super::SpriteSection)> {
|
||||
// Make sure all frames have the same size and add them
|
||||
// to the frame vector
|
||||
let mut dim = None;
|
||||
|
@ -111,23 +125,14 @@ pub(crate) mod syntax {
|
|||
bail!("frame duration must be positive (and therefore nonzero).")
|
||||
}
|
||||
|
||||
let edge_top = match &self.top {
|
||||
Some(x) => super::resolve_edge_as_edge(&x.val, frame_duration, &get_handle)?,
|
||||
None => super::SectionEdge::Stop,
|
||||
};
|
||||
|
||||
let edge_bot = match &self.bot {
|
||||
Some(x) => super::resolve_edge_as_edge(&x.val, frame_duration, &get_handle)?,
|
||||
None => super::SectionEdge::Stop,
|
||||
};
|
||||
|
||||
return Ok((
|
||||
dim,
|
||||
super::SpriteSection {
|
||||
frames,
|
||||
frame_duration,
|
||||
edge_top,
|
||||
edge_bot,
|
||||
// These are changed later, after all sections are built
|
||||
edge_top: super::SectionEdge::Stop,
|
||||
edge_bot: super::SectionEdge::Stop,
|
||||
},
|
||||
));
|
||||
}
|
||||
|
@ -141,27 +146,8 @@ pub(crate) mod syntax {
|
|||
}
|
||||
}
|
||||
|
||||
/// A handle for an animation section inside a sprite
|
||||
#[derive(Debug, Copy, Clone)]
|
||||
pub enum AnimSectionHandle {
|
||||
/// The hidden section
|
||||
Hidden,
|
||||
|
||||
/// An index into this sprite's section array
|
||||
Idx(usize),
|
||||
}
|
||||
|
||||
impl AnimSectionHandle {
|
||||
fn get_idx(&self) -> Option<usize> {
|
||||
match self {
|
||||
Self::Hidden => None,
|
||||
Self::Idx(idx) => Some(*idx),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// An edge between two animation sections
|
||||
#[derive(Debug, Clone, Copy)]
|
||||
#[derive(Debug, Clone)]
|
||||
pub enum SectionEdge {
|
||||
/// Stop at the last frame of this section
|
||||
Stop,
|
||||
|
@ -169,7 +155,7 @@ pub enum SectionEdge {
|
|||
/// Play the given section from the bottm
|
||||
Bot {
|
||||
/// The section to play
|
||||
section: AnimSectionHandle,
|
||||
section: Arc<SpriteSection>,
|
||||
|
||||
/// The length of this edge, in seconds
|
||||
duration: f32,
|
||||
|
@ -178,7 +164,7 @@ pub enum SectionEdge {
|
|||
/// Play the given section from the top
|
||||
Top {
|
||||
/// The section to play
|
||||
section: AnimSectionHandle,
|
||||
section: Arc<SpriteSection>,
|
||||
|
||||
/// The length of this edge, in seconds
|
||||
duration: f32,
|
||||
|
@ -198,18 +184,18 @@ pub enum SectionEdge {
|
|||
}
|
||||
|
||||
/// Where to start an animation
|
||||
#[derive(Debug, Clone, Copy)]
|
||||
#[derive(Debug, Clone)]
|
||||
pub enum StartEdge {
|
||||
/// Play the given section from the bottm
|
||||
Bot {
|
||||
/// The section to play
|
||||
section: AnimSectionHandle,
|
||||
section: Arc<SpriteSection>,
|
||||
},
|
||||
|
||||
/// Play the given section from the top
|
||||
Top {
|
||||
/// The section to play
|
||||
section: AnimSectionHandle,
|
||||
section: Arc<SpriteSection>,
|
||||
},
|
||||
}
|
||||
|
||||
|
@ -231,80 +217,50 @@ impl Into<SectionEdge> for StartEdge {
|
|||
/// Represents a sprite that may be used in the game.
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct Sprite {
|
||||
/// The name of this sprite
|
||||
pub name: String,
|
||||
|
||||
/// This sprite's handle
|
||||
pub handle: SpriteHandle,
|
||||
/// This object's index
|
||||
pub index: ContentIndex,
|
||||
|
||||
/// Where this sprite starts playing
|
||||
pub start_at: StartEdge,
|
||||
|
||||
/// This sprite's animation sections
|
||||
sections: Vec<SpriteSection>,
|
||||
|
||||
/// Allows us to get sprite sections by name
|
||||
sections_by_name: HashMap<String, AnimSectionHandle>,
|
||||
pub sections: HashMap<ContentIndex, Arc<SpriteSection>>,
|
||||
|
||||
/// Aspect ratio of this sprite (width / height)
|
||||
pub aspect: f32,
|
||||
}
|
||||
|
||||
lazy_static! {
|
||||
static ref HIDDEN_SECTION: SpriteSection = SpriteSection {
|
||||
/// The universal "hidden" sprite section, available in all sprites.
|
||||
/// A SpriteAutomaton in this section will not be drawn.
|
||||
pub static ref HIDDEN_SPRITE_SECTION: Arc<SpriteSection> = Arc::new(SpriteSection {
|
||||
frames: vec![0],
|
||||
frame_duration: 0.0,
|
||||
edge_bot: SectionEdge::Stop,
|
||||
edge_top: SectionEdge::Stop,
|
||||
};
|
||||
});
|
||||
}
|
||||
|
||||
impl Sprite {
|
||||
/// Get an animation section from a handle
|
||||
pub fn get_section(&self, section: AnimSectionHandle) -> &SpriteSection {
|
||||
match section {
|
||||
AnimSectionHandle::Hidden => &HIDDEN_SECTION,
|
||||
AnimSectionHandle::Idx(idx) => &self.sections[idx],
|
||||
}
|
||||
}
|
||||
|
||||
/// Get an animation section by name.
|
||||
/// Returns None for invalid names
|
||||
pub fn get_section_by_name(&self, name: &str) -> Option<&SpriteSection> {
|
||||
match self.sections_by_name.get(name) {
|
||||
None => return None,
|
||||
Some(h) => Some(self.get_section(*h)),
|
||||
}
|
||||
}
|
||||
|
||||
/// Get an animation section's handle by name.
|
||||
/// Returns None for invalid names
|
||||
pub fn get_section_handle_by_name(&self, name: &str) -> Option<AnimSectionHandle> {
|
||||
match self.sections_by_name.get(name) {
|
||||
None => return None,
|
||||
Some(h) => Some(*h),
|
||||
}
|
||||
}
|
||||
|
||||
/// Get the index of the texture of this sprite's first frame
|
||||
pub fn get_first_frame(&self) -> u32 {
|
||||
match self.start_at {
|
||||
StartEdge::Bot { section } => *self.get_section(section).frames.last().unwrap(),
|
||||
StartEdge::Top { section } => *self.get_section(section).frames.first().unwrap(),
|
||||
match &self.start_at {
|
||||
StartEdge::Bot { section } => *section.frames.last().unwrap(),
|
||||
StartEdge::Top { section } => *section.frames.first().unwrap(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Get this sprite's starting section
|
||||
pub fn get_start_section(&self) -> AnimSectionHandle {
|
||||
match self.start_at {
|
||||
StartEdge::Bot { section } => section,
|
||||
StartEdge::Top { section } => section,
|
||||
pub fn get_start_section(&self) -> Arc<SpriteSection> {
|
||||
match &self.start_at {
|
||||
StartEdge::Bot { section } => section.clone(),
|
||||
StartEdge::Top { section } => section.clone(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Iterate this sprite's sections
|
||||
pub fn iter_sections(&self) -> impl Iterator<Item = &SpriteSection> {
|
||||
self.sections.iter()
|
||||
pub fn iter_sections(&self) -> impl Iterator<Item = &Arc<SpriteSection>> {
|
||||
self.sections.values()
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -327,66 +283,73 @@ pub struct SpriteSection {
|
|||
}
|
||||
|
||||
/// Resolve an edge specification string as a StartEdge
|
||||
pub fn resolve_edge_as_start<F>(s: &str, get_handle: F) -> Result<super::StartEdge>
|
||||
where
|
||||
F: Fn(&str) -> Option<AnimSectionHandle>,
|
||||
{
|
||||
let e = resolve_edge_as_edge(s, 0.0, get_handle)
|
||||
pub fn resolve_edge_as_start(
|
||||
sections: &HashMap<ContentIndex, Arc<SpriteSection>>,
|
||||
edge_string: &str,
|
||||
) -> Result<super::StartEdge> {
|
||||
let e = resolve_edge_as_edge(sections, edge_string, 0.0)
|
||||
.with_context(|| format!("while resolving start edge"))?;
|
||||
match e {
|
||||
super::SectionEdge::Bot { section, .. } => Ok(super::StartEdge::Bot { section }),
|
||||
super::SectionEdge::Top { section, .. } => Ok(super::StartEdge::Top { section }),
|
||||
_ => {
|
||||
bail!("bad section start specification `{}`", s);
|
||||
bail!("bad section start specification `{}`", edge_string);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Resolve an edge specifiation string as a SectionEdge
|
||||
pub fn resolve_edge_as_edge<F>(s: &str, duration: f32, get_handle: F) -> Result<super::SectionEdge>
|
||||
where
|
||||
F: Fn(&str) -> Option<AnimSectionHandle>,
|
||||
{
|
||||
if s == "hidden" {
|
||||
pub fn resolve_edge_as_edge(
|
||||
sections: &HashMap<ContentIndex, Arc<SpriteSection>>,
|
||||
edge_string: &str,
|
||||
duration: f32,
|
||||
) -> Result<super::SectionEdge> {
|
||||
if edge_string == "hidden" {
|
||||
return Ok(super::SectionEdge::Top {
|
||||
section: crate::AnimSectionHandle::Hidden,
|
||||
section: crate::HIDDEN_SPRITE_SECTION.clone(),
|
||||
duration,
|
||||
});
|
||||
}
|
||||
|
||||
if s == "stop" {
|
||||
if edge_string == "stop" {
|
||||
return Ok(super::SectionEdge::Stop);
|
||||
}
|
||||
|
||||
if s == "reverse" {
|
||||
if edge_string == "reverse" {
|
||||
return Ok(super::SectionEdge::Reverse { duration });
|
||||
}
|
||||
|
||||
if s == "repeat" {
|
||||
if edge_string == "repeat" {
|
||||
return Ok(super::SectionEdge::Repeat { duration });
|
||||
}
|
||||
|
||||
let (s, p) = match s.split_once(":") {
|
||||
let (section_name, start_point) = match edge_string.split_once(":") {
|
||||
Some(x) => x,
|
||||
None => {
|
||||
bail!("bad section edge specification `{}`", s);
|
||||
bail!("bad section edge specification `{}`", edge_string);
|
||||
}
|
||||
};
|
||||
|
||||
let section = match get_handle(s) {
|
||||
let section = match sections.get(&ContentIndex::new(section_name)) {
|
||||
Some(s) => s,
|
||||
None => {
|
||||
return Err(anyhow!("bad section edge specification `{}`", s))
|
||||
.with_context(|| format!("section `{}` doesn't exist", s));
|
||||
return Err(anyhow!("bad section edge specification `{}`", section_name))
|
||||
.with_context(|| format!("section `{}` doesn't exist", section_name));
|
||||
}
|
||||
};
|
||||
|
||||
match p {
|
||||
"top" => Ok(super::SectionEdge::Top { section, duration }),
|
||||
"bot" => Ok(super::SectionEdge::Bot { section, duration }),
|
||||
match start_point {
|
||||
"top" => Ok(super::SectionEdge::Top {
|
||||
section: section.clone(),
|
||||
duration,
|
||||
}),
|
||||
"bot" => Ok(super::SectionEdge::Bot {
|
||||
section: section.clone(),
|
||||
duration,
|
||||
}),
|
||||
_ => {
|
||||
return Err(anyhow!("bad section edge specification `{}`", s))
|
||||
.with_context(|| format!("invalid target `{}`", p));
|
||||
return Err(anyhow!("bad section edge specification `{}`", section_name))
|
||||
.with_context(|| format!("invalid target `{}`", start_point));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -419,93 +382,60 @@ impl crate::Build for Sprite {
|
|||
let img = &ct.sprite_atlas.get_by_idx(idx);
|
||||
let aspect = img.w / img.h;
|
||||
|
||||
let h = SpriteHandle {
|
||||
index: ct.sprites.len(),
|
||||
};
|
||||
let section = Arc::new(SpriteSection {
|
||||
frames: vec![img.idx.into()],
|
||||
// We implement unanimated sprites with a very fast framerate
|
||||
// and STOP endpoints.
|
||||
frame_duration: 0.01,
|
||||
edge_top: SectionEdge::Stop,
|
||||
edge_bot: SectionEdge::Stop,
|
||||
});
|
||||
|
||||
ct.sprite_index.insert(sprite_name.clone(), h);
|
||||
|
||||
ct.sprites.push(Self {
|
||||
name: sprite_name,
|
||||
let sprite = Arc::new(Self {
|
||||
index: ContentIndex::new(&sprite_name),
|
||||
start_at: StartEdge::Top {
|
||||
section: AnimSectionHandle::Idx(0),
|
||||
section: section.clone(),
|
||||
},
|
||||
sections: {
|
||||
let mut h = HashMap::new();
|
||||
h.insert(ContentIndex::new("anim"), section);
|
||||
h
|
||||
},
|
||||
sections: vec![SpriteSection {
|
||||
frames: vec![img.idx.into()],
|
||||
// We implement unanimated sprites with a very fast framerate
|
||||
// and STOP endpoints.
|
||||
frame_duration: 0.01,
|
||||
edge_top: SectionEdge::Stop,
|
||||
edge_bot: SectionEdge::Stop,
|
||||
}],
|
||||
sections_by_name: HashMap::new(),
|
||||
handle: h,
|
||||
aspect,
|
||||
});
|
||||
ct.sprites.insert(sprite.index.clone(), sprite);
|
||||
}
|
||||
syntax::Sprite::OneSection(s) => {
|
||||
let sprite_handle = SpriteHandle {
|
||||
index: ct.sprites.len(),
|
||||
};
|
||||
ct.sprite_index.insert(sprite_name.clone(), sprite_handle);
|
||||
|
||||
let (dim, section) = s
|
||||
.add_to(ct, |s| {
|
||||
if s == "anim" {
|
||||
Some(AnimSectionHandle::Idx(0))
|
||||
} else {
|
||||
None
|
||||
}
|
||||
})
|
||||
.add_to(ct)
|
||||
.with_context(|| format!("while parsing sprite `{}`", sprite_name))?;
|
||||
let aspect = dim.0 as f32 / dim.1 as f32;
|
||||
|
||||
let mut sections = Vec::new();
|
||||
sections.push(section);
|
||||
let section = Arc::new(section);
|
||||
|
||||
ct.sprites.push(Self {
|
||||
name: sprite_name,
|
||||
sections,
|
||||
let sprite = Arc::new(Self {
|
||||
index: ContentIndex::new(&sprite_name),
|
||||
start_at: StartEdge::Top {
|
||||
section: AnimSectionHandle::Idx(0),
|
||||
section: section.clone(),
|
||||
},
|
||||
sections_by_name: {
|
||||
sections: {
|
||||
let mut h = HashMap::new();
|
||||
h.insert("anim".to_string(), AnimSectionHandle::Idx(0));
|
||||
h.insert(ContentIndex::new("anim"), section.clone());
|
||||
h
|
||||
},
|
||||
handle: sprite_handle,
|
||||
aspect,
|
||||
});
|
||||
ct.sprites.insert(sprite.index.clone(), sprite);
|
||||
}
|
||||
syntax::Sprite::Complete(s) => {
|
||||
let mut section_names = HashMap::new();
|
||||
for (name, _) in &s.section {
|
||||
section_names
|
||||
.insert(name.to_owned(), AnimSectionHandle::Idx(section_names.len()));
|
||||
}
|
||||
let mut sections = HashMap::new();
|
||||
|
||||
let sprite_handle = SpriteHandle {
|
||||
index: ct.sprites.len(),
|
||||
};
|
||||
ct.sprite_index.insert(sprite_name.clone(), sprite_handle);
|
||||
|
||||
let start_at =
|
||||
resolve_edge_as_start(&s.start_at.val, |x| section_names.get(x).copied())
|
||||
.with_context(|| format!("while loading sprite `{}`", sprite_name))?;
|
||||
|
||||
let mut sections = Vec::with_capacity(section_names.len());
|
||||
let mut dim = None;
|
||||
|
||||
// Make sure we add sections in order
|
||||
let mut names = section_names.iter().collect::<Vec<_>>();
|
||||
names.sort_by(|a, b| (a.1).get_idx().unwrap().cmp(&(b.1).get_idx().unwrap()));
|
||||
|
||||
for (k, _) in names {
|
||||
let v = s.section.get(k).unwrap();
|
||||
let (d, s) = v
|
||||
.add_to(ct, |x| section_names.get(x).copied())
|
||||
.with_context(|| format!("while parsing section `{}`", k))
|
||||
for (name, sec) in &s.section {
|
||||
let (d, s) = sec
|
||||
.add_to(ct)
|
||||
.with_context(|| format!("while parsing section `{}`", name))
|
||||
.with_context(|| format!("while parsing sprite `{}`", sprite_name))?;
|
||||
|
||||
// Make sure all dimensions are the same
|
||||
|
@ -515,23 +445,35 @@ impl crate::Build for Sprite {
|
|||
bail!(
|
||||
"could not load sprite `{}`, image sizes in section `{}` are different",
|
||||
sprite_name,
|
||||
k
|
||||
name
|
||||
);
|
||||
}
|
||||
|
||||
sections.push(s);
|
||||
sections.insert(name.clone(), Arc::new(s));
|
||||
}
|
||||
|
||||
// We need to clone this here, thanks to self-reference.
|
||||
let tmp_sections = sections.clone();
|
||||
|
||||
for (name, sec) in &s.section {
|
||||
let parsed_sec = sections.get_mut(name).unwrap();
|
||||
let parsed_sec = Arc::make_mut(parsed_sec);
|
||||
sec.resolve_edges(&tmp_sections, parsed_sec)?;
|
||||
}
|
||||
|
||||
let dim = dim.unwrap();
|
||||
let aspect = dim.0 as f32 / dim.1 as f32;
|
||||
|
||||
ct.sprites.push(Self {
|
||||
name: sprite_name,
|
||||
sections,
|
||||
let start_at = resolve_edge_as_start(§ions, &s.start_at.val)
|
||||
.with_context(|| format!("while loading sprite `{}`", sprite_name))?;
|
||||
|
||||
let sprite = Arc::new(Self {
|
||||
index: ContentIndex::new(&sprite_name),
|
||||
start_at,
|
||||
handle: sprite_handle,
|
||||
sections_by_name: section_names,
|
||||
sections,
|
||||
aspect,
|
||||
});
|
||||
ct.sprites.insert(sprite.index.clone(), sprite);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,37 +1,43 @@
|
|||
use anyhow::{anyhow, bail, Context, Result};
|
||||
use anyhow::{bail, Context, Result};
|
||||
use galactica_util::to_radians;
|
||||
use nalgebra::{Point2, Point3};
|
||||
use std::collections::{HashMap, HashSet};
|
||||
|
||||
use crate::{
|
||||
handle::SpriteHandle, util::Polar, Content, ContentBuildContext, SystemHandle,
|
||||
SystemObjectHandle,
|
||||
use std::{
|
||||
collections::{HashMap, HashSet},
|
||||
sync::Arc,
|
||||
};
|
||||
|
||||
use crate::{util::Polar, Content, ContentBuildContext, ContentIndex, Outfit, Sprite};
|
||||
|
||||
pub(crate) mod syntax {
|
||||
use serde::Deserialize;
|
||||
use std::collections::HashMap;
|
||||
|
||||
use crate::ContentIndex;
|
||||
// Raw serde syntax structs.
|
||||
// These are never seen by code outside this crate.
|
||||
|
||||
#[derive(Debug, Deserialize)]
|
||||
pub struct System {
|
||||
pub object: HashMap<String, Object>,
|
||||
pub name: String,
|
||||
pub object: HashMap<ContentIndex, Object>,
|
||||
}
|
||||
|
||||
#[derive(Debug, Deserialize)]
|
||||
pub struct Object {
|
||||
pub sprite: String,
|
||||
pub sprite: ContentIndex,
|
||||
pub position: Position,
|
||||
|
||||
pub size: f32,
|
||||
|
||||
pub radius: Option<f32>,
|
||||
pub angle: Option<f32>,
|
||||
pub landable: Option<bool>,
|
||||
pub name: Option<String>,
|
||||
pub desc: Option<String>,
|
||||
pub image: Option<String>,
|
||||
pub landable: Option<Landable>,
|
||||
}
|
||||
|
||||
#[derive(Debug, Deserialize)]
|
||||
pub struct Landable {
|
||||
pub name: String,
|
||||
pub desc: String,
|
||||
pub image: ContentIndex,
|
||||
pub outfitter: Vec<ContentIndex>,
|
||||
}
|
||||
|
||||
#[derive(Debug, Deserialize)]
|
||||
|
@ -52,14 +58,14 @@ pub(crate) mod syntax {
|
|||
#[derive(Debug, Deserialize)]
|
||||
#[serde(untagged)]
|
||||
pub enum CoordinatesTwo {
|
||||
Label(String),
|
||||
Label(ContentIndex),
|
||||
Coords([f32; 2]),
|
||||
}
|
||||
|
||||
impl ToString for CoordinatesTwo {
|
||||
fn to_string(&self) -> String {
|
||||
match self {
|
||||
Self::Label(s) => s.to_owned(),
|
||||
Self::Label(s) => s.to_string(),
|
||||
Self::Coords(v) => format!("{:?}", v),
|
||||
}
|
||||
}
|
||||
|
@ -68,14 +74,14 @@ pub(crate) mod syntax {
|
|||
#[derive(Debug, Deserialize)]
|
||||
#[serde(untagged)]
|
||||
pub enum CoordinatesThree {
|
||||
Label(String),
|
||||
Label(ContentIndex),
|
||||
Coords([f32; 3]),
|
||||
}
|
||||
|
||||
impl ToString for CoordinatesThree {
|
||||
fn to_string(&self) -> String {
|
||||
match self {
|
||||
Self::Label(s) => s.to_owned(),
|
||||
Self::Label(s) => s.to_string(),
|
||||
Self::Coords(v) => format!("{:?}", v),
|
||||
}
|
||||
}
|
||||
|
@ -88,14 +94,14 @@ pub(crate) mod syntax {
|
|||
/// Represents a star system
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct System {
|
||||
/// This star system's name
|
||||
pub name: String,
|
||||
/// This object's name
|
||||
pub display_name: String,
|
||||
|
||||
/// This star system's handle
|
||||
pub handle: SystemHandle,
|
||||
/// This object's index
|
||||
pub index: ContentIndex,
|
||||
|
||||
/// Objects in this system
|
||||
pub objects: Vec<SystemObject>,
|
||||
pub objects: HashMap<ContentIndex, Arc<SystemObject>>,
|
||||
}
|
||||
|
||||
/// Represents an orbiting body in a star system
|
||||
|
@ -104,11 +110,11 @@ pub struct System {
|
|||
/// System objects to not interact with the physics engine.
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct SystemObject {
|
||||
/// This object's sprite
|
||||
pub sprite: SpriteHandle,
|
||||
/// This object's index
|
||||
pub index: ContentIndex,
|
||||
|
||||
/// This object's handle
|
||||
pub handle: SystemObjectHandle,
|
||||
/// This object's sprite
|
||||
pub sprite: Arc<Sprite>,
|
||||
|
||||
/// This object's size.
|
||||
/// Measured as height in game units.
|
||||
|
@ -124,26 +130,29 @@ pub struct SystemObject {
|
|||
pub angle: f32,
|
||||
|
||||
/// If true, ships may land on this object
|
||||
pub landable: bool,
|
||||
pub landable: Option<LandableSystemObject>,
|
||||
}
|
||||
|
||||
/// The pretty display name of this object
|
||||
pub name: Option<String>,
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct LandableSystemObject {
|
||||
/// This object's name
|
||||
pub display_name: String,
|
||||
|
||||
/// The system-unique label of this object
|
||||
pub label: String,
|
||||
/// The description of this object
|
||||
pub desc: String,
|
||||
|
||||
/// The description of this object (shown on landed ui)
|
||||
pub desc: Option<String>,
|
||||
/// This object's image
|
||||
pub image: Arc<Sprite>,
|
||||
|
||||
/// This object's image (shown on landed ui)
|
||||
pub image: Option<SpriteHandle>,
|
||||
/// The outfits we can buy here
|
||||
pub outfitter: Vec<Arc<Outfit>>,
|
||||
}
|
||||
|
||||
/// Helper function for resolve_position, never called on its own.
|
||||
fn resolve_coordinates(
|
||||
objects: &HashMap<String, syntax::Object>,
|
||||
objects: &HashMap<ContentIndex, syntax::Object>,
|
||||
cor: &syntax::CoordinatesThree,
|
||||
mut cycle_detector: HashSet<String>,
|
||||
mut cycle_detector: HashSet<ContentIndex>,
|
||||
) -> Result<Point3<f32>> {
|
||||
match cor {
|
||||
syntax::CoordinatesThree::Coords(c) => Ok((*c).into()),
|
||||
|
@ -160,7 +169,7 @@ fn resolve_coordinates(
|
|||
})
|
||||
);
|
||||
}
|
||||
cycle_detector.insert(l.to_owned());
|
||||
cycle_detector.insert(l.clone());
|
||||
|
||||
let p = match objects.get(l) {
|
||||
Some(p) => p,
|
||||
|
@ -174,9 +183,9 @@ fn resolve_coordinates(
|
|||
|
||||
/// Given an object, resolve its position as a Point3.
|
||||
fn resolve_position(
|
||||
objects: &HashMap<String, syntax::Object>,
|
||||
objects: &HashMap<ContentIndex, syntax::Object>,
|
||||
obj: &syntax::Object,
|
||||
cycle_detector: HashSet<String>,
|
||||
cycle_detector: HashSet<ContentIndex>,
|
||||
) -> Result<Point3<f32>> {
|
||||
match &obj.position {
|
||||
syntax::Position::Cartesian(c) => Ok(resolve_coordinates(objects, &c, cycle_detector)?),
|
||||
|
@ -208,99 +217,78 @@ impl crate::Build for System {
|
|||
content: &mut Content,
|
||||
) -> Result<()> {
|
||||
for (system_name, system) in system {
|
||||
let mut objects = Vec::new();
|
||||
let mut objects = HashMap::new();
|
||||
|
||||
let system_handle = SystemHandle {
|
||||
index: content.systems.len(),
|
||||
};
|
||||
|
||||
for (label, obj) in &system.object {
|
||||
for (index, object) in &system.object {
|
||||
let mut cycle_detector = HashSet::new();
|
||||
cycle_detector.insert(label.clone());
|
||||
cycle_detector.insert(index.clone());
|
||||
|
||||
let sprite_handle = match content.sprite_index.get(&obj.sprite) {
|
||||
let sprite = match content.sprites.get(&object.sprite) {
|
||||
None => bail!(
|
||||
"In system `{}`: sprite `{}` doesn't exist",
|
||||
system_name,
|
||||
obj.sprite
|
||||
object.sprite
|
||||
),
|
||||
Some(t) => *t,
|
||||
Some(t) => t.clone(),
|
||||
};
|
||||
|
||||
let image_handle = match &obj.image {
|
||||
Some(x) => match content.sprite_index.get(x) {
|
||||
let landable = 'landable: {
|
||||
if object.landable.is_none() {
|
||||
break 'landable None;
|
||||
}
|
||||
let l = object.landable.as_ref().unwrap();
|
||||
|
||||
let image = match content.sprites.get(&l.image) {
|
||||
None => bail!(
|
||||
"In system `{}`: sprite `{}` doesn't exist",
|
||||
system_name,
|
||||
obj.sprite
|
||||
object.sprite
|
||||
),
|
||||
Some(t) => Some(*t),
|
||||
},
|
||||
None => None,
|
||||
Some(t) => t.clone(),
|
||||
};
|
||||
|
||||
let mut outfitter = Vec::new();
|
||||
for o in &l.outfitter {
|
||||
match content.outfits.get(&o) {
|
||||
Some(x) => outfitter.push(x.clone()),
|
||||
None => {
|
||||
bail!("In system `{}`: outfit `{}` doesn't exist", system_name, o)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
break 'landable Some(LandableSystemObject {
|
||||
image,
|
||||
outfitter,
|
||||
display_name: l.name.clone(),
|
||||
// TODO: better linebreaks, handle double spaces
|
||||
// Tabs
|
||||
desc: l.desc.replace("\n", " ").replace("<br>", "\n"),
|
||||
});
|
||||
};
|
||||
|
||||
if obj.landable.unwrap_or(false) {
|
||||
if obj.name.is_none() {
|
||||
return Err(anyhow!("if an object is landable, it must have a name"))
|
||||
.with_context(|| format!("in object labeled `{}`", label))
|
||||
.with_context(|| format!("in system `{}`", system_name));
|
||||
}
|
||||
|
||||
if obj.desc.is_none() {
|
||||
return Err(anyhow!(
|
||||
"if an object is landable, it must have a description"
|
||||
))
|
||||
.with_context(|| format!("in object labeled `{}`", label))
|
||||
.with_context(|| format!("in system `{}`", system_name));
|
||||
}
|
||||
|
||||
if obj.image.is_none() {
|
||||
return Err(anyhow!("if an object is landable, it must have an image"))
|
||||
.with_context(|| format!("in object labeled `{}`", label))
|
||||
.with_context(|| format!("in system `{}`", system_name));
|
||||
}
|
||||
}
|
||||
|
||||
objects.push(SystemObject {
|
||||
label: label.clone(),
|
||||
sprite: sprite_handle,
|
||||
image: image_handle,
|
||||
pos: resolve_position(&system.object, &obj, cycle_detector)
|
||||
.with_context(|| format!("in object {:#?}", label))?,
|
||||
size: obj.size,
|
||||
angle: to_radians(obj.angle.unwrap_or(0.0)),
|
||||
handle: SystemObjectHandle {
|
||||
system_handle,
|
||||
body_index: 0,
|
||||
},
|
||||
landable: obj.landable.unwrap_or(false),
|
||||
name: obj.name.as_ref().map(|x| x.clone()),
|
||||
// TODO: better linebreaks, handle double spaces
|
||||
// Tabs
|
||||
desc: obj
|
||||
.desc
|
||||
.as_ref()
|
||||
.map(|x| x.replace("\n", " ").replace("<br>", "\n")),
|
||||
});
|
||||
objects.insert(
|
||||
index.clone(),
|
||||
Arc::new(SystemObject {
|
||||
index: index.clone(),
|
||||
sprite,
|
||||
pos: resolve_position(&system.object, &object, cycle_detector)
|
||||
.with_context(|| format!("in object {:#?}", index))?,
|
||||
size: object.size,
|
||||
angle: to_radians(object.angle.unwrap_or(0.0)),
|
||||
landable: landable,
|
||||
}),
|
||||
);
|
||||
}
|
||||
|
||||
// Sort by z-distance. This is important, since these are
|
||||
// rendered in this order. We need far objects to be behind
|
||||
// near objects!
|
||||
objects.sort_by(|a, b| b.pos.z.total_cmp(&a.pos.z));
|
||||
|
||||
// Update object handles
|
||||
let mut i = 0;
|
||||
for o in &mut objects {
|
||||
o.handle.body_index = i;
|
||||
i += 1;
|
||||
}
|
||||
|
||||
content.systems.push(Self {
|
||||
handle: system_handle,
|
||||
name: system_name,
|
||||
objects,
|
||||
});
|
||||
content.systems.insert(
|
||||
ContentIndex::new(&system_name),
|
||||
Arc::new(Self {
|
||||
index: ContentIndex::new(&system_name),
|
||||
display_name: system.name,
|
||||
objects,
|
||||
}),
|
||||
);
|
||||
}
|
||||
|
||||
return Ok(());
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
use crate::{AnimSectionHandle, Content, SectionEdge, SpriteHandle, StartEdge};
|
||||
use crate::{SectionEdge, Sprite, SpriteSection, StartEdge};
|
||||
use std::sync::Arc;
|
||||
|
||||
/// A single frame's state
|
||||
#[derive(Debug, Clone)]
|
||||
|
@ -43,11 +44,11 @@ enum AnimDirection {
|
|||
#[derive(Debug, Clone)]
|
||||
pub struct SpriteAutomaton {
|
||||
/// The sprite we're animating
|
||||
sprite: SpriteHandle,
|
||||
sprite: Arc<Sprite>,
|
||||
|
||||
/// Which animation section we're on
|
||||
/// This MUST be a section from this Automaton's sprite
|
||||
current_section: AnimSectionHandle,
|
||||
current_section: Arc<SpriteSection>,
|
||||
|
||||
/// Which frame we're on
|
||||
current_frame: usize,
|
||||
|
@ -75,39 +76,35 @@ pub struct SpriteAutomaton {
|
|||
|
||||
impl SpriteAutomaton {
|
||||
/// Create a new AnimAutomaton
|
||||
pub fn new(ct: &Content, sprite_handle: SpriteHandle) -> Self {
|
||||
let sprite = ct.get_sprite(sprite_handle);
|
||||
|
||||
let (current_section, texture, current_direction) = match sprite.start_at {
|
||||
StartEdge::Top { section } => (
|
||||
section,
|
||||
*sprite.get_section(section).frames.first().unwrap(),
|
||||
AnimDirection::Down,
|
||||
),
|
||||
StartEdge::Bot { section } => (
|
||||
section,
|
||||
*sprite.get_section(section).frames.last().unwrap(),
|
||||
AnimDirection::Up,
|
||||
),
|
||||
pub fn new(sprite: Arc<Sprite>) -> Self {
|
||||
let (current_section, texture, current_direction) = {
|
||||
match &sprite.start_at {
|
||||
StartEdge::Top { section } => (
|
||||
section,
|
||||
*section.frames.first().unwrap(),
|
||||
AnimDirection::Down,
|
||||
),
|
||||
StartEdge::Bot { section } => {
|
||||
(section, *section.frames.last().unwrap(), AnimDirection::Up)
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
let sec = sprite.get_section(current_section);
|
||||
|
||||
Self {
|
||||
sprite: sprite.handle,
|
||||
sprite: sprite.clone(),
|
||||
current_frame: 0,
|
||||
|
||||
current_edge_progress: match current_direction {
|
||||
AnimDirection::Down => 0.0,
|
||||
AnimDirection::Up => sec.frame_duration,
|
||||
AnimDirection::Up => current_section.frame_duration,
|
||||
AnimDirection::Stop => unreachable!("how'd you get here?"),
|
||||
},
|
||||
|
||||
current_edge_duration: sec.frame_duration,
|
||||
current_edge_duration: current_section.frame_duration,
|
||||
next_edge_override: None,
|
||||
|
||||
current_direction,
|
||||
current_section,
|
||||
current_section: current_section.clone(),
|
||||
last_texture: texture,
|
||||
next_texture: texture,
|
||||
}
|
||||
|
@ -119,14 +116,11 @@ impl SpriteAutomaton {
|
|||
}
|
||||
|
||||
/// Force a transition to the given section right now
|
||||
pub fn jump_to(&mut self, ct: &Content, start: SectionEdge) {
|
||||
self.take_edge(ct, start);
|
||||
pub fn jump_to(&mut self, start: &SectionEdge) {
|
||||
self.take_edge(start);
|
||||
}
|
||||
|
||||
fn take_edge(&mut self, ct: &Content, e: SectionEdge) {
|
||||
let sprite = ct.get_sprite(self.sprite);
|
||||
let current_section = sprite.get_section(self.current_section);
|
||||
|
||||
fn take_edge(&mut self, e: &SectionEdge) {
|
||||
let last = match self.current_direction {
|
||||
AnimDirection::Stop => self.next_texture,
|
||||
AnimDirection::Down => self.next_texture,
|
||||
|
@ -141,7 +135,7 @@ impl SpriteAutomaton {
|
|||
self.current_frame = 0;
|
||||
}
|
||||
AnimDirection::Down => {
|
||||
self.current_frame = current_section.frames.len() - 1;
|
||||
self.current_frame = self.current_section.frames.len() - 1;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -149,29 +143,28 @@ impl SpriteAutomaton {
|
|||
self.current_direction = AnimDirection::Stop;
|
||||
}
|
||||
SectionEdge::Top { section, duration } => {
|
||||
self.current_section = section;
|
||||
self.current_edge_duration = duration;
|
||||
self.current_section = section.clone();
|
||||
self.current_edge_duration = *duration;
|
||||
self.current_frame = 0;
|
||||
self.current_direction = AnimDirection::Down;
|
||||
}
|
||||
SectionEdge::Bot { section, duration } => {
|
||||
let s = sprite.get_section(section);
|
||||
self.current_section = section;
|
||||
self.current_frame = s.frames.len() - 1;
|
||||
self.current_edge_duration = duration;
|
||||
self.current_section = section.clone();
|
||||
self.current_frame = section.frames.len() - 1;
|
||||
self.current_edge_duration = *duration;
|
||||
self.current_direction = AnimDirection::Up;
|
||||
}
|
||||
SectionEdge::Repeat { duration } => {
|
||||
match self.current_direction {
|
||||
AnimDirection::Stop => {}
|
||||
AnimDirection::Up => {
|
||||
self.current_frame = current_section.frames.len() - 1;
|
||||
self.current_frame = self.current_section.frames.len() - 1;
|
||||
}
|
||||
AnimDirection::Down => {
|
||||
self.current_frame = 0;
|
||||
}
|
||||
}
|
||||
self.current_edge_duration = duration;
|
||||
self.current_edge_duration = *duration;
|
||||
}
|
||||
SectionEdge::Reverse { duration } => {
|
||||
match self.current_direction {
|
||||
|
@ -180,7 +173,7 @@ impl SpriteAutomaton {
|
|||
// Jump to SECOND frame, since we've already shown the
|
||||
// first during the fade transition
|
||||
self.current_frame = {
|
||||
if current_section.frames.len() == 1 {
|
||||
if self.current_section.frames.len() == 1 {
|
||||
0
|
||||
} else {
|
||||
1
|
||||
|
@ -190,45 +183,39 @@ impl SpriteAutomaton {
|
|||
}
|
||||
AnimDirection::Down => {
|
||||
self.current_frame = {
|
||||
if current_section.frames.len() == 1 {
|
||||
if self.current_section.frames.len() == 1 {
|
||||
0
|
||||
} else {
|
||||
current_section.frames.len() - 2
|
||||
self.current_section.frames.len() - 2
|
||||
}
|
||||
};
|
||||
self.current_direction = AnimDirection::Up;
|
||||
}
|
||||
}
|
||||
self.current_edge_duration = duration;
|
||||
self.current_edge_duration = *duration;
|
||||
}
|
||||
}
|
||||
|
||||
match self.current_direction {
|
||||
AnimDirection::Stop => {
|
||||
let current_section = sprite.get_section(self.current_section);
|
||||
self.next_texture = current_section.frames[self.current_frame];
|
||||
self.last_texture = current_section.frames[self.current_frame];
|
||||
self.next_texture = self.current_section.frames[self.current_frame];
|
||||
self.last_texture = self.current_section.frames[self.current_frame];
|
||||
}
|
||||
AnimDirection::Down => {
|
||||
let current_section = sprite.get_section(self.current_section);
|
||||
self.last_texture = last;
|
||||
self.next_texture = current_section.frames[self.current_frame];
|
||||
self.next_texture = self.current_section.frames[self.current_frame];
|
||||
self.current_edge_progress = 0.0;
|
||||
}
|
||||
AnimDirection::Up => {
|
||||
let current_section = sprite.get_section(self.current_section);
|
||||
self.next_texture = last;
|
||||
self.last_texture = current_section.frames[self.current_frame];
|
||||
self.last_texture = self.current_section.frames[self.current_frame];
|
||||
self.current_edge_progress = self.current_edge_duration;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Step this animation by `t` seconds
|
||||
pub fn step(&mut self, ct: &Content, t: f32) {
|
||||
let sprite = ct.get_sprite(self.sprite);
|
||||
let current_section = sprite.get_section(self.current_section);
|
||||
|
||||
pub fn step(&mut self, t: f32) {
|
||||
// Current_fade and current_frame keep track of where we are in the current section.
|
||||
// current_frame indexes this section frames. When it exceeds the number of frames
|
||||
// or falls below zero (when moving in reverse), we switch to the next section.
|
||||
|
@ -240,15 +227,16 @@ impl SpriteAutomaton {
|
|||
// Note that frame_duration may be zero!
|
||||
// This is only possible in the hidden texture, since
|
||||
// user-provided sections are always checked to be positive.
|
||||
assert!(current_section.frame_duration >= 0.0);
|
||||
assert!(self.current_section.frame_duration >= 0.0);
|
||||
|
||||
match self.current_direction {
|
||||
AnimDirection::Stop => {
|
||||
// Edge case: we're stopped and got a request to transition.
|
||||
// we should transition right away.
|
||||
|
||||
if let Some(e) = self.next_edge_override.take() {
|
||||
self.take_edge(ct, e);
|
||||
if self.next_edge_override.is_some() {
|
||||
let e = self.next_edge_override.take().unwrap();
|
||||
self.take_edge(&e);
|
||||
}
|
||||
|
||||
return;
|
||||
|
@ -259,21 +247,21 @@ impl SpriteAutomaton {
|
|||
|
||||
// We're stepping foward and finished this frame
|
||||
if self.current_edge_progress > self.current_edge_duration {
|
||||
if self.current_frame < current_section.frames.len() - 1 {
|
||||
if self.current_frame < self.current_section.frames.len() - 1 {
|
||||
self.current_frame += 1;
|
||||
self.last_texture = self.next_texture;
|
||||
self.next_texture = current_section.frames[self.current_frame];
|
||||
self.next_texture = self.current_section.frames[self.current_frame];
|
||||
self.current_edge_progress = 0.0;
|
||||
self.current_edge_duration = current_section.frame_duration;
|
||||
self.current_edge_duration = self.current_section.frame_duration;
|
||||
} else {
|
||||
let e = {
|
||||
if self.next_edge_override.is_some() {
|
||||
self.next_edge_override.take().unwrap()
|
||||
} else {
|
||||
current_section.edge_bot.clone()
|
||||
self.current_section.edge_bot.clone()
|
||||
}
|
||||
};
|
||||
self.take_edge(ct, e);
|
||||
self.take_edge(&e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -286,18 +274,18 @@ impl SpriteAutomaton {
|
|||
if self.current_frame > 0 {
|
||||
self.current_frame -= 1;
|
||||
self.next_texture = self.last_texture;
|
||||
self.last_texture = current_section.frames[self.current_frame];
|
||||
self.current_edge_progress = current_section.frame_duration;
|
||||
self.current_edge_duration = current_section.frame_duration;
|
||||
self.last_texture = self.current_section.frames[self.current_frame];
|
||||
self.current_edge_progress = self.current_section.frame_duration;
|
||||
self.current_edge_duration = self.current_section.frame_duration;
|
||||
} else {
|
||||
let e = {
|
||||
if self.next_edge_override.is_some() {
|
||||
self.next_edge_override.take().unwrap()
|
||||
} else {
|
||||
current_section.edge_top.clone()
|
||||
self.current_section.edge_top.clone()
|
||||
}
|
||||
};
|
||||
self.take_edge(ct, e);
|
||||
self.take_edge(&e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -314,7 +302,7 @@ impl SpriteAutomaton {
|
|||
}
|
||||
|
||||
/// Get the sprite this automaton is using
|
||||
pub fn get_sprite(&self) -> SpriteHandle {
|
||||
self.sprite
|
||||
pub fn get_sprite(&self) -> Arc<Sprite> {
|
||||
self.sprite.clone()
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,7 +1,8 @@
|
|||
use galactica_content::{Content, FactionHandle, OutfitHandle, ShipHandle, SystemHandle};
|
||||
use galactica_content::{Content, ContentIndex};
|
||||
use galactica_playeragent::PlayerAgent;
|
||||
use galactica_system::data::ShipPersonality;
|
||||
use galactica_system::phys::{PhysImage, PhysSim, PhysSimShipHandle, PhysStepResources};
|
||||
use galactica_system::PlayerDirective;
|
||||
use galactica_util::timing::Timing;
|
||||
use nalgebra::Point2;
|
||||
use std::sync::Arc;
|
||||
|
@ -24,82 +25,101 @@ unsafe impl<'a> Send for Game {}
|
|||
impl<'a> Game {
|
||||
pub fn make_player(&mut self) -> PhysSimShipHandle {
|
||||
let player = self.phys_sim.add_ship(
|
||||
&self.ct,
|
||||
ShipHandle { index: 0 },
|
||||
FactionHandle { index: 0 },
|
||||
self.ct
|
||||
.ships
|
||||
.get(&ContentIndex::new("gypsum"))
|
||||
.unwrap()
|
||||
.clone(),
|
||||
self.ct
|
||||
.factions
|
||||
.get(&ContentIndex::new("player"))
|
||||
.unwrap()
|
||||
.clone(),
|
||||
ShipPersonality::Player,
|
||||
Point2::new(0.0, 4000.0),
|
||||
);
|
||||
|
||||
let s = self.phys_sim.get_ship_mut(&player).unwrap();
|
||||
s.add_outfits(
|
||||
&self.ct,
|
||||
[
|
||||
OutfitHandle { index: 0 },
|
||||
OutfitHandle { index: 1 },
|
||||
OutfitHandle { index: 2 },
|
||||
],
|
||||
);
|
||||
s.add_outfits([
|
||||
self.ct
|
||||
.outfits
|
||||
.get(&ContentIndex::new("plasma engines"))
|
||||
.unwrap()
|
||||
.clone(),
|
||||
self.ct
|
||||
.outfits
|
||||
.get(&ContentIndex::new("shield generator"))
|
||||
.unwrap()
|
||||
.clone(),
|
||||
self.ct
|
||||
.outfits
|
||||
.get(&ContentIndex::new("blaster"))
|
||||
.unwrap()
|
||||
.clone(),
|
||||
self.ct
|
||||
.outfits
|
||||
.get(&ContentIndex::new("blaster"))
|
||||
.unwrap()
|
||||
.clone(),
|
||||
]);
|
||||
|
||||
return player;
|
||||
}
|
||||
|
||||
pub fn new(ct: Arc<Content>) -> Self {
|
||||
let mut phys_sim = PhysSim::new(&ct, SystemHandle { index: 0 });
|
||||
let mut phys_sim = PhysSim::new();
|
||||
|
||||
let a = phys_sim.add_ship(
|
||||
&ct,
|
||||
ShipHandle { index: 0 },
|
||||
FactionHandle { index: 1 },
|
||||
ShipPersonality::Point,
|
||||
Point2::new(1000.0, 0.0),
|
||||
);
|
||||
|
||||
let s = phys_sim.get_ship_mut(&a).unwrap();
|
||||
s.add_outfits(
|
||||
&ct,
|
||||
[
|
||||
OutfitHandle { index: 0 },
|
||||
OutfitHandle { index: 1 },
|
||||
OutfitHandle { index: 2 },
|
||||
],
|
||||
);
|
||||
|
||||
let a = phys_sim.add_ship(
|
||||
&ct,
|
||||
ShipHandle { index: 0 },
|
||||
FactionHandle { index: 1 },
|
||||
ct.ships.get(&ContentIndex::new("gypsum")).unwrap().clone(),
|
||||
ct.factions
|
||||
.get(&ContentIndex::new("enemy"))
|
||||
.unwrap()
|
||||
.clone(),
|
||||
ShipPersonality::Point,
|
||||
Point2::new(1000.0, 4000.0),
|
||||
);
|
||||
|
||||
let s = phys_sim.get_ship_mut(&a).unwrap();
|
||||
s.add_outfits(
|
||||
&ct,
|
||||
[
|
||||
OutfitHandle { index: 0 },
|
||||
OutfitHandle { index: 1 },
|
||||
OutfitHandle { index: 2 },
|
||||
],
|
||||
);
|
||||
s.add_outfits([
|
||||
ct.outfits
|
||||
.get(&ContentIndex::new("plasma engines"))
|
||||
.unwrap()
|
||||
.clone(),
|
||||
ct.outfits
|
||||
.get(&ContentIndex::new("shield generator"))
|
||||
.unwrap()
|
||||
.clone(),
|
||||
ct.outfits
|
||||
.get(&ContentIndex::new("blaster"))
|
||||
.unwrap()
|
||||
.clone(),
|
||||
]);
|
||||
|
||||
let a = phys_sim.add_ship(
|
||||
&ct,
|
||||
ShipHandle { index: 0 },
|
||||
FactionHandle { index: 0 },
|
||||
ct.ships.get(&ContentIndex::new("gypsum")).unwrap().clone(),
|
||||
ct.factions
|
||||
.get(&ContentIndex::new("player"))
|
||||
.unwrap()
|
||||
.clone(),
|
||||
ShipPersonality::Dummy,
|
||||
Point2::new(200.0, 2000.0),
|
||||
);
|
||||
|
||||
let s = phys_sim.get_ship_mut(&a).unwrap();
|
||||
s.add_outfits(
|
||||
&ct,
|
||||
[
|
||||
OutfitHandle { index: 0 },
|
||||
OutfitHandle { index: 1 },
|
||||
OutfitHandle { index: 2 },
|
||||
],
|
||||
);
|
||||
s.add_outfits([
|
||||
ct.outfits
|
||||
.get(&ContentIndex::new("plasma engines"))
|
||||
.unwrap()
|
||||
.clone(),
|
||||
ct.outfits
|
||||
.get(&ContentIndex::new("shield generator"))
|
||||
.unwrap()
|
||||
.clone(),
|
||||
ct.outfits
|
||||
.get(&ContentIndex::new("blaster"))
|
||||
.unwrap()
|
||||
.clone(),
|
||||
]);
|
||||
|
||||
Game {
|
||||
ct,
|
||||
|
@ -111,8 +131,10 @@ impl<'a> Game {
|
|||
}
|
||||
}
|
||||
|
||||
pub fn update_player_controls(&mut self, player: &mut PlayerAgent) {
|
||||
self.phys_sim.update_player_controls(&self.ct, player)
|
||||
pub fn apply_directive(&mut self, directive: PlayerDirective, player: &PlayerAgent) {
|
||||
match directive {
|
||||
_ => self.phys_sim.apply_directive(directive, player),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn step(&mut self, phys_img: &PhysImage) {
|
||||
|
|
|
@ -2,13 +2,10 @@ mod game;
|
|||
|
||||
use anyhow::{bail, Result};
|
||||
use clap::Parser;
|
||||
use galactica_content::{Content, SystemHandle};
|
||||
use galactica_playeragent::{PlayerAgent, PlayerStatus};
|
||||
use galactica_render::RenderInput;
|
||||
use galactica_system::{
|
||||
data::ShipState,
|
||||
phys::{PhysImage, PhysSimShipHandle},
|
||||
};
|
||||
use galactica_content::Content;
|
||||
use galactica_playeragent::PlayerAgent;
|
||||
use galactica_render::{InputEvent, RenderInput};
|
||||
use galactica_system::phys::PhysImage;
|
||||
use galactica_util::constants::ASSET_CACHE;
|
||||
use log::LevelFilter;
|
||||
use log4rs::{
|
||||
|
@ -17,15 +14,13 @@ use log4rs::{
|
|||
encode::pattern::PatternEncoder,
|
||||
Config,
|
||||
};
|
||||
use nalgebra::Vector2;
|
||||
use std::{
|
||||
fs,
|
||||
path::{Path, PathBuf},
|
||||
sync::Arc,
|
||||
time::Instant,
|
||||
};
|
||||
use winit::{
|
||||
event::{Event, KeyboardInput, WindowEvent},
|
||||
event::{ElementState, Event, KeyboardInput, MouseButton, MouseScrollDelta, WindowEvent},
|
||||
event_loop::{ControlFlow, EventLoop},
|
||||
window::WindowBuilder,
|
||||
};
|
||||
|
@ -128,31 +123,21 @@ fn try_main() -> Result<()> {
|
|||
let mut game = game::Game::new(content.clone());
|
||||
let p = game.make_player();
|
||||
|
||||
let mut player = Arc::new(PlayerAgent::new(p.0));
|
||||
Arc::get_mut(&mut player).unwrap().set_camera_aspect(
|
||||
gpu.window().inner_size().width as f32 / gpu.window().inner_size().height as f32,
|
||||
);
|
||||
|
||||
let player = Arc::new(PlayerAgent::new(&content, p.0));
|
||||
let mut phys_img = Arc::new(PhysImage::new());
|
||||
let mut last_run = Instant::now();
|
||||
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
match event {
|
||||
Event::RedrawRequested(window_id) if window_id == gpu.window().id() => {
|
||||
let render_input = RenderInput {
|
||||
camera_pos: player.camera.pos,
|
||||
camera_zoom: player.camera.zoom,
|
||||
match gpu.render(RenderInput {
|
||||
current_time: game.get_current_time(),
|
||||
ct: content.clone(),
|
||||
phys_img: phys_img.clone(),
|
||||
player: player.clone(),
|
||||
time_since_last_run: last_run.elapsed().as_secs_f32(),
|
||||
current_system: SystemHandle { index: 0 },
|
||||
// TODO: this is a hack for testing.
|
||||
current_system: content.systems.values().next().unwrap().clone(),
|
||||
timing: game.get_timing().clone(),
|
||||
};
|
||||
last_run = Instant::now();
|
||||
|
||||
match gpu.render(render_input) {
|
||||
}) {
|
||||
Ok(_) => {}
|
||||
Err(wgpu::SurfaceError::Lost) => gpu.resize(&content),
|
||||
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
|
||||
|
@ -162,41 +147,8 @@ fn try_main() -> Result<()> {
|
|||
}
|
||||
|
||||
Event::MainEventsCleared => {
|
||||
game.update_player_controls(Arc::get_mut(&mut player).unwrap());
|
||||
game.step(&phys_img);
|
||||
game.update_image(Arc::get_mut(&mut phys_img).unwrap());
|
||||
|
||||
// TODO: clean up
|
||||
let player_status = {
|
||||
let pos = {
|
||||
let o = phys_img.get_ship(&PhysSimShipHandle(player.ship.unwrap()));
|
||||
if let Some(o) = o {
|
||||
match o.ship.get_data().get_state() {
|
||||
ShipState::Landing { .. }
|
||||
| ShipState::UnLanding { .. }
|
||||
| ShipState::Collapsing { .. }
|
||||
| ShipState::Flying { .. } => Some(*o.rigidbody.translation()),
|
||||
|
||||
ShipState::Landed { target } => {
|
||||
let b = content.get_system_object(*target);
|
||||
Some(Vector2::new(b.pos.x, b.pos.y))
|
||||
}
|
||||
|
||||
ShipState::Dead => None,
|
||||
}
|
||||
} else {
|
||||
None
|
||||
}
|
||||
};
|
||||
|
||||
PlayerStatus { pos }
|
||||
};
|
||||
|
||||
// This must be updated BEFORE rendering!
|
||||
Arc::get_mut(&mut player)
|
||||
.unwrap()
|
||||
.step(&content, player_status);
|
||||
Arc::get_mut(&mut player).unwrap().input.clear_inputs();
|
||||
gpu.window().request_redraw();
|
||||
}
|
||||
|
||||
|
@ -205,7 +157,7 @@ fn try_main() -> Result<()> {
|
|||
window_id,
|
||||
} if window_id == gpu.window().id() => match event {
|
||||
WindowEvent::Focused(_state) => {
|
||||
//game.set_paused(!state);
|
||||
// TODO: handle focus loss
|
||||
}
|
||||
WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
|
||||
WindowEvent::KeyboardInput {
|
||||
|
@ -217,42 +169,94 @@ fn try_main() -> Result<()> {
|
|||
},
|
||||
..
|
||||
} => {
|
||||
Arc::get_mut(&mut player)
|
||||
.unwrap()
|
||||
.input
|
||||
.process_key(state, key);
|
||||
let directive = gpu
|
||||
.process_input(
|
||||
RenderInput {
|
||||
current_time: game.get_current_time(),
|
||||
ct: content.clone(),
|
||||
phys_img: phys_img.clone(),
|
||||
player: player.clone(),
|
||||
current_system: content.systems.values().next().unwrap().clone(),
|
||||
timing: game.get_timing().clone(),
|
||||
},
|
||||
InputEvent::Keyboard {
|
||||
down: state == &ElementState::Pressed,
|
||||
key: *key,
|
||||
},
|
||||
)
|
||||
.unwrap();
|
||||
game.apply_directive(directive, &player);
|
||||
}
|
||||
WindowEvent::CursorMoved { position, .. } => {
|
||||
Arc::get_mut(&mut player)
|
||||
.unwrap()
|
||||
.input
|
||||
.process_mouse(position);
|
||||
let directive = gpu
|
||||
.process_input(
|
||||
RenderInput {
|
||||
current_time: game.get_current_time(),
|
||||
ct: content.clone(),
|
||||
phys_img: phys_img.clone(),
|
||||
player: player.clone(),
|
||||
current_system: content.systems.values().next().unwrap().clone(),
|
||||
timing: game.get_timing().clone(),
|
||||
},
|
||||
InputEvent::MouseMove(position.cast()),
|
||||
)
|
||||
.unwrap();
|
||||
game.apply_directive(directive, &player);
|
||||
}
|
||||
WindowEvent::MouseInput { state, button, .. } => {
|
||||
Arc::get_mut(&mut player)
|
||||
.unwrap()
|
||||
.input
|
||||
.process_click(state, button);
|
||||
let down = state == &ElementState::Pressed;
|
||||
let event = match button {
|
||||
MouseButton::Left => Some(InputEvent::MouseLeftClick(down)),
|
||||
MouseButton::Right => Some(InputEvent::MouseRightClick(down)),
|
||||
_ => None,
|
||||
};
|
||||
if let Some(event) = event {
|
||||
let directive = gpu
|
||||
.process_input(
|
||||
RenderInput {
|
||||
current_time: game.get_current_time(),
|
||||
ct: content.clone(),
|
||||
phys_img: phys_img.clone(),
|
||||
player: player.clone(),
|
||||
current_system: content
|
||||
.systems
|
||||
.values()
|
||||
.next()
|
||||
.unwrap()
|
||||
.clone(),
|
||||
timing: game.get_timing().clone(),
|
||||
},
|
||||
event,
|
||||
)
|
||||
.unwrap();
|
||||
game.apply_directive(directive, &player);
|
||||
}
|
||||
}
|
||||
WindowEvent::MouseWheel { delta, phase, .. } => {
|
||||
Arc::get_mut(&mut player)
|
||||
.unwrap()
|
||||
.input
|
||||
.process_scroll(delta, phase);
|
||||
WindowEvent::MouseWheel { delta, .. } => {
|
||||
let directive = gpu
|
||||
.process_input(
|
||||
RenderInput {
|
||||
current_time: game.get_current_time(),
|
||||
ct: content.clone(),
|
||||
phys_img: phys_img.clone(),
|
||||
player: player.clone(),
|
||||
current_system: content.systems.values().next().unwrap().clone(),
|
||||
timing: game.get_timing().clone(),
|
||||
},
|
||||
InputEvent::Scroll(match delta {
|
||||
MouseScrollDelta::LineDelta(_h, v) => *v,
|
||||
MouseScrollDelta::PixelDelta(v) => v.x as f32,
|
||||
}),
|
||||
)
|
||||
.unwrap();
|
||||
game.apply_directive(directive, &player);
|
||||
}
|
||||
WindowEvent::Resized(_) => {
|
||||
gpu.resize(&content);
|
||||
Arc::get_mut(&mut player).unwrap().set_camera_aspect(
|
||||
gpu.window().inner_size().width as f32
|
||||
/ gpu.window().inner_size().height as f32,
|
||||
);
|
||||
}
|
||||
WindowEvent::ScaleFactorChanged { .. } => {
|
||||
gpu.resize(&content);
|
||||
Arc::get_mut(&mut player).unwrap().set_camera_aspect(
|
||||
gpu.window().inner_size().width as f32
|
||||
/ gpu.window().inner_size().height as f32,
|
||||
);
|
||||
gpu.window().request_redraw();
|
||||
}
|
||||
_ => {}
|
||||
},
|
||||
|
|
|
@ -1,24 +0,0 @@
|
|||
use nalgebra::Vector2;
|
||||
|
||||
#[derive(Debug, Clone, Copy)]
|
||||
pub struct Camera {
|
||||
/// Camera center
|
||||
pub pos: Vector2<f32>,
|
||||
|
||||
/// Camera zoom
|
||||
/// (How many game units tall is the viewport?)
|
||||
pub zoom: f32,
|
||||
|
||||
/// Aspect ratio of viewport (width / height)
|
||||
pub aspect: f32,
|
||||
}
|
||||
|
||||
impl Camera {
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
pos: Vector2::new(0.0, 0.0),
|
||||
zoom: 500.0,
|
||||
aspect: 1.0,
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,151 +0,0 @@
|
|||
use winit::{
|
||||
dpi::PhysicalPosition,
|
||||
event::{ElementState, MouseButton, MouseScrollDelta, TouchPhase, VirtualKeyCode},
|
||||
};
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct InputStatus {
|
||||
// Parameters
|
||||
scroll_speed: f32,
|
||||
|
||||
mouse_position: PhysicalPosition<f32>,
|
||||
|
||||
// Continuous keys
|
||||
key_left: bool,
|
||||
key_right: bool,
|
||||
key_thrust: bool,
|
||||
key_guns: bool,
|
||||
key_leftclick: bool,
|
||||
|
||||
// One-shot keys (automatically released at the end of each frame)
|
||||
key_land: bool,
|
||||
v_scroll: f32,
|
||||
}
|
||||
|
||||
impl InputStatus {
|
||||
pub fn new() -> Self {
|
||||
InputStatus {
|
||||
key_left: false,
|
||||
key_right: false,
|
||||
key_thrust: false,
|
||||
key_guns: false,
|
||||
key_land: false,
|
||||
key_leftclick: false,
|
||||
mouse_position: PhysicalPosition { x: 0.0, y: 0.0 },
|
||||
v_scroll: 0.0,
|
||||
scroll_speed: 10.0,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn release_all(&mut self) {
|
||||
self.key_left = false;
|
||||
self.key_right = false;
|
||||
self.key_thrust = false;
|
||||
self.key_guns = false;
|
||||
self.key_land = false;
|
||||
}
|
||||
|
||||
/// Called at the end of every frame,
|
||||
/// resets one-shot keys.
|
||||
pub fn clear_inputs(&mut self) {
|
||||
self.key_land = false;
|
||||
self.v_scroll = 0.0;
|
||||
}
|
||||
|
||||
pub fn process_key(&mut self, state: &ElementState, key: &VirtualKeyCode) {
|
||||
let down = state == &ElementState::Pressed;
|
||||
match key {
|
||||
VirtualKeyCode::Left => {
|
||||
self.key_left = down;
|
||||
if down {
|
||||
self.key_right = false;
|
||||
}
|
||||
}
|
||||
VirtualKeyCode::Right => {
|
||||
self.key_right = down;
|
||||
if down {
|
||||
self.key_left = false;
|
||||
}
|
||||
}
|
||||
VirtualKeyCode::Up => self.key_thrust = down,
|
||||
VirtualKeyCode::Space => self.key_guns = down,
|
||||
VirtualKeyCode::L => self.key_land = down,
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn process_mouse(&mut self, position: &PhysicalPosition<f64>) {
|
||||
self.mouse_position = PhysicalPosition {
|
||||
x: position.x as f32,
|
||||
y: position.y as f32,
|
||||
};
|
||||
}
|
||||
|
||||
pub fn process_click(&mut self, state: &ElementState, key: &MouseButton) {
|
||||
let down = state == &ElementState::Pressed;
|
||||
match key {
|
||||
MouseButton::Left => self.key_leftclick = down,
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn process_scroll(&mut self, delta: &MouseScrollDelta, _phase: &TouchPhase) {
|
||||
match delta {
|
||||
MouseScrollDelta::LineDelta(_h, v) => {
|
||||
self.v_scroll -= self.scroll_speed * v;
|
||||
}
|
||||
// TODO: handle this better
|
||||
MouseScrollDelta::PixelDelta(v) => {
|
||||
self.v_scroll -= v.x as f32;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Public get-state methods
|
||||
impl InputStatus {
|
||||
/// Has the player applied vertical scroll?
|
||||
/// This is measured in lines, scaled by scroll_speed
|
||||
///
|
||||
/// A positive value means scroll up, a negative value means scroll down.
|
||||
/// This is reset to zero at the end of each frame.
|
||||
pub fn get_v_scroll(&self) -> f32 {
|
||||
self.v_scroll
|
||||
}
|
||||
|
||||
/// Get the current mouse position
|
||||
pub fn get_mouse_pos(&self) -> PhysicalPosition<f32> {
|
||||
self.mouse_position
|
||||
}
|
||||
|
||||
/// Is the player pressing the "turn left" key?
|
||||
pub fn pressed_left(&self) -> bool {
|
||||
self.key_left
|
||||
}
|
||||
|
||||
/// Is the player pressing the "turn right" key?
|
||||
pub fn pressed_right(&self) -> bool {
|
||||
self.key_right
|
||||
}
|
||||
|
||||
/// Is the player pressing the "fowards" key?
|
||||
pub fn pressed_thrust(&self) -> bool {
|
||||
self.key_thrust
|
||||
}
|
||||
|
||||
/// Is the player pressing the "fire guns" key?
|
||||
pub fn pressed_guns(&self) -> bool {
|
||||
self.key_guns
|
||||
}
|
||||
|
||||
/// Is the player pressing the left mouse button?
|
||||
pub fn pressed_leftclick(&self) -> bool {
|
||||
self.key_leftclick
|
||||
}
|
||||
|
||||
/// Has the player pressed the "land" key?
|
||||
/// (One-shot, reset to false at the start of each frame)
|
||||
pub fn pressed_land(&self) -> bool {
|
||||
self.key_land
|
||||
}
|
||||
}
|
|
@ -1,9 +1,5 @@
|
|||
mod camera;
|
||||
mod inputstatus;
|
||||
mod playeragent;
|
||||
mod playerstatus;
|
||||
|
||||
pub use camera::Camera;
|
||||
pub use inputstatus::InputStatus;
|
||||
pub use playeragent::PlayerAgent;
|
||||
pub use playerstatus::PlayerStatus;
|
||||
|
|
|
@ -1,25 +1,24 @@
|
|||
use galactica_content::{Content, SystemHandle, SystemObjectHandle};
|
||||
use galactica_content::{Content, ContentIndex, SystemObject};
|
||||
use rapier2d::geometry::ColliderHandle;
|
||||
|
||||
use crate::{camera::Camera, inputstatus::InputStatus, PlayerStatus};
|
||||
use std::sync::Arc;
|
||||
|
||||
/// What the player has selected
|
||||
#[derive(Debug, Clone, Copy)]
|
||||
#[derive(Debug, Clone)]
|
||||
pub enum PlayerSelection {
|
||||
/// We have nothing selected
|
||||
None,
|
||||
|
||||
/// We have a system body selected
|
||||
OrbitingBody(SystemObjectHandle),
|
||||
OrbitingBody(Arc<SystemObject>),
|
||||
|
||||
/// We have a ship selected
|
||||
Ship(ColliderHandle),
|
||||
}
|
||||
|
||||
impl PlayerSelection {
|
||||
pub fn get_planet(&self) -> Option<SystemObjectHandle> {
|
||||
pub fn get_planet(&self) -> Option<&Arc<SystemObject>> {
|
||||
match self {
|
||||
Self::OrbitingBody(h) => Some(*h),
|
||||
Self::OrbitingBody(h) => Some(h),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
|
@ -32,39 +31,22 @@ pub struct PlayerAgent {
|
|||
|
||||
/// What the player has selected
|
||||
pub selection: PlayerSelection,
|
||||
|
||||
/// This player's camera
|
||||
pub camera: Camera,
|
||||
|
||||
/// What buttons this player is pressing
|
||||
pub input: InputStatus,
|
||||
}
|
||||
|
||||
impl PlayerAgent {
|
||||
pub fn new(ship: ColliderHandle) -> Self {
|
||||
pub fn new(ct: &Content, ship: ColliderHandle) -> Self {
|
||||
Self {
|
||||
input: InputStatus::new(),
|
||||
camera: Camera::new(),
|
||||
ship: Some(ship),
|
||||
selection: PlayerSelection::OrbitingBody(SystemObjectHandle {
|
||||
system_handle: SystemHandle { index: 0 },
|
||||
body_index: 1,
|
||||
}),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn set_camera_aspect(&mut self, v: f32) {
|
||||
self.camera.aspect = v
|
||||
}
|
||||
|
||||
pub fn step(&mut self, ct: &Content, status: PlayerStatus) {
|
||||
if self.input.get_v_scroll() != 0.0 {
|
||||
self.camera.zoom = (self.camera.zoom + self.input.get_v_scroll())
|
||||
.clamp(ct.get_config().zoom_min, ct.get_config().zoom_max);
|
||||
}
|
||||
|
||||
if status.pos.is_some() {
|
||||
self.camera.pos = status.pos.unwrap();
|
||||
selection: PlayerSelection::OrbitingBody(
|
||||
ct.systems
|
||||
.values()
|
||||
.next()
|
||||
.unwrap()
|
||||
.objects
|
||||
.get(&ContentIndex::new("earth"))
|
||||
.unwrap()
|
||||
.clone(),
|
||||
),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,13 +1,13 @@
|
|||
use anyhow::Result;
|
||||
use bytemuck;
|
||||
use galactica_content::Content;
|
||||
use galactica_system::data::ShipState;
|
||||
use galactica_system::{data::ShipState, phys::PhysSimShipHandle, PlayerDirective};
|
||||
use galactica_util::to_radians;
|
||||
use glyphon::{FontSystem, Resolution, SwashCache, TextAtlas, TextRenderer};
|
||||
use nalgebra::{Point2, Point3};
|
||||
use nalgebra::{Point2, Point3, Vector2};
|
||||
use std::{cell::RefCell, iter, rc::Rc, sync::Arc};
|
||||
use wgpu;
|
||||
use winit;
|
||||
use winit::{self};
|
||||
|
||||
use crate::{
|
||||
globaluniform::{GlobalDataContent, GlobalUniform, ObjectData},
|
||||
|
@ -17,7 +17,7 @@ use crate::{
|
|||
texturearray::TextureArray,
|
||||
ui::UiScriptExecutor,
|
||||
vertexbuffer::{consts::SPRITE_INDICES, types::ObjectInstance},
|
||||
RenderInput, RenderState, VertexBuffers,
|
||||
InputEvent, RenderInput, RenderState, VertexBuffers,
|
||||
};
|
||||
|
||||
/// A high-level GPU wrapper. Reads game state (via RenderInput), produces pretty pictures.
|
||||
|
@ -120,21 +120,20 @@ impl GPUState {
|
|||
glyphon::fontdb::Database::new(),
|
||||
);
|
||||
|
||||
let conf = ct.get_config();
|
||||
for font in &conf.font_files {
|
||||
for font in &ct.config.font_files {
|
||||
text_font_system.db_mut().load_font_file(font)?;
|
||||
}
|
||||
|
||||
// TODO: nice error if no family with this name is found
|
||||
text_font_system
|
||||
.db_mut()
|
||||
.set_sans_serif_family(conf.font_sans.clone());
|
||||
.set_sans_serif_family(ct.config.font_sans.clone());
|
||||
text_font_system
|
||||
.db_mut()
|
||||
.set_serif_family(conf.font_serif.clone());
|
||||
.set_serif_family(ct.config.font_serif.clone());
|
||||
text_font_system
|
||||
.db_mut()
|
||||
.set_monospace_family(conf.font_mono.clone());
|
||||
.set_monospace_family(ct.config.font_mono.clone());
|
||||
//text_font_system
|
||||
// .db_mut()
|
||||
// .set_cursive_family(conf.font_cursive.clone());
|
||||
|
@ -260,6 +259,8 @@ impl GPUState {
|
|||
self.config.height = new_size.height;
|
||||
self.surface.configure(&self.device, &self.config);
|
||||
}
|
||||
|
||||
// TODO: this takes a long time. fix!
|
||||
self.starfield.update_buffer(ct, &mut self.state);
|
||||
}
|
||||
|
||||
|
@ -275,28 +276,64 @@ impl GPUState {
|
|||
self.starfield.update_buffer(ct, &mut self.state);
|
||||
}
|
||||
|
||||
/// Handle user input
|
||||
pub fn process_input(
|
||||
&mut self,
|
||||
input: RenderInput,
|
||||
event: InputEvent,
|
||||
) -> Result<PlayerDirective> {
|
||||
let input = Arc::new(input);
|
||||
self.ui.process_input(&mut self.state, input, event)
|
||||
}
|
||||
|
||||
/// Main render function. Draws sprites on a window.
|
||||
pub fn render(&mut self, input: RenderInput) -> Result<(), wgpu::SurfaceError> {
|
||||
let input = Arc::new(input);
|
||||
|
||||
if let Some(ship) = input.player.ship {
|
||||
let o = input.phys_img.get_ship(&PhysSimShipHandle(ship));
|
||||
if let Some(o) = o {
|
||||
match o.ship.get_data().get_state() {
|
||||
ShipState::Landing { .. }
|
||||
| ShipState::UnLanding { .. }
|
||||
| ShipState::Collapsing { .. }
|
||||
| ShipState::Flying { .. } => self
|
||||
.ui
|
||||
.state
|
||||
.borrow_mut()
|
||||
.camera
|
||||
.set_pos(*o.rigidbody.translation()),
|
||||
|
||||
ShipState::Landed { target } => self
|
||||
.ui
|
||||
.state
|
||||
.borrow_mut()
|
||||
.camera
|
||||
.set_pos(Vector2::new(target.pos.x, target.pos.y)),
|
||||
|
||||
ShipState::Dead => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update global values
|
||||
self.state.queue.write_buffer(
|
||||
&self.state.global_uniform.data_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&[GlobalDataContent {
|
||||
camera_position_x: input.camera_pos.x,
|
||||
camera_position_y: input.camera_pos.y,
|
||||
camera_zoom: input.camera_zoom,
|
||||
camera_zoom_min: input.ct.get_config().zoom_min,
|
||||
camera_zoom_max: input.ct.get_config().zoom_max,
|
||||
camera_position_x: self.ui.state.borrow().camera.get_pos().x,
|
||||
camera_position_y: self.ui.state.borrow().camera.get_pos().y,
|
||||
camera_zoom: self.ui.state.borrow().camera.get_zoom(),
|
||||
camera_zoom_min: input.ct.config.zoom_min,
|
||||
camera_zoom_max: input.ct.config.zoom_max,
|
||||
window_size_w: self.state.window_size.width as f32,
|
||||
window_size_h: self.state.window_size.height as f32,
|
||||
window_scale: self.state.window.scale_factor() as f32,
|
||||
window_aspect: self.state.window_aspect,
|
||||
starfield_sprite: input.ct.get_config().starfield_texture.into(),
|
||||
starfield_tile_size: input.ct.get_config().starfield_size,
|
||||
starfield_size_min: input.ct.get_config().starfield_min_size,
|
||||
starfield_size_max: input.ct.get_config().starfield_max_size,
|
||||
starfield_sprite: input.ct.config.starfield_texture.into(),
|
||||
starfield_tile_size: input.ct.config.starfield_size,
|
||||
starfield_size_min: input.ct.config.starfield_min_size,
|
||||
starfield_size_max: input.ct.config.starfield_max_size,
|
||||
}]),
|
||||
);
|
||||
|
||||
|
@ -339,8 +376,10 @@ impl GPUState {
|
|||
|
||||
// Game coordinates (relative to camera) of ne and sw corners of screen.
|
||||
// Used to skip off-screen sprites.
|
||||
let clip_ne = Point2::new(-self.state.window_aspect, 1.0) * input.camera_zoom;
|
||||
let clip_sw = Point2::new(self.state.window_aspect, -1.0) * input.camera_zoom;
|
||||
let clip_ne = Point2::new(-self.state.window_aspect, 1.0)
|
||||
* self.ui.state.borrow().camera.get_zoom();
|
||||
let clip_sw = Point2::new(self.state.window_aspect, -1.0)
|
||||
* self.ui.state.borrow().camera.get_zoom();
|
||||
|
||||
// Order matters, it determines what is drawn on top.
|
||||
// The order inside ships and projectiles doesn't matter,
|
||||
|
@ -425,7 +464,9 @@ impl GPUState {
|
|||
},
|
||||
(*self.ui.state)
|
||||
.borrow_mut()
|
||||
.get_textareas(&input, &self.state.window),
|
||||
.get_textareas(&input, &self.state.window)
|
||||
.iter()
|
||||
.map(|x| x.get_textarea()),
|
||||
&mut self.state.text_cache,
|
||||
)
|
||||
.unwrap();
|
||||
|
@ -468,7 +509,7 @@ impl GPUState {
|
|||
ship_pos = Point3::new(pos.x, pos.y, 1.0);
|
||||
let ship_rot = r.rotation();
|
||||
ship_ang = ship_rot.angle();
|
||||
ship_cnt = input.ct.get_ship(s.ship.get_data().get_content());
|
||||
ship_cnt = s.ship.get_data().get_content();
|
||||
}
|
||||
|
||||
ShipState::UnLanding { current_z, .. } | ShipState::Landing { current_z, .. } => {
|
||||
|
@ -477,23 +518,23 @@ impl GPUState {
|
|||
ship_pos = Point3::new(pos.x, pos.y, *current_z);
|
||||
let ship_rot = r.rotation();
|
||||
ship_ang = ship_rot.angle();
|
||||
ship_cnt = input.ct.get_ship(s.ship.get_data().get_content());
|
||||
ship_cnt = s.ship.get_data().get_content();
|
||||
}
|
||||
}
|
||||
|
||||
// Position adjusted for parallax
|
||||
// TODO: adjust parallax for zoom?
|
||||
// 1.0 is z-coordinate, which is constant for ships
|
||||
let pos: Point2<f32> =
|
||||
(Point2::new(ship_pos.x, ship_pos.y) - input.camera_pos) / ship_pos.z;
|
||||
let pos: Point2<f32> = (Point2::new(ship_pos.x, ship_pos.y)
|
||||
- self.ui.state.borrow().camera.get_pos())
|
||||
/ ship_pos.z;
|
||||
|
||||
// Game dimensions of this sprite post-scale.
|
||||
// Post-scale width or height, whichever is larger.
|
||||
// This is in game units.
|
||||
//
|
||||
// We take the maximum to account for rotated sprites.
|
||||
let m =
|
||||
(ship_cnt.size / ship_pos.z) * input.ct.get_sprite(ship_cnt.sprite).aspect.max(1.0);
|
||||
let m = (ship_cnt.size / ship_pos.z) * ship_cnt.sprite.aspect.max(1.0);
|
||||
|
||||
// Don't draw sprites that are off the screen
|
||||
if pos.x < screen_clip.0.x - m
|
||||
|
@ -590,14 +631,14 @@ impl GPUState {
|
|||
// Position adjusted for parallax
|
||||
// TODO: adjust parallax for zoom?
|
||||
// 1.0 is z-coordinate, which is constant for projectiles
|
||||
let pos = (proj_pos - input.camera_pos) / 1.0;
|
||||
let pos = (proj_pos - self.ui.state.borrow().camera.get_pos()) / 1.0;
|
||||
|
||||
// Game dimensions of this sprite post-scale.
|
||||
// Post-scale width or height, whichever is larger.
|
||||
// This is in game units.
|
||||
//
|
||||
// We take the maximum to account for rotated sprites.
|
||||
let m = (proj_cnt.size / 1.0) * input.ct.get_sprite(proj_cnt.sprite).aspect.max(1.0);
|
||||
let m = (proj_cnt.size / 1.0) * proj_cnt.sprite.aspect.max(1.0);
|
||||
|
||||
// Don't draw sprites that are off the screen
|
||||
if pos.x < screen_clip.0.x - m
|
||||
|
@ -641,18 +682,25 @@ impl GPUState {
|
|||
// NE and SW corners of screen
|
||||
screen_clip: (Point2<f32>, Point2<f32>),
|
||||
) {
|
||||
let system = input.ct.get_system(input.current_system);
|
||||
// TODO: sort once, give objects state
|
||||
|
||||
for o in &system.objects {
|
||||
// Sort by z-distance. This is important, since these are
|
||||
// rendered in this order. We need far objects to be behind
|
||||
// near objects!
|
||||
let mut v: Vec<_> = input.current_system.objects.values().collect();
|
||||
v.sort_by(|a, b| b.pos.z.total_cmp(&a.pos.z));
|
||||
|
||||
for o in v {
|
||||
// Position adjusted for parallax
|
||||
let pos: Point2<f32> = (Point2::new(o.pos.x, o.pos.y) - input.camera_pos) / o.pos.z;
|
||||
let pos: Point2<f32> =
|
||||
(Point2::new(o.pos.x, o.pos.y) - self.ui.state.borrow().camera.get_pos()) / o.pos.z;
|
||||
|
||||
// Game dimensions of this sprite post-scale.
|
||||
// Post-scale width or height, whichever is larger.
|
||||
// This is in game units.
|
||||
//
|
||||
// We take the maximum to account for rotated sprites.
|
||||
let m = (o.size / o.pos.z) * input.ct.get_sprite(o.sprite).aspect.max(1.0);
|
||||
let m = (o.size / o.pos.z) * o.sprite.aspect.max(1.0);
|
||||
|
||||
// Don't draw sprites that are off the screen
|
||||
if pos.x < screen_clip.0.x - m
|
||||
|
@ -680,8 +728,7 @@ impl GPUState {
|
|||
}]),
|
||||
);
|
||||
|
||||
let sprite = input.ct.get_sprite(o.sprite);
|
||||
let texture_a = sprite.get_first_frame(); // ANIMATE
|
||||
let texture_a = o.sprite.get_first_frame(); // ANIMATE
|
||||
|
||||
// Push this object's instance
|
||||
self.state.push_object_buffer(ObjectInstance {
|
||||
|
@ -708,19 +755,14 @@ impl GPUState {
|
|||
// Position adjusted for parallax
|
||||
// TODO: adjust parallax for zoom?
|
||||
// 1.0 is z-coordinate, which is constant for projectiles
|
||||
let adjusted_pos = (pos - input.camera_pos) / 1.0;
|
||||
let adjusted_pos = (pos - self.ui.state.borrow().camera.get_pos()) / 1.0;
|
||||
|
||||
// Game dimensions of this sprite post-scale.
|
||||
// Post-scale width or height, whichever is larger.
|
||||
// This is in game units.
|
||||
//
|
||||
// We take the maximum to account for rotated sprites.
|
||||
let m = (p.effect.size / 1.0)
|
||||
* input
|
||||
.ct
|
||||
.get_sprite(p.effect.anim.get_sprite())
|
||||
.aspect
|
||||
.max(1.0);
|
||||
let m = (p.effect.size / 1.0) * p.effect.anim.get_sprite().aspect.max(1.0);
|
||||
|
||||
// Don't draw sprites that are off the screen
|
||||
if adjusted_pos.x < screen_clip.0.x - m
|
||||
|
|
|
@ -0,0 +1,29 @@
|
|||
use winit::{dpi::PhysicalPosition, event::VirtualKeyCode};
|
||||
|
||||
/// Input received from the user
|
||||
#[derive(Debug)]
|
||||
pub enum InputEvent {
|
||||
/// Mouse was moved
|
||||
MouseMove(PhysicalPosition<f32>),
|
||||
|
||||
/// Mouse left button was clicked.
|
||||
/// True if pressed, false if released.
|
||||
MouseLeftClick(bool),
|
||||
|
||||
/// Mouse left button was clicked.
|
||||
/// True if pressed, false if released.
|
||||
MouseRightClick(bool),
|
||||
|
||||
/// Mouse was scrolled.
|
||||
/// Value is number of lines, positive or negative.
|
||||
Scroll(f32),
|
||||
|
||||
/// A key was pressed or released
|
||||
Keyboard {
|
||||
/// True if pressed, false if released
|
||||
down: bool,
|
||||
|
||||
/// The key that was pressed
|
||||
key: VirtualKeyCode,
|
||||
},
|
||||
}
|
|
@ -9,6 +9,7 @@
|
|||
|
||||
mod globaluniform;
|
||||
mod gpustate;
|
||||
mod inputevent;
|
||||
mod pipeline;
|
||||
mod renderinput;
|
||||
mod renderstate;
|
||||
|
@ -18,7 +19,8 @@ mod texturearray;
|
|||
mod ui;
|
||||
mod vertexbuffer;
|
||||
|
||||
pub use gpustate::GPUState;
|
||||
pub use gpustate::*;
|
||||
pub use inputevent::*;
|
||||
pub use renderinput::RenderInput;
|
||||
use renderstate::*;
|
||||
|
||||
|
|
|
@ -1,25 +1,18 @@
|
|||
use std::sync::Arc;
|
||||
|
||||
use galactica_content::{Content, SystemHandle};
|
||||
use galactica_content::{Content, System};
|
||||
use galactica_playeragent::PlayerAgent;
|
||||
use galactica_system::phys::PhysImage;
|
||||
use galactica_util::timing::Timing;
|
||||
use nalgebra::Vector2;
|
||||
|
||||
/// Bundles parameters passed to a single call to GPUState::render
|
||||
#[derive(Debug)]
|
||||
pub struct RenderInput {
|
||||
/// Camera position, in world units
|
||||
pub camera_pos: Vector2<f32>,
|
||||
|
||||
/// Player ship data
|
||||
pub player: Arc<PlayerAgent>,
|
||||
|
||||
/// The system we're currently in
|
||||
pub current_system: SystemHandle,
|
||||
|
||||
/// Height of screen, in world units
|
||||
pub camera_zoom: f32,
|
||||
pub current_system: Arc<System>,
|
||||
|
||||
/// The world state to render
|
||||
pub phys_img: Arc<PhysImage>,
|
||||
|
@ -28,9 +21,6 @@ pub struct RenderInput {
|
|||
/// The current time, in seconds
|
||||
pub current_time: f32,
|
||||
|
||||
/// The amount of time that has passed since the last frame was drawn
|
||||
pub time_since_last_run: f32,
|
||||
|
||||
/// Game content
|
||||
pub ct: Arc<Content>,
|
||||
|
||||
|
|
|
@ -39,7 +39,7 @@ impl<'a> VertexBuffers {
|
|||
ui_counter: 0,
|
||||
radialbar_counter: 0,
|
||||
starfield_counter: 0,
|
||||
starfield_limit: ct.get_config().starfield_instance_limit,
|
||||
starfield_limit: ct.config.starfield_instance_limit,
|
||||
|
||||
object: VertexBuffer::new::<TexturedVertex, ObjectInstance>(
|
||||
"object",
|
||||
|
@ -54,7 +54,7 @@ impl<'a> VertexBuffers {
|
|||
&device,
|
||||
Some(SPRITE_VERTICES),
|
||||
Some(SPRITE_INDICES),
|
||||
ct.get_config().starfield_instance_limit,
|
||||
ct.config.starfield_instance_limit,
|
||||
),
|
||||
|
||||
ui: VertexBuffer::new::<TexturedVertex, UiInstance>(
|
||||
|
|
|
@ -30,36 +30,32 @@ impl Starfield {
|
|||
pub fn regenerate(&mut self, ct: &Content) {
|
||||
// TODO: save seed in system, regenerate on jump
|
||||
let mut rng = rand::thread_rng();
|
||||
let sz = ct.get_config().starfield_size as f32 / 2.0;
|
||||
self.stars = (0..ct.get_config().starfield_count)
|
||||
let sz = ct.config.starfield_size as f32 / 2.0;
|
||||
self.stars = (0..ct.config.starfield_count)
|
||||
.map(|_| StarfieldStar {
|
||||
pos: Point3::new(
|
||||
rng.gen_range(-sz..=sz),
|
||||
rng.gen_range(-sz..=sz),
|
||||
rng.gen_range(
|
||||
ct.get_config().starfield_min_dist..=ct.get_config().starfield_max_dist,
|
||||
),
|
||||
),
|
||||
size: rng.gen_range(
|
||||
ct.get_config().starfield_min_size..ct.get_config().starfield_max_size,
|
||||
rng.gen_range(ct.config.starfield_min_dist..=ct.config.starfield_max_dist),
|
||||
),
|
||||
size: rng.gen_range(ct.config.starfield_min_size..ct.config.starfield_max_size),
|
||||
tint: Vector2::new(rng.gen_range(0.0..=1.0), rng.gen_range(0.0..=1.0)),
|
||||
})
|
||||
.collect();
|
||||
}
|
||||
|
||||
pub fn update_buffer(&mut self, ct: &Content, state: &mut RenderState) {
|
||||
let sz = ct.get_config().starfield_size as f32;
|
||||
let sz = ct.config.starfield_size as f32;
|
||||
|
||||
// Compute window size in starfield tiles
|
||||
let mut nw_tile = {
|
||||
// Game coordinates (relative to camera) of nw corner of screen.
|
||||
let clip_nw = Point2::new(state.window_aspect, 1.0) * ct.get_config().zoom_max;
|
||||
let clip_nw = Point2::new(state.window_aspect, 1.0) * ct.config.zoom_max;
|
||||
|
||||
// Parallax correction.
|
||||
// Also, adjust v for mod to work properly
|
||||
// (v is centered at 0)
|
||||
let v: Point2<f32> = clip_nw * ct.get_config().starfield_min_dist;
|
||||
let v: Point2<f32> = clip_nw * ct.config.starfield_min_dist;
|
||||
let v_adj = Point2::new(v.x + (sz / 2.0), v.y + (sz / 2.0));
|
||||
|
||||
#[rustfmt::skip]
|
||||
|
@ -83,8 +79,8 @@ impl Starfield {
|
|||
|
||||
// Truncate tile grid to buffer size
|
||||
// (The window won't be full of stars if our instance limit is too small)
|
||||
while ((nw_tile.x * 2 + 1) * (nw_tile.y * 2 + 1) * ct.get_config().starfield_count as i32)
|
||||
> ct.get_config().starfield_instance_limit as i32
|
||||
while ((nw_tile.x * 2 + 1) * (nw_tile.y * 2 + 1) * ct.config.starfield_count as i32)
|
||||
> ct.config.starfield_instance_limit as i32
|
||||
{
|
||||
nw_tile -= Vector2::new(1, 1);
|
||||
}
|
||||
|
|
|
@ -0,0 +1,28 @@
|
|||
use rhai::{plugin::*, Dynamic, Module};
|
||||
|
||||
#[export_module]
|
||||
#[allow(non_snake_case)]
|
||||
#[allow(non_upper_case_globals)]
|
||||
pub mod player_directive_module {
|
||||
use galactica_system::PlayerDirective;
|
||||
|
||||
pub const None: PlayerDirective = PlayerDirective::None;
|
||||
pub const Land: PlayerDirective = PlayerDirective::Land;
|
||||
pub const UnLand: PlayerDirective = PlayerDirective::UnLand;
|
||||
|
||||
pub fn Engine(state: bool) -> PlayerDirective {
|
||||
PlayerDirective::Engine(state)
|
||||
}
|
||||
|
||||
pub fn TurnLeft(state: bool) -> PlayerDirective {
|
||||
PlayerDirective::TurnLeft(state)
|
||||
}
|
||||
|
||||
pub fn TurnRight(state: bool) -> PlayerDirective {
|
||||
PlayerDirective::TurnRight(state)
|
||||
}
|
||||
|
||||
pub fn Guns(state: bool) -> PlayerDirective {
|
||||
PlayerDirective::Guns(state)
|
||||
}
|
||||
}
|
|
@ -38,3 +38,31 @@ impl CustomType for PlayerShipStateEvent {
|
|||
builder.with_name("PlayerShipStateEvent");
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct KeyboardEvent {
|
||||
pub down: bool,
|
||||
pub key: ImmutableString,
|
||||
}
|
||||
|
||||
impl CustomType for KeyboardEvent {
|
||||
fn build(mut builder: TypeBuilder<Self>) {
|
||||
builder
|
||||
.with_name("KeyboardEvent")
|
||||
.with_fn("is_down", |s: &mut Self| s.down)
|
||||
.with_fn("key", |s: &mut Self| s.key.clone());
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct ScrollEvent {
|
||||
pub val: f32,
|
||||
}
|
||||
|
||||
impl CustomType for ScrollEvent {
|
||||
fn build(mut builder: TypeBuilder<Self>) {
|
||||
builder
|
||||
.with_name("ScrollEvent")
|
||||
.with_fn("val", |s: &mut Self| s.val);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,11 +1,13 @@
|
|||
mod conf;
|
||||
mod radialbar;
|
||||
mod scrollbox;
|
||||
mod sprite;
|
||||
mod textbox;
|
||||
mod ui;
|
||||
|
||||
pub use conf::build_conf_module;
|
||||
pub use radialbar::build_radialbar_module;
|
||||
pub use scrollbox::build_scrollbox_module;
|
||||
pub use sprite::build_sprite_module;
|
||||
pub use textbox::build_textbox_module;
|
||||
pub use ui::build_ui_module;
|
||||
|
|
|
@ -3,7 +3,7 @@ use rhai::{FnNamespace, FuncRegistration, ImmutableString, Module};
|
|||
use std::{cell::RefCell, rc::Rc};
|
||||
|
||||
use super::super::{Color, Rect};
|
||||
use crate::ui::{elements::RadialBar, UiElement, UiState};
|
||||
use crate::ui::{elements::UiRadialBar, UiElement, UiState};
|
||||
|
||||
pub fn build_radialbar_module(state_src: Rc<RefCell<UiState>>) -> Module {
|
||||
let mut module = Module::new();
|
||||
|
@ -23,11 +23,13 @@ pub fn build_radialbar_module(state_src: Rc<RefCell<UiState>>) -> Module {
|
|||
return;
|
||||
}
|
||||
|
||||
ui_state.names.push(name.clone());
|
||||
ui_state.elements.insert(
|
||||
ui_state.add_element(UiElement::RadialBar(UiRadialBar::new(
|
||||
name.clone(),
|
||||
UiElement::RadialBar(RadialBar::new(name.clone(), stroke, color, rect, 1.0)),
|
||||
);
|
||||
stroke,
|
||||
color,
|
||||
rect,
|
||||
1.0,
|
||||
)));
|
||||
},
|
||||
);
|
||||
|
||||
|
|
|
@ -0,0 +1,77 @@
|
|||
use log::error;
|
||||
use rhai::{FnNamespace, FuncRegistration, ImmutableString, Module};
|
||||
use std::{cell::RefCell, rc::Rc};
|
||||
|
||||
use super::super::Rect;
|
||||
use crate::ui::{elements::UiScrollbox, UiElement, UiState};
|
||||
|
||||
pub fn build_scrollbox_module(state_src: Rc<RefCell<UiState>>) -> Module {
|
||||
let mut module = Module::new();
|
||||
module.set_id("GalacticaScrollboxModule");
|
||||
|
||||
let state = state_src.clone();
|
||||
let _ = FuncRegistration::new("add")
|
||||
.with_namespace(FnNamespace::Internal)
|
||||
.set_into_module(&mut module, move |name: ImmutableString, rect: Rect| {
|
||||
let mut ui_state = state.borrow_mut();
|
||||
|
||||
if ui_state.elements.contains_key(&name) {
|
||||
error!("tried to make a scrollbox using an existing name `{name}`");
|
||||
return;
|
||||
}
|
||||
|
||||
ui_state.add_element(UiElement::Scrollbox(UiScrollbox::new(name.clone(), rect)));
|
||||
});
|
||||
|
||||
let state = state_src.clone();
|
||||
let _ = FuncRegistration::new("add_element")
|
||||
.with_namespace(FnNamespace::Internal)
|
||||
.set_into_module(
|
||||
&mut module,
|
||||
move |name: ImmutableString, target: ImmutableString| {
|
||||
let mut ui_state = state.borrow_mut();
|
||||
match ui_state.get_mut_by_name(&name) {
|
||||
Some(UiElement::Scrollbox(_)) => {
|
||||
match ui_state.get_mut_by_name(&target) {
|
||||
Some(UiElement::Text(_)) | Some(UiElement::Sprite(_)) => {
|
||||
let e = match ui_state.remove_element_incomplete(&target) {
|
||||
Some(UiElement::Sprite(s)) => {
|
||||
Rc::new(RefCell::new(UiElement::Sprite(s)))
|
||||
}
|
||||
Some(UiElement::Text(t)) => {
|
||||
Rc::new(RefCell::new(UiElement::Text(t)))
|
||||
}
|
||||
_ => unreachable!(),
|
||||
};
|
||||
|
||||
// Add a subelement pointing to this sprite
|
||||
ui_state.add_element(UiElement::SubElement {
|
||||
parent: name.clone(),
|
||||
element: e.clone(),
|
||||
});
|
||||
|
||||
// Add this sprite to a scrollbox
|
||||
match ui_state.get_mut_by_name(&name) {
|
||||
Some(UiElement::Scrollbox(s)) => {
|
||||
s.add_element(e);
|
||||
}
|
||||
_ => unreachable!(),
|
||||
};
|
||||
}
|
||||
Some(_) => {
|
||||
error!("cannot add `{name}` to scrollbox `{name}`, invalid type.")
|
||||
}
|
||||
None => {
|
||||
error!("called `scrollbox::add_element` with a non-existing target `{target}`")
|
||||
}
|
||||
}
|
||||
}
|
||||
_ => {
|
||||
error!("called `scrollbox::add_element` on an invalid name `{name}`")
|
||||
}
|
||||
}
|
||||
},
|
||||
);
|
||||
|
||||
return module;
|
||||
}
|
|
@ -3,7 +3,7 @@ use log::error;
|
|||
use rhai::{FnNamespace, FuncRegistration, ImmutableString, Module};
|
||||
use std::{cell::RefCell, rc::Rc, sync::Arc};
|
||||
|
||||
use crate::ui::{elements::Sprite, UiElement, UiState};
|
||||
use crate::ui::{elements::UiSprite, UiElement, UiState};
|
||||
|
||||
use super::super::{Color, Rect};
|
||||
|
||||
|
@ -17,12 +17,12 @@ pub fn build_sprite_module(ct_src: Arc<Content>, state_src: Rc<RefCell<UiState>>
|
|||
.with_namespace(FnNamespace::Internal)
|
||||
.set_into_module(
|
||||
&mut module,
|
||||
move |name: ImmutableString, sprite: ImmutableString, rect: Rect| {
|
||||
move |name: ImmutableString, sprite_name: ImmutableString, rect: Rect| {
|
||||
let mut ui_state = state.borrow_mut();
|
||||
|
||||
let sprite_handle = ct.get_sprite_handle(sprite.as_str());
|
||||
if sprite_handle.is_none() {
|
||||
error!("made a sprite using an invalid source `{sprite}`");
|
||||
let sprite = ct.sprites.get(&sprite_name.clone().into());
|
||||
if sprite.is_none() {
|
||||
error!("made a sprite using an invalid source `{sprite_name}`");
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -31,11 +31,11 @@ pub fn build_sprite_module(ct_src: Arc<Content>, state_src: Rc<RefCell<UiState>>
|
|||
return;
|
||||
}
|
||||
|
||||
ui_state.names.push(name.clone());
|
||||
ui_state.elements.insert(
|
||||
ui_state.add_element(UiElement::Sprite(UiSprite::new(
|
||||
name.clone(),
|
||||
UiElement::Sprite(Sprite::new(&ct, name.clone(), sprite_handle.unwrap(), rect)),
|
||||
);
|
||||
sprite.unwrap().clone(),
|
||||
rect,
|
||||
)));
|
||||
},
|
||||
);
|
||||
|
||||
|
@ -56,8 +56,7 @@ pub fn build_sprite_module(ct_src: Arc<Content>, state_src: Rc<RefCell<UiState>>
|
|||
.set_into_module(&mut module, move |name: ImmutableString| {
|
||||
let mut ui_state = state.borrow_mut();
|
||||
if ui_state.elements.contains_key(&name) {
|
||||
ui_state.elements.remove(&name).unwrap();
|
||||
ui_state.names.retain(|x| *x != name);
|
||||
ui_state.remove_element(&name);
|
||||
} else {
|
||||
error!("called `sprite::remove` on an invalid name `{name}`")
|
||||
}
|
||||
|
@ -74,12 +73,12 @@ pub fn build_sprite_module(ct_src: Arc<Content>, state_src: Rc<RefCell<UiState>>
|
|||
|
||||
match ui_state.get_mut_by_name(&name) {
|
||||
Some(UiElement::Sprite(x)) => {
|
||||
let m = ct.get_sprite_handle(mask.as_str());
|
||||
let m = ct.sprites.get(&mask.clone().into()).clone();
|
||||
if m.is_none() {
|
||||
error!("called `set_sprite_mask` with an invalid mask `{mask}`");
|
||||
return;
|
||||
}
|
||||
x.set_mask(m)
|
||||
x.set_mask(m.cloned())
|
||||
}
|
||||
|
||||
_ => {
|
||||
|
@ -90,8 +89,7 @@ pub fn build_sprite_module(ct_src: Arc<Content>, state_src: Rc<RefCell<UiState>>
|
|||
);
|
||||
|
||||
let state = state_src.clone();
|
||||
let ct = ct_src.clone();
|
||||
let _ = FuncRegistration::new("take_edge")
|
||||
let _ = FuncRegistration::new("jump_to")
|
||||
.with_namespace(FnNamespace::Internal)
|
||||
.set_into_module(
|
||||
&mut module,
|
||||
|
@ -100,27 +98,25 @@ pub fn build_sprite_module(ct_src: Arc<Content>, state_src: Rc<RefCell<UiState>>
|
|||
|
||||
match ui_state.get_mut_by_name(&name) {
|
||||
Some(UiElement::Sprite(x)) => {
|
||||
let sprite_handle = x.anim.get_sprite();
|
||||
let sprite = &ct.get_sprite(sprite_handle);
|
||||
let sprite = x.anim.get_sprite();
|
||||
|
||||
let edge = resolve_edge_as_edge(edge_name.as_str(), duration, |x| {
|
||||
sprite.get_section_handle_by_name(x)
|
||||
});
|
||||
let edge =
|
||||
resolve_edge_as_edge(&sprite.sections, edge_name.as_str(), duration);
|
||||
let edge = match edge {
|
||||
Err(_) => {
|
||||
error!(
|
||||
"called `sprite::take_edge` on an invalid edge `{}` on sprite `{}`",
|
||||
edge_name, sprite.name
|
||||
"called `sprite::jump_to` on an invalid edge `{}` on sprite `{}`",
|
||||
edge_name, sprite.index
|
||||
);
|
||||
return;
|
||||
}
|
||||
Ok(s) => s,
|
||||
};
|
||||
|
||||
x.anim.jump_to(&ct, edge);
|
||||
x.anim.jump_to(&edge);
|
||||
}
|
||||
_ => {
|
||||
error!("called `sprite::take_edge` on an invalid name `{name}`")
|
||||
error!("called `sprite::jump_to` on an invalid name `{name}`")
|
||||
}
|
||||
}
|
||||
},
|
||||
|
|
|
@ -4,7 +4,7 @@ use rhai::{FnNamespace, FuncRegistration, ImmutableString, Module};
|
|||
use std::{cell::RefCell, rc::Rc};
|
||||
|
||||
use super::super::{Color, Rect};
|
||||
use crate::ui::{elements::TextBox, UiElement, UiState};
|
||||
use crate::ui::{elements::UiTextBox, UiElement, UiState};
|
||||
|
||||
pub fn build_textbox_module(
|
||||
font_src: Rc<RefCell<FontSystem>>,
|
||||
|
@ -32,18 +32,14 @@ pub fn build_textbox_module(
|
|||
return;
|
||||
}
|
||||
|
||||
ui_state.names.push(name.clone());
|
||||
ui_state.elements.insert(
|
||||
ui_state.add_element(UiElement::Text(UiTextBox::new(
|
||||
&mut font.borrow_mut(),
|
||||
name.clone(),
|
||||
UiElement::Text(TextBox::new(
|
||||
&mut font.borrow_mut(),
|
||||
name.clone(),
|
||||
font_size,
|
||||
line_height,
|
||||
rect,
|
||||
color,
|
||||
)),
|
||||
);
|
||||
font_size,
|
||||
line_height,
|
||||
rect,
|
||||
color,
|
||||
)));
|
||||
},
|
||||
);
|
||||
|
||||
|
|
|
@ -15,5 +15,17 @@ pub fn build_ui_module(state_src: Rc<RefCell<UiState>>) -> Module {
|
|||
ui_state.set_scene(scene);
|
||||
});
|
||||
|
||||
let state = state_src.clone();
|
||||
let _ = FuncRegistration::new("get_camera_zoom")
|
||||
.with_namespace(FnNamespace::Internal)
|
||||
.set_into_module(&mut module, move || state.borrow().camera.get_zoom());
|
||||
|
||||
let state = state_src.clone();
|
||||
let _ = FuncRegistration::new("set_camera_zoom")
|
||||
.with_namespace(FnNamespace::Internal)
|
||||
.set_into_module(&mut module, move |z: f32| {
|
||||
state.borrow_mut().camera.set_zoom(z)
|
||||
});
|
||||
|
||||
return module;
|
||||
}
|
||||
|
|
|
@ -1,9 +1,12 @@
|
|||
use nalgebra::{Point2, Vector2};
|
||||
use rhai::{CustomType, TypeBuilder};
|
||||
use winit::{dpi::LogicalSize, window::Window};
|
||||
use winit::{
|
||||
dpi::{LogicalSize, PhysicalPosition},
|
||||
window::Window,
|
||||
};
|
||||
|
||||
use super::anchor::Anchor;
|
||||
use crate::{RenderInput, RenderState};
|
||||
use super::{anchor::Anchor, vector::UiVector};
|
||||
use crate::RenderState;
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct Rect {
|
||||
|
@ -78,7 +81,11 @@ impl Rect {
|
|||
|
||||
impl CustomType for Rect {
|
||||
fn build(mut builder: TypeBuilder<Self>) {
|
||||
builder.with_name("Rect").with_fn("Rect", Self::new);
|
||||
builder
|
||||
.with_name("Rect")
|
||||
.with_fn("Rect", Self::new)
|
||||
.with_fn("pos", |s: &mut Self| UiVector::new(s.pos.x, s.pos.y))
|
||||
.with_fn("dim", |s: &mut Self| UiVector::new(s.dim.x, s.dim.y));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -100,17 +107,16 @@ impl CenteredRect {
|
|||
return (pt.y < ne.y && pt.y > sw.y) && (pt.x > ne.x && pt.x < sw.x);
|
||||
}
|
||||
|
||||
pub fn contains_mouse(&self, input: &RenderInput, state: &RenderState) -> bool {
|
||||
pub fn contains_mouse(&self, state: &RenderState, mouse_pos: &PhysicalPosition<f32>) -> bool {
|
||||
let fac = state.window.scale_factor() as f32;
|
||||
let window_size = Vector2::new(
|
||||
state.window_size.width as f32 / fac,
|
||||
state.window_size.height as f32 / fac,
|
||||
);
|
||||
|
||||
let pos = input.player.input.get_mouse_pos();
|
||||
let mouse_pos = Point2::new(
|
||||
pos.x / fac - window_size.x / 2.0,
|
||||
window_size.y / 2.0 - pos.y / fac,
|
||||
mouse_pos.x / fac - window_size.x / 2.0,
|
||||
window_size.y / 2.0 - mouse_pos.y / fac,
|
||||
);
|
||||
|
||||
return self.contains_point(mouse_pos);
|
||||
|
|
|
@ -1,17 +1,19 @@
|
|||
mod directive;
|
||||
mod event;
|
||||
mod functions;
|
||||
mod helpers;
|
||||
mod state;
|
||||
|
||||
pub use directive::*;
|
||||
pub use event::*;
|
||||
use glyphon::FontSystem;
|
||||
pub use helpers::{anchor::*, color::*, rect::*, vector::*};
|
||||
use log::debug;
|
||||
pub use state::*;
|
||||
|
||||
use super::UiState;
|
||||
use galactica_content::Content;
|
||||
use rhai::{exported_module, Dynamic, Engine};
|
||||
use galactica_system::PlayerDirective;
|
||||
use glyphon::FontSystem;
|
||||
use rhai::{exported_module, Engine};
|
||||
use std::{cell::RefCell, rc::Rc, sync::Arc};
|
||||
|
||||
pub fn register_into_engine(
|
||||
|
@ -29,21 +31,27 @@ pub fn register_into_engine(
|
|||
.build_type::<State>()
|
||||
.build_type::<ShipState>()
|
||||
.build_type::<SystemObjectState>()
|
||||
.build_type::<OutfitState>()
|
||||
// Events
|
||||
.build_type::<MouseClickEvent>()
|
||||
.build_type::<MouseHoverEvent>()
|
||||
.build_type::<PlayerShipStateEvent>()
|
||||
.build_type::<KeyboardEvent>()
|
||||
.build_type::<ScrollEvent>()
|
||||
// Bigger modules
|
||||
.register_type_with_name::<Anchor>("Anchor")
|
||||
.register_static_module("Anchor", exported_module!(anchor_mod).into());
|
||||
.register_static_module("Anchor", exported_module!(anchor_mod).into())
|
||||
.register_type_with_name::<PlayerDirective>("PlayerDirective")
|
||||
.register_static_module(
|
||||
"PlayerDirective",
|
||||
exported_module!(player_directive_module).into(),
|
||||
);
|
||||
|
||||
// Extra functions
|
||||
engine.register_fn("print", move |d: Dynamic| {
|
||||
debug!("{:?}", d);
|
||||
});
|
||||
engine.register_fn("clamp", move |x: f32, l: f32, h: f32| x.clamp(l, h));
|
||||
engine.register_fn("clamp", |x: f32, l: f32, h: f32| x.clamp(l, h));
|
||||
|
||||
// Modules
|
||||
engine.register_static_module("ui", functions::build_ui_module(state_src.clone()).into());
|
||||
engine.register_static_module(
|
||||
"sprite",
|
||||
functions::build_sprite_module(ct_src.clone(), state_src.clone()).into(),
|
||||
|
@ -56,7 +64,10 @@ pub fn register_into_engine(
|
|||
"radialbar",
|
||||
functions::build_radialbar_module(state_src.clone()).into(),
|
||||
);
|
||||
engine.register_static_module("ui", functions::build_ui_module(state_src.clone()).into());
|
||||
engine.register_static_module(
|
||||
"scrollbox",
|
||||
functions::build_scrollbox_module(state_src.clone()).into(),
|
||||
);
|
||||
engine.register_static_module(
|
||||
"conf",
|
||||
functions::build_conf_module(state_src.clone()).into(),
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
use galactica_content::{Ship, SystemObject, SystemObjectHandle};
|
||||
use galactica_content::{Outfit, Ship, SystemObject};
|
||||
use galactica_system::{
|
||||
data::{self},
|
||||
phys::{objects::PhysShip, PhysSimShipHandle},
|
||||
|
@ -19,14 +19,15 @@ pub struct ShipState {
|
|||
}
|
||||
|
||||
impl ShipState {
|
||||
// All functions passed to rhai MUST be mut,
|
||||
// even getters.
|
||||
fn get_content(&mut self) -> &Ship {
|
||||
let ship = self
|
||||
.input
|
||||
.phys_img
|
||||
.get_ship(self.ship.as_ref().unwrap())
|
||||
.unwrap();
|
||||
let handle = ship.ship.get_data().get_content();
|
||||
self.input.ct.get_ship(handle)
|
||||
ship.ship.get_data().get_content()
|
||||
}
|
||||
|
||||
fn get_ship(&mut self) -> &PhysShip {
|
||||
|
@ -48,20 +49,13 @@ impl ShipState {
|
|||
}
|
||||
|
||||
fn landed_on(&mut self) -> SystemObjectState {
|
||||
let input = self.input.clone();
|
||||
match self.get_ship().get_data().get_state() {
|
||||
data::ShipState::Landed { target } => {
|
||||
return SystemObjectState {
|
||||
input,
|
||||
object: Some(*target),
|
||||
}
|
||||
}
|
||||
_ => {
|
||||
return SystemObjectState {
|
||||
input,
|
||||
object: None,
|
||||
object: Some(target.clone()),
|
||||
}
|
||||
}
|
||||
_ => return SystemObjectState { object: None },
|
||||
};
|
||||
}
|
||||
}
|
||||
|
@ -89,8 +83,15 @@ impl CustomType for ShipState {
|
|||
.with_fn("is_collapsing", |s: &mut Self| {
|
||||
s.get_ship().get_data().get_state().is_collapsing()
|
||||
})
|
||||
.with_fn("name", |s: &mut Self| s.get_content().name.clone())
|
||||
.with_fn("thumbnail", |s: &mut Self| s.get_content().thumbnail)
|
||||
.with_fn("display_name", |s: &mut Self| {
|
||||
s.get_content().display_name.clone()
|
||||
})
|
||||
.with_fn("content_index", |s: &mut Self| {
|
||||
s.get_content().display_name.clone()
|
||||
})
|
||||
.with_fn("thumbnail", |s: &mut Self| {
|
||||
s.get_content().thumbnail.clone()
|
||||
})
|
||||
.with_fn("landed_on", |s: &mut Self| s.landed_on())
|
||||
.with_fn("get_shields", |s: &mut Self| {
|
||||
s.get_ship().get_data().get_shields()
|
||||
|
@ -103,28 +104,58 @@ impl CustomType for ShipState {
|
|||
s.get_ship().get_data().get_hull()
|
||||
})
|
||||
.with_fn("get_size", |s: &mut Self| s.get_content().size)
|
||||
.with_fn("get_uid", |s: &mut Self| format!("{}", s.get_ship().uid))
|
||||
.with_fn("phys_uid", |s: &mut Self| format!("{}", s.get_ship().uid))
|
||||
.with_fn("get_pos", |s: &mut Self| {
|
||||
let t = s.get_body().translation();
|
||||
UiVector::new(t.x, t.y)
|
||||
})
|
||||
.with_fn("get_faction_color", |s: &mut Self| {
|
||||
let h = s.get_ship().get_data().get_faction();
|
||||
let c = s.input.ct.get_faction(h).color;
|
||||
let c = h.color;
|
||||
Color::new(c[0], c[1], c[2], 1.0)
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct OutfitState {
|
||||
outfit: Arc<Outfit>,
|
||||
}
|
||||
|
||||
impl OutfitState {}
|
||||
|
||||
impl CustomType for OutfitState {
|
||||
fn build(mut builder: TypeBuilder<Self>) {
|
||||
builder
|
||||
.with_name("OutfitState")
|
||||
.with_fn("display_name", |s: &mut Self| s.outfit.display_name.clone())
|
||||
.with_fn("index", |s: &mut Self| s.outfit.index.to_string())
|
||||
.with_fn("thumbnail", |s: &mut Self| {
|
||||
s.outfit.thumbnail.index.to_string()
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct SystemObjectState {
|
||||
object: Option<SystemObjectHandle>,
|
||||
input: Arc<RenderInput>,
|
||||
object: Option<Arc<SystemObject>>,
|
||||
}
|
||||
|
||||
impl SystemObjectState {
|
||||
fn get_content(&mut self) -> &SystemObject {
|
||||
self.input.ct.get_system_object(self.object.unwrap())
|
||||
fn outfitter(&mut self) -> Array {
|
||||
let mut a = Array::new();
|
||||
for o in &self
|
||||
.object
|
||||
.as_ref()
|
||||
.unwrap()
|
||||
.landable
|
||||
.as_ref()
|
||||
.unwrap()
|
||||
.outfitter
|
||||
{
|
||||
a.push(Dynamic::from(OutfitState { outfit: o.clone() }));
|
||||
}
|
||||
return a;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -132,58 +163,70 @@ impl CustomType for SystemObjectState {
|
|||
fn build(mut builder: TypeBuilder<Self>) {
|
||||
builder
|
||||
.with_name("SystemObjectState")
|
||||
.with_fn("outfitter", Self::outfitter)
|
||||
//
|
||||
// Get landable name
|
||||
.with_fn("name", |s: &mut Self| {
|
||||
s.get_content()
|
||||
.name
|
||||
.with_fn("display_name", |s: &mut Self| {
|
||||
s.object
|
||||
.as_ref()
|
||||
.map(|x| x.to_string())
|
||||
.unwrap()
|
||||
.landable
|
||||
.as_ref()
|
||||
.map(|x| x.display_name.clone())
|
||||
.unwrap_or_else(|| {
|
||||
error!("UI called `name()` on a system object which doesn't provide one");
|
||||
error!("UI called `name()` on a system object which isn't landable");
|
||||
"".to_string()
|
||||
})
|
||||
})
|
||||
//
|
||||
// Get landable description
|
||||
.with_fn("desc", |s: &mut Self| {
|
||||
s.get_content()
|
||||
.desc
|
||||
s.object
|
||||
.as_ref()
|
||||
.map(|x| x.to_string())
|
||||
.unwrap()
|
||||
.landable
|
||||
.as_ref()
|
||||
.map(|x| x.desc.clone())
|
||||
.unwrap_or_else(|| {
|
||||
error!("UI called `name()` on a system object which doesn't provide one");
|
||||
error!("UI called `desc()` on a system object which isn't landable");
|
||||
"".to_string()
|
||||
})
|
||||
})
|
||||
//
|
||||
// Get landable landscape image
|
||||
.with_fn("image", |s: &mut Self| {
|
||||
let handle = s.get_content().image;
|
||||
if let Some(handle) = handle {
|
||||
s.input.ct.get_sprite(handle).name.clone()
|
||||
} else {
|
||||
error!("UI called `image()` on a system object which doesn't provide one");
|
||||
"".to_string()
|
||||
}
|
||||
s.object
|
||||
.as_ref()
|
||||
.unwrap()
|
||||
.landable
|
||||
.as_ref()
|
||||
.map(|x| x.image.index.to_string())
|
||||
.unwrap_or_else(|| {
|
||||
error!("UI called `image()` on a system object which isn't landable");
|
||||
"".to_string()
|
||||
})
|
||||
})
|
||||
.with_fn("is_some", |s: &mut Self| s.object.is_some())
|
||||
.with_fn("==", |a: &mut Self, b: Self| a.object == b.object)
|
||||
.with_fn("get_size", |s: &mut Self| s.get_content().size)
|
||||
.with_fn("get_label", |s: &mut Self| {
|
||||
ImmutableString::from(&s.get_content().label)
|
||||
.with_fn("is_landable", |s: &mut Self| {
|
||||
s.object.as_ref().unwrap().landable.is_some()
|
||||
})
|
||||
.with_fn("==", |a: &mut Self, b: Self| match (&a.object, &b.object) {
|
||||
(None, _) => false,
|
||||
(_, None) => false,
|
||||
(Some(a), Some(b)) => a.index == b.index,
|
||||
})
|
||||
.with_fn("get_size", |s: &mut Self| s.object.as_ref().unwrap().size)
|
||||
.with_fn("get_index", |s: &mut Self| {
|
||||
ImmutableString::from(s.object.as_ref().unwrap().index.as_str())
|
||||
})
|
||||
.with_fn("get_angle", |s: &mut Self| {
|
||||
to_degrees(s.get_content().angle)
|
||||
to_degrees(s.object.as_ref().unwrap().angle)
|
||||
})
|
||||
.with_fn("get_pos", |s: &mut Self| {
|
||||
let t = s.get_content().pos;
|
||||
let t = s.object.as_ref().unwrap().pos;
|
||||
UiVector::new(t.x, t.y)
|
||||
})
|
||||
.with_fn("get_pos_z", |s: &mut Self| {
|
||||
let t = s.get_content().pos;
|
||||
t.z
|
||||
});
|
||||
.with_fn("get_pos_z", |s: &mut Self| s.object.as_ref().unwrap().pos.z);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -225,11 +268,9 @@ impl State {
|
|||
|
||||
pub fn objects(&mut self) -> Array {
|
||||
let mut a = Array::new();
|
||||
let s = self.input.current_system;
|
||||
for o in &self.input.ct.get_system(s).objects {
|
||||
for (_, o) in &self.input.current_system.objects {
|
||||
a.push(Dynamic::from(SystemObjectState {
|
||||
input: self.input.clone(),
|
||||
object: Some(o.handle),
|
||||
object: Some(o.clone()),
|
||||
}));
|
||||
}
|
||||
return a;
|
||||
|
@ -243,7 +284,6 @@ impl CustomType for State {
|
|||
.with_fn("player_ship", Self::player_ship)
|
||||
.with_fn("ships", Self::ships)
|
||||
.with_fn("objects", Self::objects)
|
||||
.with_fn("window_aspect", |s: &mut Self| s.window_aspect)
|
||||
.with_fn("camera_zoom", |s: &mut Self| s.input.camera_zoom);
|
||||
.with_fn("window_aspect", |s: &mut Self| s.window_aspect);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,35 @@
|
|||
use nalgebra::Vector2;
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub(crate) struct Camera {
|
||||
/// The position of the camera, in game units
|
||||
pos: Vector2<f32>,
|
||||
|
||||
/// The height of the viewport, in game units.
|
||||
zoom: f32,
|
||||
}
|
||||
|
||||
impl Camera {
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
pos: Vector2::new(0.0, 0.0),
|
||||
zoom: 500.0,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn set_pos(&mut self, pos: Vector2<f32>) {
|
||||
self.pos = pos
|
||||
}
|
||||
|
||||
pub fn get_pos(&self) -> Vector2<f32> {
|
||||
self.pos
|
||||
}
|
||||
|
||||
pub fn set_zoom(&mut self, zoom: f32) {
|
||||
self.zoom = zoom
|
||||
}
|
||||
|
||||
pub fn get_zoom(&self) -> f32 {
|
||||
self.zoom
|
||||
}
|
||||
}
|
|
@ -1,10 +1,13 @@
|
|||
use glyphon::{Attrs, Buffer, Color, Family, FontSystem, Metrics, Shaping, TextArea, TextBounds};
|
||||
use glyphon::{Attrs, Buffer, Color, Family, FontSystem, Metrics, Shaping, TextBounds};
|
||||
use std::rc::Rc;
|
||||
use winit::window::Window;
|
||||
|
||||
use crate::{RenderInput, RenderState};
|
||||
|
||||
use super::OwnedTextArea;
|
||||
|
||||
pub(crate) struct FpsIndicator {
|
||||
buffer: Buffer,
|
||||
buffer: Rc<Buffer>,
|
||||
update_counter: u32,
|
||||
}
|
||||
|
||||
|
@ -21,7 +24,7 @@ impl FpsIndicator {
|
|||
);
|
||||
|
||||
Self {
|
||||
buffer,
|
||||
buffer: Rc::new(buffer),
|
||||
update_counter: 0,
|
||||
}
|
||||
}
|
||||
|
@ -29,29 +32,31 @@ impl FpsIndicator {
|
|||
|
||||
impl FpsIndicator {
|
||||
pub fn step(&mut self, input: &RenderInput, font: &mut FontSystem) {
|
||||
let buffer = Rc::get_mut(&mut self.buffer).unwrap();
|
||||
|
||||
if self.update_counter > 0 {
|
||||
self.update_counter -= 1;
|
||||
return;
|
||||
}
|
||||
self.update_counter = 100;
|
||||
|
||||
self.buffer.set_text(
|
||||
buffer.set_text(
|
||||
font,
|
||||
&input.timing.get_string(),
|
||||
Attrs::new().family(Family::Monospace),
|
||||
Shaping::Basic,
|
||||
);
|
||||
self.buffer.shape_until_scroll(font);
|
||||
buffer.shape_until_scroll(font);
|
||||
}
|
||||
}
|
||||
|
||||
impl<'a, 'b: 'a> FpsIndicator {
|
||||
pub fn get_textarea(&'b self, input: &RenderInput, _window: &Window) -> TextArea<'a> {
|
||||
TextArea {
|
||||
buffer: &self.buffer,
|
||||
pub fn get_textarea(&'b self, input: &RenderInput, _window: &Window) -> OwnedTextArea {
|
||||
OwnedTextArea {
|
||||
buffer: self.buffer.clone(),
|
||||
left: 10.0,
|
||||
top: 400.0,
|
||||
scale: input.ct.get_config().ui_scale,
|
||||
scale: input.ct.config.ui_scale,
|
||||
bounds: TextBounds {
|
||||
left: 10,
|
||||
top: 400,
|
||||
|
|
|
@ -1,9 +1,38 @@
|
|||
mod fpsindicator;
|
||||
mod radialbar;
|
||||
mod scrollbox;
|
||||
mod sprite;
|
||||
mod textbox;
|
||||
|
||||
pub(super) use fpsindicator::*;
|
||||
pub(super) use radialbar::*;
|
||||
pub(super) use scrollbox::*;
|
||||
pub(super) use sprite::*;
|
||||
pub(super) use textbox::*;
|
||||
|
||||
use glyphon::{Buffer, Color, TextArea, TextBounds};
|
||||
use std::rc::Rc;
|
||||
|
||||
/// A hack that lets us easily construct TextAreas
|
||||
/// for [`UiTextBox`]es wrapped in Rcs.
|
||||
pub struct OwnedTextArea {
|
||||
pub buffer: Rc<Buffer>,
|
||||
pub left: f32,
|
||||
pub top: f32,
|
||||
pub scale: f32,
|
||||
pub bounds: TextBounds,
|
||||
pub default_color: Color,
|
||||
}
|
||||
|
||||
impl OwnedTextArea {
|
||||
pub fn get_textarea(&self) -> TextArea {
|
||||
TextArea {
|
||||
buffer: &self.buffer,
|
||||
top: self.top,
|
||||
left: self.left,
|
||||
scale: self.scale,
|
||||
bounds: self.bounds,
|
||||
default_color: self.default_color,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -6,7 +6,7 @@ use super::super::api::Rect;
|
|||
use crate::{ui::api::Color, vertexbuffer::types::RadialBarInstance, RenderInput, RenderState};
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct RadialBar {
|
||||
pub struct UiRadialBar {
|
||||
pub name: ImmutableString,
|
||||
rect: Rect,
|
||||
stroke: f32,
|
||||
|
@ -14,7 +14,7 @@ pub struct RadialBar {
|
|||
progress: f32,
|
||||
}
|
||||
|
||||
impl RadialBar {
|
||||
impl UiRadialBar {
|
||||
pub fn new(
|
||||
name: ImmutableString,
|
||||
stroke: f32,
|
||||
|
@ -38,16 +38,14 @@ impl RadialBar {
|
|||
pub fn push_to_buffer(&self, input: &RenderInput, state: &mut RenderState) {
|
||||
let rect = self
|
||||
.rect
|
||||
.to_centered(&state.window, input.ct.get_config().ui_scale);
|
||||
.to_centered(&state.window, input.ct.config.ui_scale);
|
||||
|
||||
state.push_radialbar_buffer(RadialBarInstance {
|
||||
position: [rect.pos.x, rect.pos.y],
|
||||
diameter: rect.dim.x.min(rect.dim.y),
|
||||
stroke: self.stroke * input.ct.get_config().ui_scale,
|
||||
stroke: self.stroke * input.ct.config.ui_scale,
|
||||
color: self.color.as_array(),
|
||||
angle: self.progress * TAU,
|
||||
});
|
||||
}
|
||||
|
||||
pub fn step(&mut self, _input: &RenderInput, _state: &mut RenderState) {}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,136 @@
|
|||
use nalgebra::Vector2;
|
||||
use rhai::{Dynamic, ImmutableString};
|
||||
use std::{cell::RefCell, collections::HashMap, rc::Rc};
|
||||
use winit::window::Window;
|
||||
|
||||
use super::{super::api::Rect, OwnedTextArea};
|
||||
use crate::{ui::UiElement, InputEvent, RenderInput, RenderState};
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct UiScrollbox {
|
||||
pub name: ImmutableString,
|
||||
pub rect: Rect,
|
||||
pub offset: Vector2<f32>,
|
||||
pub elements: HashMap<ImmutableString, Rc<RefCell<UiElement>>>,
|
||||
|
||||
has_mouse: bool,
|
||||
}
|
||||
|
||||
impl UiScrollbox {
|
||||
pub fn new(name: ImmutableString, rect: Rect) -> Self {
|
||||
Self {
|
||||
name,
|
||||
rect,
|
||||
elements: HashMap::new(),
|
||||
offset: Vector2::new(0.0, 0.0),
|
||||
has_mouse: false,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn add_element(&mut self, e: Rc<RefCell<UiElement>>) {
|
||||
let name = e.borrow().get_name().clone();
|
||||
self.elements.insert(name, e);
|
||||
}
|
||||
|
||||
pub fn remove_element(&mut self, sprite: &ImmutableString) {
|
||||
self.elements.remove(sprite);
|
||||
}
|
||||
|
||||
pub fn step(&mut self, t: f32) {
|
||||
for (_name, e) in &self.elements {
|
||||
match &mut *e.clone().borrow_mut() {
|
||||
UiElement::Sprite(sprite) => sprite.step(t),
|
||||
UiElement::RadialBar(_) => {}
|
||||
UiElement::Text(..) => {}
|
||||
UiElement::Scrollbox(..) => {}
|
||||
UiElement::SubElement { .. } => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn handle_event(
|
||||
&mut self,
|
||||
input: &RenderInput,
|
||||
state: &mut RenderState,
|
||||
event: &InputEvent,
|
||||
) -> Option<Dynamic> {
|
||||
let r = self
|
||||
.rect
|
||||
.to_centered(&state.window, input.ct.config.ui_scale);
|
||||
|
||||
// TODO: handle only if used in event()
|
||||
// i.e, scrollable sprites shouldn't break scrollboxes
|
||||
// First, check if this event is captured by any sub-elements
|
||||
for (_, e) in &mut self.elements {
|
||||
let arg = match &mut *e.borrow_mut() {
|
||||
UiElement::Sprite(sprite) => sprite.handle_event(&input, state, &event),
|
||||
UiElement::Scrollbox(sbox) => sbox.handle_event(&input, state, &event),
|
||||
|
||||
UiElement::RadialBar(_) | UiElement::Text(..) => None,
|
||||
|
||||
// Subelements are intentionally skipped,
|
||||
// they should be handled by their parent's `handle_event` method.
|
||||
UiElement::SubElement { .. } => None,
|
||||
};
|
||||
|
||||
if arg.is_some() {
|
||||
return arg;
|
||||
}
|
||||
}
|
||||
|
||||
// If no inner events were captured, handle self events.
|
||||
match event {
|
||||
InputEvent::MouseMove(pos) => {
|
||||
if r.contains_mouse(state, pos) && !self.has_mouse {
|
||||
self.has_mouse = true;
|
||||
}
|
||||
|
||||
if !r.contains_mouse(state, pos) && self.has_mouse {
|
||||
self.has_mouse = false;
|
||||
}
|
||||
}
|
||||
|
||||
InputEvent::Scroll(x) => {
|
||||
if self.has_mouse {
|
||||
self.offset.y -= x;
|
||||
}
|
||||
}
|
||||
|
||||
_ => return None,
|
||||
}
|
||||
|
||||
return None;
|
||||
}
|
||||
}
|
||||
|
||||
impl UiScrollbox {
|
||||
pub fn push_to_buffer(&self, input: &RenderInput, state: &mut RenderState) {
|
||||
for (_name, e) in &self.elements {
|
||||
match &*e.clone().borrow() {
|
||||
UiElement::Sprite(sprite) => {
|
||||
sprite.push_to_buffer_with_offset(input, state, self.offset)
|
||||
}
|
||||
UiElement::RadialBar(..) => {}
|
||||
UiElement::Text(..) => {}
|
||||
UiElement::Scrollbox(..) => {}
|
||||
UiElement::SubElement { .. } => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: don't allocate here
|
||||
impl<'a> UiScrollbox {
|
||||
pub fn get_textareas(&'a self, input: &RenderInput, window: &Window) -> Vec<OwnedTextArea> {
|
||||
let mut v = Vec::with_capacity(32);
|
||||
for e in self.elements.values() {
|
||||
match &*e.clone().borrow() {
|
||||
UiElement::Text(x) => {
|
||||
v.push(x.get_textarea_with_offset(input, window, self.offset))
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
return v;
|
||||
}
|
||||
}
|
|
@ -1,15 +1,18 @@
|
|||
use std::sync::Arc;
|
||||
|
||||
use super::super::api::Rect;
|
||||
use crate::{
|
||||
ui::{api::Color, event::Event},
|
||||
ui::api::{Color, MouseClickEvent, MouseHoverEvent},
|
||||
vertexbuffer::types::UiInstance,
|
||||
RenderInput, RenderState,
|
||||
InputEvent, RenderInput, RenderState,
|
||||
};
|
||||
use galactica_content::{Content, SpriteAutomaton, SpriteHandle};
|
||||
use galactica_content::{Sprite, SpriteAutomaton};
|
||||
use galactica_util::to_radians;
|
||||
use rhai::ImmutableString;
|
||||
use nalgebra::Vector2;
|
||||
use rhai::{Dynamic, ImmutableString};
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct Sprite {
|
||||
pub struct UiSprite {
|
||||
pub anim: SpriteAutomaton,
|
||||
pub name: ImmutableString,
|
||||
|
||||
|
@ -21,32 +24,29 @@ pub struct Sprite {
|
|||
preserve_aspect: bool,
|
||||
|
||||
rect: Rect,
|
||||
mask: Option<SpriteHandle>,
|
||||
mask: Option<Arc<Sprite>>,
|
||||
color: Color,
|
||||
|
||||
/// If true, ignore mouse events until click is released
|
||||
waiting_for_release: bool,
|
||||
has_mouse: bool,
|
||||
has_click: bool,
|
||||
}
|
||||
|
||||
impl Sprite {
|
||||
pub fn new(ct: &Content, name: ImmutableString, sprite: SpriteHandle, rect: Rect) -> Self {
|
||||
impl UiSprite {
|
||||
pub fn new(name: ImmutableString, sprite: Arc<Sprite>, rect: Rect) -> Self {
|
||||
Self {
|
||||
name,
|
||||
anim: SpriteAutomaton::new(&ct, sprite),
|
||||
anim: SpriteAutomaton::new(sprite),
|
||||
rect,
|
||||
angle: 0.0,
|
||||
color: Color::new(1.0, 1.0, 1.0, 1.0),
|
||||
mask: None,
|
||||
has_mouse: false,
|
||||
has_click: false,
|
||||
waiting_for_release: false,
|
||||
preserve_aspect: false,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn set_mask(&mut self, mask: Option<SpriteHandle>) {
|
||||
pub fn set_mask(&mut self, mask: Option<Arc<Sprite>>) {
|
||||
self.mask = mask;
|
||||
}
|
||||
|
||||
|
@ -65,15 +65,27 @@ impl Sprite {
|
|||
pub fn set_preserve_aspect(&mut self, preserve_aspect: bool) {
|
||||
self.preserve_aspect = preserve_aspect;
|
||||
}
|
||||
}
|
||||
|
||||
impl UiSprite {
|
||||
pub fn push_to_buffer(&self, input: &RenderInput, state: &mut RenderState) {
|
||||
self.push_to_buffer_with_offset(input, state, Vector2::new(0.0, 0.0))
|
||||
}
|
||||
|
||||
pub fn push_to_buffer_with_offset(
|
||||
&self,
|
||||
input: &RenderInput,
|
||||
state: &mut RenderState,
|
||||
offset: Vector2<f32>,
|
||||
) {
|
||||
let mut rect = self
|
||||
.rect
|
||||
.to_centered(&state.window, input.ct.get_config().ui_scale);
|
||||
.to_centered(&state.window, input.ct.config.ui_scale);
|
||||
rect.pos += offset;
|
||||
|
||||
if self.preserve_aspect {
|
||||
let rect_aspect = rect.dim.x / rect.dim.y;
|
||||
let sprite_aspect = input.ct.get_sprite(self.anim.get_sprite()).aspect;
|
||||
let sprite_aspect = self.anim.get_sprite().aspect;
|
||||
|
||||
// "wide rect" case => match height, reduce width
|
||||
if rect_aspect > sprite_aspect {
|
||||
|
@ -97,64 +109,74 @@ impl Sprite {
|
|||
texture_fade: anim_state.fade,
|
||||
mask_index: self
|
||||
.mask
|
||||
.as_ref()
|
||||
.map(|x| {
|
||||
let sprite = input.ct.get_sprite(x);
|
||||
let texture_b = sprite.get_first_frame(); // TODO: animate?
|
||||
let texture_b = x.get_first_frame(); // TODO: animate?
|
||||
[1, texture_b]
|
||||
})
|
||||
.unwrap_or([0, 0]),
|
||||
});
|
||||
}
|
||||
|
||||
pub fn check_events(&mut self, input: &RenderInput, state: &mut RenderState) -> Event {
|
||||
pub fn handle_event(
|
||||
&mut self,
|
||||
input: &RenderInput,
|
||||
state: &mut RenderState,
|
||||
event: &InputEvent,
|
||||
) -> Option<Dynamic> {
|
||||
let r = self
|
||||
.rect
|
||||
.to_centered(&state.window, input.ct.get_config().ui_scale);
|
||||
|
||||
if self.waiting_for_release && self.has_mouse && !input.player.input.pressed_leftclick() {
|
||||
self.waiting_for_release = false;
|
||||
}
|
||||
|
||||
if !self.waiting_for_release
|
||||
&& self.has_mouse
|
||||
&& !self.has_click
|
||||
&& input.player.input.pressed_leftclick()
|
||||
{
|
||||
self.has_click = true;
|
||||
return Event::MouseClick;
|
||||
}
|
||||
|
||||
if self.has_mouse && self.has_click && !input.player.input.pressed_leftclick() {
|
||||
self.has_click = false;
|
||||
return Event::MouseRelease;
|
||||
}
|
||||
.to_centered(&state.window, input.ct.config.ui_scale);
|
||||
|
||||
// Release mouse when cursor leaves box
|
||||
if self.has_click && !self.has_mouse {
|
||||
self.has_click = false;
|
||||
return Event::MouseRelease;
|
||||
}
|
||||
|
||||
if r.contains_mouse(input, state) && !self.has_mouse {
|
||||
if input.player.input.pressed_leftclick() {
|
||||
// If we're holding click when the cursor enters,
|
||||
// don't trigger the `Click` event.
|
||||
self.waiting_for_release = true;
|
||||
match event {
|
||||
InputEvent::MouseMove(pos) => {
|
||||
if r.contains_mouse(state, pos) && !self.has_mouse {
|
||||
self.has_mouse = true;
|
||||
return Some(Dynamic::from(MouseHoverEvent {
|
||||
enter: true,
|
||||
element: self.name.clone(),
|
||||
}));
|
||||
}
|
||||
|
||||
if !r.contains_mouse(state, pos) && self.has_mouse {
|
||||
self.has_mouse = false;
|
||||
return Some(Dynamic::from(MouseHoverEvent {
|
||||
enter: false,
|
||||
element: self.name.clone(),
|
||||
}));
|
||||
}
|
||||
}
|
||||
self.has_mouse = true;
|
||||
return Event::MouseHover;
|
||||
|
||||
InputEvent::MouseLeftClick(pressed) => {
|
||||
if self.has_mouse && !self.has_click && *pressed {
|
||||
self.has_click = true;
|
||||
return Some(Dynamic::from(MouseClickEvent {
|
||||
down: true,
|
||||
element: self.name.clone(),
|
||||
}));
|
||||
}
|
||||
|
||||
if self.has_mouse && self.has_click && !*pressed {
|
||||
self.has_click = false;
|
||||
return Some(Dynamic::from(MouseClickEvent {
|
||||
down: false,
|
||||
element: self.name.clone(),
|
||||
}));
|
||||
}
|
||||
}
|
||||
|
||||
_ => return None,
|
||||
}
|
||||
|
||||
if !r.contains_mouse(input, state) && self.has_mouse {
|
||||
self.waiting_for_release = false;
|
||||
self.has_mouse = false;
|
||||
return Event::MouseUnhover;
|
||||
}
|
||||
|
||||
return Event::None;
|
||||
return None;
|
||||
}
|
||||
|
||||
pub fn step(&mut self, input: &RenderInput, _state: &mut RenderState) {
|
||||
self.anim.step(&input.ct, input.time_since_last_run);
|
||||
pub fn step(&mut self, t: f32) {
|
||||
self.anim.step(t);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,27 +1,28 @@
|
|||
use glyphon::{
|
||||
cosmic_text::Align, Attrs, AttrsOwned, Buffer, Color, FamilyOwned, FontSystem, Metrics,
|
||||
Shaping, Style, TextArea, TextBounds, Weight,
|
||||
Shaping, Style, TextBounds, Weight,
|
||||
};
|
||||
use nalgebra::Vector2;
|
||||
use rhai::ImmutableString;
|
||||
use std::rc::Rc;
|
||||
use winit::window::Window;
|
||||
|
||||
use super::super::api::Rect;
|
||||
use super::{super::api::Rect, OwnedTextArea};
|
||||
use crate::{ui::api, RenderInput};
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct TextBox {
|
||||
pub struct UiTextBox {
|
||||
pub name: ImmutableString,
|
||||
|
||||
text: String,
|
||||
justify: Align,
|
||||
rect: Rect,
|
||||
buffer: Buffer,
|
||||
buffer: Rc<Buffer>,
|
||||
color: api::Color,
|
||||
attrs: AttrsOwned,
|
||||
}
|
||||
|
||||
impl TextBox {
|
||||
impl UiTextBox {
|
||||
pub fn new(
|
||||
font: &mut FontSystem,
|
||||
name: ImmutableString,
|
||||
|
@ -38,7 +39,7 @@ impl TextBox {
|
|||
Self {
|
||||
name,
|
||||
rect,
|
||||
buffer,
|
||||
buffer: Rc::new(buffer),
|
||||
color,
|
||||
justify: Align::Left,
|
||||
attrs: AttrsOwned::new(Attrs::new()),
|
||||
|
@ -47,14 +48,14 @@ impl TextBox {
|
|||
}
|
||||
|
||||
fn reflow(&mut self, font: &mut FontSystem) {
|
||||
self.buffer
|
||||
.set_text(font, &self.text, self.attrs.as_attrs(), Shaping::Advanced);
|
||||
let buffer = Rc::get_mut(&mut self.buffer).unwrap();
|
||||
buffer.set_text(font, &self.text, self.attrs.as_attrs(), Shaping::Advanced);
|
||||
|
||||
for l in &mut self.buffer.lines {
|
||||
for l in &mut buffer.lines {
|
||||
l.set_align(Some(self.justify));
|
||||
}
|
||||
|
||||
self.buffer.shape_until_scroll(font);
|
||||
buffer.shape_until_scroll(font);
|
||||
}
|
||||
|
||||
pub fn set_text(&mut self, font: &mut FontSystem, text: &str) {
|
||||
|
@ -84,11 +85,19 @@ impl TextBox {
|
|||
}
|
||||
}
|
||||
|
||||
impl<'a, 'b: 'a> TextBox {
|
||||
pub fn get_textarea(&'b self, input: &RenderInput, window: &Window) -> TextArea<'a> {
|
||||
let rect = self
|
||||
.rect
|
||||
.to_centered(window, input.ct.get_config().ui_scale);
|
||||
impl<'a, 'b: 'a> UiTextBox {
|
||||
pub fn get_textarea(&'b self, input: &RenderInput, window: &Window) -> OwnedTextArea {
|
||||
self.get_textarea_with_offset(input, window, Vector2::new(0.0, 0.0))
|
||||
}
|
||||
|
||||
pub fn get_textarea_with_offset(
|
||||
&'b self,
|
||||
input: &RenderInput,
|
||||
window: &Window,
|
||||
offset: Vector2<f32>,
|
||||
) -> OwnedTextArea {
|
||||
let mut rect = self.rect.to_centered(window, input.ct.config.ui_scale);
|
||||
rect.pos += offset;
|
||||
|
||||
// Glypon works with physical pixels, so we must do some conversion
|
||||
let fac = window.scale_factor() as f32;
|
||||
|
@ -99,11 +108,11 @@ impl<'a, 'b: 'a> TextBox {
|
|||
let corner_sw = corner_ne + rect.dim * fac;
|
||||
let c = self.color.as_array_u8();
|
||||
|
||||
TextArea {
|
||||
buffer: &self.buffer,
|
||||
OwnedTextArea {
|
||||
buffer: self.buffer.clone(),
|
||||
top: corner_ne.y,
|
||||
left: corner_ne.x,
|
||||
scale: input.ct.get_config().ui_scale,
|
||||
scale: input.ct.config.ui_scale,
|
||||
bounds: TextBounds {
|
||||
top: (corner_ne.y) as i32,
|
||||
bottom: (corner_sw.y) as i32,
|
||||
|
|
|
@ -1,8 +0,0 @@
|
|||
#[derive(Debug, Copy, Clone)]
|
||||
pub enum Event {
|
||||
None,
|
||||
MouseClick,
|
||||
MouseRelease,
|
||||
MouseHover,
|
||||
MouseUnhover,
|
||||
}
|
|
@ -1,20 +1,17 @@
|
|||
use anyhow::{Context, Result};
|
||||
use galactica_content::Content;
|
||||
use galactica_system::phys::PhysSimShipHandle;
|
||||
use galactica_system::{phys::PhysSimShipHandle, PlayerDirective};
|
||||
use galactica_util::rhai_error_to_anyhow;
|
||||
use log::debug;
|
||||
use rhai::{
|
||||
packages::{BasicArrayPackage, BasicStringPackage, LogicPackage, MoreStringPackage, Package},
|
||||
Dynamic, Engine, ImmutableString, Scope,
|
||||
};
|
||||
use log::{debug, error};
|
||||
use rhai::{Dynamic, Engine, ImmutableString, Scope};
|
||||
use std::{cell::RefCell, num::NonZeroU32, rc::Rc, sync::Arc};
|
||||
use winit::event::VirtualKeyCode;
|
||||
|
||||
use super::{
|
||||
api::{self, MouseClickEvent, MouseHoverEvent, PlayerShipStateEvent},
|
||||
event::Event,
|
||||
api::{self, KeyboardEvent, PlayerShipStateEvent, ScrollEvent},
|
||||
UiConfig, UiElement, UiState,
|
||||
};
|
||||
use crate::{ui::api::State, RenderInput, RenderState};
|
||||
use crate::{ui::api::State, InputEvent, RenderInput, RenderState};
|
||||
|
||||
pub(crate) struct UiScriptExecutor {
|
||||
engine: Engine,
|
||||
|
@ -31,14 +28,8 @@ impl UiScriptExecutor {
|
|||
let scope = Scope::new();
|
||||
let elements = Rc::new(RefCell::new(UiState::new(ct.clone(), state)));
|
||||
|
||||
let mut engine = Engine::new_raw();
|
||||
|
||||
// Required for array iteration
|
||||
// We may need to add more packages here later.
|
||||
engine.register_global_module(BasicArrayPackage::new().as_shared_module());
|
||||
engine.register_global_module(LogicPackage::new().as_shared_module());
|
||||
engine.register_global_module(BasicStringPackage::new().as_shared_module());
|
||||
engine.register_global_module(MoreStringPackage::new().as_shared_module());
|
||||
// TODO: document all functions rhai provides
|
||||
let mut engine = Engine::new();
|
||||
|
||||
engine.set_max_expr_depths(0, 0);
|
||||
// Enables custom operators
|
||||
|
@ -64,6 +55,129 @@ impl UiScriptExecutor {
|
|||
(*self.state).borrow().config.clone()
|
||||
}
|
||||
|
||||
pub fn process_input(
|
||||
&mut self,
|
||||
state: &mut RenderState,
|
||||
input: Arc<RenderInput>,
|
||||
event: InputEvent,
|
||||
) -> Result<PlayerDirective> {
|
||||
let current_scene = (*self.state).borrow().get_scene().clone();
|
||||
if current_scene.is_none() {
|
||||
return Ok(PlayerDirective::None);
|
||||
}
|
||||
let mut arg: Option<Dynamic> = None;
|
||||
|
||||
// First, check if this event is captured by any ui elements.
|
||||
for (_, e) in &mut self.state.borrow_mut().elements {
|
||||
arg = match e {
|
||||
UiElement::Sprite(sprite) => sprite.handle_event(&input, state, &event),
|
||||
UiElement::Scrollbox(sbox) => sbox.handle_event(&input, state, &event),
|
||||
|
||||
UiElement::RadialBar(_) | UiElement::Text(..) => None,
|
||||
|
||||
// Subelements are intentionally skipped,
|
||||
// they should be handled by their parent's `handle_event` method.
|
||||
UiElement::SubElement { .. } => None,
|
||||
};
|
||||
|
||||
if arg.is_some() {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// If nothing was caught, check global events
|
||||
if arg.is_none() {
|
||||
arg = match event {
|
||||
InputEvent::Scroll(val) => Some(Dynamic::from(ScrollEvent { val })),
|
||||
InputEvent::Keyboard { down, key } => {
|
||||
let str = match key {
|
||||
VirtualKeyCode::A => Some("A"),
|
||||
VirtualKeyCode::B => Some("B"),
|
||||
VirtualKeyCode::C => Some("C"),
|
||||
VirtualKeyCode::D => Some("D"),
|
||||
VirtualKeyCode::E => Some("E"),
|
||||
VirtualKeyCode::F => Some("F"),
|
||||
VirtualKeyCode::G => Some("G"),
|
||||
VirtualKeyCode::H => Some("H"),
|
||||
VirtualKeyCode::I => Some("I"),
|
||||
VirtualKeyCode::J => Some("J"),
|
||||
VirtualKeyCode::K => Some("K"),
|
||||
VirtualKeyCode::L => Some("L"),
|
||||
VirtualKeyCode::M => Some("M"),
|
||||
VirtualKeyCode::N => Some("N"),
|
||||
VirtualKeyCode::O => Some("O"),
|
||||
VirtualKeyCode::P => Some("P"),
|
||||
VirtualKeyCode::Q => Some("Q"),
|
||||
VirtualKeyCode::R => Some("R"),
|
||||
VirtualKeyCode::S => Some("S"),
|
||||
VirtualKeyCode::T => Some("T"),
|
||||
VirtualKeyCode::U => Some("U"),
|
||||
VirtualKeyCode::V => Some("V"),
|
||||
VirtualKeyCode::W => Some("W"),
|
||||
VirtualKeyCode::X => Some("X"),
|
||||
VirtualKeyCode::Y => Some("Y"),
|
||||
VirtualKeyCode::Z => Some("Z"),
|
||||
VirtualKeyCode::Up => Some("up"),
|
||||
VirtualKeyCode::Down => Some("down"),
|
||||
VirtualKeyCode::Left => Some("left"),
|
||||
VirtualKeyCode::Right => Some("right"),
|
||||
VirtualKeyCode::Space => Some("space"),
|
||||
_ => None,
|
||||
};
|
||||
if let Some(str) = str {
|
||||
Some(Dynamic::from(KeyboardEvent {
|
||||
down,
|
||||
key: ImmutableString::from(str),
|
||||
}))
|
||||
} else {
|
||||
None
|
||||
}
|
||||
}
|
||||
_ => None,
|
||||
};
|
||||
}
|
||||
|
||||
if let Some(arg) = arg {
|
||||
self.run_event_callback(state, input, arg)
|
||||
} else {
|
||||
return Ok(PlayerDirective::None);
|
||||
}
|
||||
}
|
||||
|
||||
fn run_event_callback(
|
||||
&mut self,
|
||||
state: &mut RenderState,
|
||||
input: Arc<RenderInput>,
|
||||
arg: Dynamic,
|
||||
) -> Result<PlayerDirective> {
|
||||
let current_scene = (*self.state).borrow().get_scene().clone();
|
||||
if current_scene.is_none() {
|
||||
return Ok(PlayerDirective::None);
|
||||
}
|
||||
let current_scene = current_scene.unwrap();
|
||||
let ct = (*self.state).borrow().ct.clone();
|
||||
|
||||
let d: Dynamic = rhai_error_to_anyhow(self.engine.call_fn(
|
||||
&mut self.scope,
|
||||
ct.config.ui_scenes.get(current_scene.as_str()).unwrap(),
|
||||
"event",
|
||||
(State::new(state, input.clone()), arg.clone()),
|
||||
))
|
||||
.with_context(|| format!("while handling event `{:?}`", arg))
|
||||
.with_context(|| format!("in ui scene `{}`", current_scene))?;
|
||||
|
||||
if d.is::<PlayerDirective>() {
|
||||
return Ok(d.cast());
|
||||
} else if !(d.is_unit()) {
|
||||
error!(
|
||||
"`event()` in UI scene `{current_scene}` returned invalid type `{}`",
|
||||
d
|
||||
)
|
||||
}
|
||||
|
||||
return Ok(PlayerDirective::None);
|
||||
}
|
||||
|
||||
/// Change the current scene
|
||||
pub fn set_scene(&mut self, state: &RenderState, input: Arc<RenderInput>) -> Result<()> {
|
||||
let current_scene = (*self.state).borrow().get_scene().clone();
|
||||
|
@ -87,12 +201,12 @@ impl UiScriptExecutor {
|
|||
let mut elm = self.state.borrow_mut();
|
||||
elm.clear();
|
||||
drop(elm);
|
||||
let ct = (*self.state).borrow().ct.clone();
|
||||
|
||||
let ct = (*self.state).borrow().ct.clone();
|
||||
rhai_error_to_anyhow(
|
||||
self.engine.call_fn(
|
||||
&mut self.scope,
|
||||
ct.get_config()
|
||||
ct.config
|
||||
.ui_scenes
|
||||
.get(current_scene.as_ref().unwrap().as_str())
|
||||
.unwrap(),
|
||||
|
@ -114,7 +228,7 @@ impl UiScriptExecutor {
|
|||
if (*self.state).borrow().get_scene().is_none() {
|
||||
(*self.state)
|
||||
.borrow_mut()
|
||||
.set_scene(ImmutableString::from(&ct.get_config().start_ui_scene));
|
||||
.set_scene(ImmutableString::from(&ct.config.start_ui_scene));
|
||||
}
|
||||
self.set_scene(state, input.clone())?;
|
||||
let current_scene = (*self.state).borrow().get_scene().clone();
|
||||
|
@ -122,9 +236,8 @@ impl UiScriptExecutor {
|
|||
(*self.state).borrow_mut().step(state, input.clone());
|
||||
|
||||
// Run step() (if it is defined)
|
||||
|
||||
let ast = ct
|
||||
.get_config()
|
||||
.config
|
||||
.ui_scenes
|
||||
.get(current_scene.as_ref().unwrap().as_str())
|
||||
.unwrap();
|
||||
|
@ -158,79 +271,25 @@ impl UiScriptExecutor {
|
|||
true
|
||||
}
|
||||
} {
|
||||
rhai_error_to_anyhow(
|
||||
self.engine.call_fn(
|
||||
&mut self.scope,
|
||||
ct.get_config()
|
||||
.ui_scenes
|
||||
.get(current_scene.as_ref().unwrap().as_str())
|
||||
.unwrap(),
|
||||
"event",
|
||||
(State::new(state, input.clone()), PlayerShipStateEvent {}),
|
||||
),
|
||||
)
|
||||
.with_context(|| format!("while handling player state change event"))
|
||||
.with_context(|| format!("in ui scene `{}`", current_scene.as_ref().unwrap()))?;
|
||||
self.run_event_callback(state, input.clone(), Dynamic::from(PlayerShipStateEvent {}))?;
|
||||
}
|
||||
|
||||
let len = (*self.state).borrow().len();
|
||||
for i in 0..len {
|
||||
let event_arg = match (*self.state).borrow_mut().get_mut_by_idx(i).unwrap() {
|
||||
match (*self.state).borrow_mut().get_mut_by_idx(i).unwrap() {
|
||||
UiElement::Sprite(sprite) => {
|
||||
// Draw and update sprites
|
||||
sprite.step(&input, state);
|
||||
sprite.push_to_buffer(&input, state);
|
||||
let event = sprite.check_events(&input, state);
|
||||
|
||||
match event {
|
||||
Event::None => None,
|
||||
|
||||
Event::MouseClick => Some(Dynamic::from(MouseClickEvent {
|
||||
down: true,
|
||||
element: sprite.name.clone(),
|
||||
})),
|
||||
|
||||
Event::MouseRelease => Some(Dynamic::from(MouseClickEvent {
|
||||
down: false,
|
||||
element: sprite.name.clone(),
|
||||
})),
|
||||
|
||||
Event::MouseHover => Some(Dynamic::from(MouseHoverEvent {
|
||||
enter: true,
|
||||
element: sprite.name.clone(),
|
||||
})),
|
||||
|
||||
Event::MouseUnhover => Some(Dynamic::from(MouseHoverEvent {
|
||||
enter: false,
|
||||
element: sprite.name.clone(),
|
||||
})),
|
||||
}
|
||||
}
|
||||
|
||||
UiElement::RadialBar(x) => {
|
||||
// Draw and update radialbar
|
||||
x.step(&input, state);
|
||||
x.push_to_buffer(&input, state);
|
||||
None
|
||||
}
|
||||
|
||||
UiElement::Text(..) => None,
|
||||
};
|
||||
UiElement::Scrollbox(x) => {
|
||||
x.push_to_buffer(&input, state);
|
||||
}
|
||||
|
||||
if let Some(event_arg) = event_arg {
|
||||
rhai_error_to_anyhow(
|
||||
self.engine.call_fn(
|
||||
&mut self.scope,
|
||||
ct.get_config()
|
||||
.ui_scenes
|
||||
.get(current_scene.as_ref().unwrap().as_str())
|
||||
.unwrap(),
|
||||
"event",
|
||||
(State::new(state, input.clone()), event_arg.clone()),
|
||||
),
|
||||
)
|
||||
.with_context(|| format!("while handling event `{:?}`", event_arg))
|
||||
.with_context(|| format!("in ui scene `{}`", current_scene.as_ref().unwrap()))?;
|
||||
UiElement::SubElement { .. } | UiElement::Text(..) => {}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
mod api;
|
||||
mod event;
|
||||
mod camera;
|
||||
mod elements;
|
||||
mod executor;
|
||||
mod state;
|
||||
|
||||
mod elements;
|
||||
|
||||
pub(crate) use camera::*;
|
||||
pub(crate) use executor::UiScriptExecutor;
|
||||
pub(crate) use state::*;
|
||||
|
|
|
@ -1,19 +1,39 @@
|
|||
use galactica_content::Content;
|
||||
use glyphon::TextArea;
|
||||
use log::{debug, error};
|
||||
use rhai::ImmutableString;
|
||||
use std::collections::HashMap;
|
||||
use std::sync::Arc;
|
||||
use std::{cell::RefCell, collections::HashMap, rc::Rc, sync::Arc, time::Instant};
|
||||
use winit::window::Window;
|
||||
|
||||
use super::elements::{FpsIndicator, RadialBar, Sprite, TextBox};
|
||||
use super::{
|
||||
elements::{FpsIndicator, OwnedTextArea, UiRadialBar, UiScrollbox, UiSprite, UiTextBox},
|
||||
Camera,
|
||||
};
|
||||
use crate::{RenderInput, RenderState};
|
||||
|
||||
#[derive(Debug)]
|
||||
pub enum UiElement {
|
||||
Sprite(Sprite),
|
||||
RadialBar(RadialBar),
|
||||
Text(TextBox),
|
||||
Sprite(UiSprite),
|
||||
RadialBar(UiRadialBar),
|
||||
Text(UiTextBox),
|
||||
Scrollbox(UiScrollbox),
|
||||
|
||||
/// This is a sub-element managed by another element
|
||||
SubElement {
|
||||
parent: ImmutableString,
|
||||
element: Rc<RefCell<UiElement>>,
|
||||
},
|
||||
}
|
||||
|
||||
impl UiElement {
|
||||
pub fn get_name(&self) -> ImmutableString {
|
||||
match self {
|
||||
Self::Sprite(x) => x.name.clone(),
|
||||
Self::RadialBar(x) => x.name.clone(),
|
||||
Self::Text(x) => x.name.clone(),
|
||||
Self::Scrollbox(x) => x.name.clone(),
|
||||
Self::SubElement { element, .. } => element.borrow().get_name(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug)]
|
||||
|
@ -31,8 +51,13 @@ pub(crate) struct UiState {
|
|||
|
||||
show_timings: bool,
|
||||
fps_indicator: FpsIndicator,
|
||||
last_step: Instant,
|
||||
|
||||
pub config: UiConfig,
|
||||
|
||||
/// The player's camera.
|
||||
/// Only used when drawing physics.
|
||||
pub camera: Camera,
|
||||
}
|
||||
// TODO: remove this
|
||||
unsafe impl Send for UiState {}
|
||||
|
@ -52,6 +77,8 @@ impl UiState {
|
|||
show_phys: false,
|
||||
show_starfield: false,
|
||||
},
|
||||
last_step: Instant::now(),
|
||||
camera: Camera::new(),
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -95,7 +122,7 @@ impl UiState {
|
|||
}
|
||||
|
||||
pub fn set_scene(&mut self, scene: ImmutableString) {
|
||||
if !self.ct.get_config().ui_scenes.contains_key(scene.as_str()) {
|
||||
if !self.ct.config.ui_scenes.contains_key(scene.as_str()) {
|
||||
error!("tried to switch to ui scene `{scene}`, which doesn't exist");
|
||||
return;
|
||||
}
|
||||
|
@ -105,15 +132,57 @@ impl UiState {
|
|||
}
|
||||
|
||||
pub fn step(&mut self, state: &mut RenderState, input: Arc<RenderInput>) {
|
||||
let t = self.last_step.elapsed().as_secs_f32();
|
||||
for (_, e) in &mut self.elements {
|
||||
match e {
|
||||
UiElement::Sprite(sprite) => sprite.step(t),
|
||||
UiElement::Scrollbox(sbox) => sbox.step(t),
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
if self.show_timings {
|
||||
self.fps_indicator
|
||||
.step(&input, &mut state.text_font_system.borrow_mut());
|
||||
}
|
||||
self.last_step = Instant::now();
|
||||
}
|
||||
|
||||
pub fn add_element(&mut self, e: UiElement) {
|
||||
self.names.push(e.get_name().clone());
|
||||
self.elements.insert(e.get_name().clone(), e);
|
||||
}
|
||||
|
||||
// Remove an element from this sprite.
|
||||
// This does NOT remove subelements from their parent sprites.
|
||||
pub fn remove_element_incomplete(&mut self, name: &ImmutableString) -> Option<UiElement> {
|
||||
let e = self.elements.remove(name);
|
||||
self.names.retain(|x| *x != name);
|
||||
return e;
|
||||
}
|
||||
|
||||
// Remove an element from this sprite and from all subsprites.
|
||||
pub fn remove_element(&mut self, name: &ImmutableString) {
|
||||
let e = self.elements.remove(name);
|
||||
self.names.retain(|x| *x != name);
|
||||
|
||||
match e {
|
||||
Some(UiElement::SubElement { parent, element }) => {
|
||||
let x = Rc::into_inner(element).unwrap().into_inner();
|
||||
let parent = self.elements.get_mut(&parent).unwrap();
|
||||
match parent {
|
||||
UiElement::Scrollbox(s) => s.remove_element(&x.get_name()),
|
||||
_ => unreachable!("invalid subelement parent"),
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: don't allocate here, return an iterator
|
||||
impl<'a> UiState {
|
||||
pub fn get_textareas(&'a mut self, input: &RenderInput, window: &Window) -> Vec<TextArea<'a>> {
|
||||
pub fn get_textareas(&'a self, input: &RenderInput, window: &Window) -> Vec<OwnedTextArea> {
|
||||
let mut v = Vec::with_capacity(32);
|
||||
|
||||
if self.current_scene.is_none() {
|
||||
|
@ -124,9 +193,10 @@ impl<'a> UiState {
|
|||
v.push(self.fps_indicator.get_textarea(input, window))
|
||||
}
|
||||
|
||||
for t in self.elements.values() {
|
||||
match &t {
|
||||
UiElement::Text(x) => v.push(x.get_textarea(input, window)),
|
||||
for e in self.elements.values() {
|
||||
match &e {
|
||||
UiElement::Text(t) => v.push(t.get_textarea(input, window)),
|
||||
UiElement::Scrollbox(b) => v.extend(b.get_textareas(input, window)),
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -25,3 +25,4 @@ rapier2d = { workspace = true }
|
|||
nalgebra = { workspace = true }
|
||||
crossbeam = { workspace = true }
|
||||
rand = { workspace = true }
|
||||
log = { workspace = true }
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
use std::collections::HashMap;
|
||||
use std::{collections::HashMap, sync::Arc};
|
||||
|
||||
use galactica_content::{GunPoint, Outfit, OutfitHandle, OutfitSpace};
|
||||
use galactica_content::{ContentIndex, GunPoint, Outfit, OutfitSpace};
|
||||
|
||||
/// Possible outcomes when adding an outfit
|
||||
pub enum OutfitAddResult {
|
||||
|
@ -34,7 +34,7 @@ pub enum OutfitRemoveResult {
|
|||
/// A simple data class, used to keep track of delayed shield generators
|
||||
#[derive(Debug, Clone)]
|
||||
pub(crate) struct ShieldGenerator {
|
||||
pub outfit: OutfitHandle,
|
||||
pub outfit: Arc<Outfit>,
|
||||
pub delay: f32,
|
||||
pub generation: f32,
|
||||
}
|
||||
|
@ -46,7 +46,7 @@ pub(crate) struct ShieldGenerator {
|
|||
#[derive(Debug, Clone)]
|
||||
pub struct OutfitSet {
|
||||
/// What outfits does this statsum contain?
|
||||
outfits: HashMap<OutfitHandle, u32>,
|
||||
outfits: HashMap<ContentIndex, (Arc<Outfit>, u32)>,
|
||||
|
||||
/// Space available in this outfitset.
|
||||
/// set at creation and never changes.
|
||||
|
@ -59,7 +59,7 @@ pub struct OutfitSet {
|
|||
/// The gun points available in this ship.
|
||||
/// If value is None, this point is free.
|
||||
/// if value is Some, this point is taken.
|
||||
gun_points: HashMap<GunPoint, Option<OutfitHandle>>,
|
||||
gun_points: HashMap<GunPoint, Option<Arc<Outfit>>>,
|
||||
|
||||
/// Outfit values
|
||||
/// This isn't strictly necessary, but we don't want to
|
||||
|
@ -89,7 +89,7 @@ impl OutfitSet {
|
|||
}
|
||||
}
|
||||
|
||||
pub(super) fn add(&mut self, o: &Outfit) -> OutfitAddResult {
|
||||
pub(super) fn add(&mut self, o: &Arc<Outfit>) -> OutfitAddResult {
|
||||
if !(self.total_space - self.used_space).can_contain(&o.space) {
|
||||
return OutfitAddResult::NotEnoughSpace("TODO".to_string());
|
||||
}
|
||||
|
@ -100,7 +100,7 @@ impl OutfitSet {
|
|||
let mut added = false;
|
||||
for (_, outfit) in &mut self.gun_points {
|
||||
if outfit.is_none() {
|
||||
*outfit = Some(o.handle);
|
||||
*outfit = Some(o.clone());
|
||||
added = true;
|
||||
}
|
||||
}
|
||||
|
@ -115,29 +115,29 @@ impl OutfitSet {
|
|||
self.steer_power += o.steer_power;
|
||||
self.shield_strength += o.shield_strength;
|
||||
self.shield_generators.push(ShieldGenerator {
|
||||
outfit: o.handle,
|
||||
outfit: o.clone(),
|
||||
delay: o.shield_delay,
|
||||
generation: o.shield_generation,
|
||||
});
|
||||
|
||||
if self.outfits.contains_key(&o.handle) {
|
||||
*self.outfits.get_mut(&o.handle).unwrap() += 1;
|
||||
if self.outfits.contains_key(&o.index) {
|
||||
self.outfits.get_mut(&o.index).unwrap().1 += 1;
|
||||
} else {
|
||||
self.outfits.insert(o.handle, 1);
|
||||
self.outfits.insert(o.index.clone(), (o.clone(), 1));
|
||||
}
|
||||
|
||||
return OutfitAddResult::Ok;
|
||||
}
|
||||
|
||||
pub(super) fn remove(&mut self, o: &Outfit) -> OutfitRemoveResult {
|
||||
if !self.outfits.contains_key(&o.handle) {
|
||||
pub(super) fn remove(&mut self, o: &Arc<Outfit>) -> OutfitRemoveResult {
|
||||
if !self.outfits.contains_key(&o.index) {
|
||||
return OutfitRemoveResult::NotExist;
|
||||
} else {
|
||||
let n = *self.outfits.get(&o.handle).unwrap();
|
||||
if n == 1u32 {
|
||||
self.outfits.remove(&o.handle);
|
||||
let n = self.outfits.get_mut(&o.index).unwrap();
|
||||
if n.1 == 1u32 {
|
||||
self.outfits.remove(&o.index);
|
||||
} else {
|
||||
*self.outfits.get_mut(&o.handle).unwrap() -= 1;
|
||||
self.outfits.get_mut(&o.index).unwrap().1 -= 1;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -152,7 +152,7 @@ impl OutfitSet {
|
|||
let index = self
|
||||
.shield_generators
|
||||
.iter()
|
||||
.position(|g| g.outfit == o.handle)
|
||||
.position(|g| g.outfit.index == o.index)
|
||||
.unwrap();
|
||||
self.shield_generators.remove(index);
|
||||
}
|
||||
|
@ -165,16 +165,16 @@ impl OutfitSet {
|
|||
impl OutfitSet {
|
||||
/// The number of outfits in this set
|
||||
pub fn len(&self) -> u32 {
|
||||
self.outfits.iter().map(|(_, x)| x).sum()
|
||||
self.outfits.iter().map(|(_, (_, x))| x).sum()
|
||||
}
|
||||
|
||||
/// Iterate over all outfits
|
||||
pub fn iter_outfits(&self) -> impl Iterator<Item = (&OutfitHandle, &u32)> {
|
||||
self.outfits.iter()
|
||||
pub fn iter_outfits(&self) -> impl Iterator<Item = &(Arc<Outfit>, u32)> {
|
||||
self.outfits.values()
|
||||
}
|
||||
|
||||
/// Iterate over all gun points
|
||||
pub fn iter_gun_points(&self) -> impl Iterator<Item = (&GunPoint, &Option<OutfitHandle>)> {
|
||||
pub fn iter_gun_points(&self) -> impl Iterator<Item = (&GunPoint, &Option<Arc<Outfit>>)> {
|
||||
self.gun_points.iter()
|
||||
}
|
||||
|
||||
|
@ -190,7 +190,7 @@ impl OutfitSet {
|
|||
|
||||
/// Get the outfit attached to the given gun point
|
||||
/// Will panic if this gunpoint is not in this outfit set.
|
||||
pub fn get_gun(&self, point: &GunPoint) -> Option<OutfitHandle> {
|
||||
pub fn get_gun(&self, point: &GunPoint) -> Option<Arc<Outfit>> {
|
||||
self.gun_points.get(point).unwrap().clone()
|
||||
}
|
||||
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
use galactica_content::{Content, FactionHandle, GunPoint, Outfit, ShipHandle, SystemObjectHandle};
|
||||
use galactica_content::{Faction, GunPoint, Outfit, Ship, SystemObject};
|
||||
use nalgebra::Isometry2;
|
||||
use rand::{rngs::ThreadRng, Rng};
|
||||
use std::{collections::HashMap, time::Instant};
|
||||
use std::{collections::HashMap, sync::Arc, time::Instant};
|
||||
|
||||
use super::{OutfitSet, ShipAutoPilot, ShipPersonality, ShipState};
|
||||
|
||||
|
@ -9,8 +9,8 @@ use super::{OutfitSet, ShipAutoPilot, ShipPersonality, ShipState};
|
|||
#[derive(Debug, Clone)]
|
||||
pub struct ShipData {
|
||||
// Metadata values
|
||||
ct_handle: ShipHandle,
|
||||
faction: FactionHandle,
|
||||
ship: Arc<Ship>,
|
||||
faction: Arc<Faction>,
|
||||
outfits: OutfitSet,
|
||||
|
||||
personality: ShipPersonality,
|
||||
|
@ -34,16 +34,14 @@ pub struct ShipData {
|
|||
impl ShipData {
|
||||
/// Create a new ShipData
|
||||
pub(crate) fn new(
|
||||
ct: &Content,
|
||||
ct_handle: ShipHandle,
|
||||
faction: FactionHandle,
|
||||
ship: Arc<Ship>,
|
||||
faction: Arc<Faction>,
|
||||
personality: ShipPersonality,
|
||||
) -> Self {
|
||||
let s = ct.get_ship(ct_handle);
|
||||
ShipData {
|
||||
ct_handle,
|
||||
ship: ship.clone(),
|
||||
faction,
|
||||
outfits: OutfitSet::new(s.space, &s.guns),
|
||||
outfits: OutfitSet::new(ship.space, &ship.guns),
|
||||
personality,
|
||||
last_hit: Instant::now(),
|
||||
rng: rand::thread_rng(),
|
||||
|
@ -54,9 +52,9 @@ impl ShipData {
|
|||
},
|
||||
|
||||
// Initial stats
|
||||
hull: s.hull,
|
||||
hull: ship.hull,
|
||||
shields: 0.0,
|
||||
gun_cooldowns: s.guns.iter().map(|x| (x.clone(), 0.0)).collect(),
|
||||
gun_cooldowns: ship.guns.iter().map(|x| (x.clone(), 0.0)).collect(),
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -80,11 +78,11 @@ impl ShipData {
|
|||
/// That is the simulation's responsiblity.
|
||||
///
|
||||
/// Will panic if we're not flying.
|
||||
pub fn start_land_on(&mut self, target_handle: SystemObjectHandle) {
|
||||
pub fn start_land_on(&mut self, target: Arc<SystemObject>) {
|
||||
match self.state {
|
||||
ShipState::Flying { .. } => {
|
||||
self.state = ShipState::Landing {
|
||||
target: target_handle,
|
||||
target,
|
||||
current_z: 1.0,
|
||||
};
|
||||
}
|
||||
|
@ -108,9 +106,11 @@ impl ShipData {
|
|||
/// Finish landing sequence
|
||||
/// Will panic if we're not landing
|
||||
pub fn finish_land_on(&mut self) {
|
||||
match self.state {
|
||||
match &self.state {
|
||||
ShipState::Landing { target, .. } => {
|
||||
self.state = ShipState::Landed { target };
|
||||
self.state = ShipState::Landed {
|
||||
target: target.clone(),
|
||||
};
|
||||
}
|
||||
_ => {
|
||||
unreachable!("Called `finish_land_on` on a ship that isn't landing!")
|
||||
|
@ -123,14 +123,13 @@ impl ShipData {
|
|||
/// That is the simulation's responsiblity.
|
||||
///
|
||||
/// Will panic if we're not flying.
|
||||
pub fn start_unland_to(&mut self, ct: &Content, to_position: Isometry2<f32>) {
|
||||
match self.state {
|
||||
pub fn start_unland_to(&mut self, to_position: Isometry2<f32>) {
|
||||
match &self.state {
|
||||
ShipState::Landed { target } => {
|
||||
let obj = ct.get_system_object(target);
|
||||
self.state = ShipState::UnLanding {
|
||||
to_position,
|
||||
from: target,
|
||||
current_z: obj.pos.z,
|
||||
from: target.clone(),
|
||||
current_z: target.pos.z,
|
||||
};
|
||||
}
|
||||
_ => {
|
||||
|
@ -177,14 +176,14 @@ impl ShipData {
|
|||
}
|
||||
|
||||
/// Add an outfit to this ship
|
||||
pub fn add_outfit(&mut self, o: &Outfit) -> super::OutfitAddResult {
|
||||
pub fn add_outfit(&mut self, o: &Arc<Outfit>) -> super::OutfitAddResult {
|
||||
let r = self.outfits.add(o);
|
||||
self.shields = self.outfits.get_total_shields();
|
||||
return r;
|
||||
}
|
||||
|
||||
/// Remove an outfit from this ship
|
||||
pub fn remove_outfit(&mut self, o: &Outfit) -> super::OutfitRemoveResult {
|
||||
pub fn remove_outfit(&mut self, o: &Arc<Outfit>) -> super::OutfitRemoveResult {
|
||||
self.outfits.remove(o)
|
||||
}
|
||||
|
||||
|
@ -192,16 +191,14 @@ impl ShipData {
|
|||
/// Will panic if `which` isn't a point on this ship.
|
||||
/// Returns `true` if this gun was fired,
|
||||
/// and `false` if it is on cooldown or empty.
|
||||
pub(crate) fn fire_gun(&mut self, ct: &Content, which: &GunPoint) -> bool {
|
||||
pub(crate) fn fire_gun(&mut self, which: &GunPoint) -> bool {
|
||||
let c = self.gun_cooldowns.get_mut(which).unwrap();
|
||||
|
||||
if *c > 0.0 {
|
||||
return false;
|
||||
}
|
||||
|
||||
let g = self.outfits.get_gun(which);
|
||||
if g.is_some() {
|
||||
let g = ct.get_outfit(g.unwrap());
|
||||
if let Some(g) = self.outfits.get_gun(which) {
|
||||
let gun = g.gun.as_ref().unwrap();
|
||||
*c = 0f32.max(gun.rate + self.rng.gen_range(-gun.rate_rng..=gun.rate_rng));
|
||||
return true;
|
||||
|
@ -288,13 +285,12 @@ impl ShipData {
|
|||
&self.state
|
||||
}
|
||||
|
||||
/// Get a handle to this ship's content
|
||||
pub fn get_content(&self) -> ShipHandle {
|
||||
self.ct_handle
|
||||
/// Get this ship's content
|
||||
pub fn get_content(&self) -> &Arc<Ship> {
|
||||
&self.ship
|
||||
}
|
||||
|
||||
/// Get this ship's current hull.
|
||||
/// Use content handle to get maximum hull
|
||||
/// Get this ship's current hull
|
||||
pub fn get_hull(&self) -> f32 {
|
||||
self.hull
|
||||
}
|
||||
|
@ -316,12 +312,7 @@ impl ShipData {
|
|||
}
|
||||
|
||||
/// Get this ship's faction
|
||||
pub fn get_faction(&self) -> FactionHandle {
|
||||
self.faction
|
||||
}
|
||||
|
||||
/// Get this ship's content handle
|
||||
pub fn get_ship(&self) -> ShipHandle {
|
||||
self.ct_handle
|
||||
pub fn get_faction(&self) -> &Arc<Faction> {
|
||||
&self.faction
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,7 +1,6 @@
|
|||
use std::num::NonZeroU32;
|
||||
|
||||
use galactica_content::SystemObjectHandle;
|
||||
use galactica_content::SystemObject;
|
||||
use rapier2d::math::Isometry;
|
||||
use std::{num::NonZeroU32, sync::Arc};
|
||||
|
||||
/// A ship autopilot.
|
||||
/// An autopilot is a lightweight ShipController that
|
||||
|
@ -14,7 +13,7 @@ pub enum ShipAutoPilot {
|
|||
/// Automatically arrange for landing on the given object
|
||||
Landing {
|
||||
/// The body we want to land on
|
||||
target: SystemObjectHandle,
|
||||
target: Arc<SystemObject>,
|
||||
},
|
||||
}
|
||||
|
||||
|
@ -40,14 +39,14 @@ pub enum ShipState {
|
|||
/// This ship is landed on a planet
|
||||
Landed {
|
||||
/// The planet this ship is landed on
|
||||
target: SystemObjectHandle,
|
||||
target: Arc<SystemObject>,
|
||||
},
|
||||
|
||||
/// This ship is landing on a planet
|
||||
/// (playing the animation)
|
||||
Landing {
|
||||
/// The planet we're landing on
|
||||
target: SystemObjectHandle,
|
||||
target: Arc<SystemObject>,
|
||||
|
||||
/// Our current z-coordinate
|
||||
current_z: f32,
|
||||
|
@ -60,7 +59,7 @@ pub enum ShipState {
|
|||
to_position: Isometry<f32>,
|
||||
|
||||
/// The planet we're taking off from
|
||||
from: SystemObjectHandle,
|
||||
from: Arc<SystemObject>,
|
||||
|
||||
/// Our current z-coordinate
|
||||
current_z: f32,
|
||||
|
@ -69,9 +68,9 @@ pub enum ShipState {
|
|||
|
||||
impl ShipState {
|
||||
/// What planet is this ship landed on?
|
||||
pub fn landed_on(&self) -> Option<SystemObjectHandle> {
|
||||
pub fn landed_on(&self) -> Option<Arc<SystemObject>> {
|
||||
match self {
|
||||
Self::Landed { target } => Some(*target),
|
||||
Self::Landed { target } => Some(target.clone()),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
|
|
|
@ -6,3 +6,6 @@
|
|||
|
||||
pub mod data;
|
||||
pub mod phys;
|
||||
mod playerdirective;
|
||||
|
||||
pub use playerdirective::PlayerDirective;
|
||||
|
|
|
@ -1,7 +1,8 @@
|
|||
use galactica_content::{Content, EffectHandle, EffectVelocity, SpriteAutomaton};
|
||||
use galactica_content::{Effect, EffectVelocity, SpriteAutomaton};
|
||||
use nalgebra::{Point2, Rotation2, Vector2};
|
||||
use rand::Rng;
|
||||
use rapier2d::dynamics::{RevoluteJointBuilder, RigidBodyBuilder, RigidBodyHandle, RigidBodyType};
|
||||
use std::sync::Arc;
|
||||
|
||||
use crate::phys::{PhysStepResources, PhysWrapper};
|
||||
|
||||
|
@ -32,16 +33,13 @@ pub struct PhysEffect {
|
|||
impl PhysEffect {
|
||||
/// Create a new effect inside `Wrapper`
|
||||
pub fn new(
|
||||
ct: &Content,
|
||||
wrapper: &mut PhysWrapper,
|
||||
effect: EffectHandle,
|
||||
effect: Arc<Effect>,
|
||||
// Where to spawn the particle, in world space.
|
||||
pos: Vector2<f32>,
|
||||
parent: RigidBodyHandle,
|
||||
target: Option<RigidBodyHandle>,
|
||||
) -> Self {
|
||||
let effect = ct.get_effect(effect);
|
||||
|
||||
let mut rng = rand::thread_rng();
|
||||
let parent_body = wrapper.get_rigid_body(parent).unwrap();
|
||||
let parent_angle = parent_body.rotation().angle();
|
||||
|
@ -113,7 +111,7 @@ impl PhysEffect {
|
|||
};
|
||||
|
||||
PhysEffect {
|
||||
anim: SpriteAutomaton::new(ct, effect.sprite),
|
||||
anim: SpriteAutomaton::new(effect.sprite.clone()),
|
||||
rigid_body,
|
||||
lifetime: 0f32.max(
|
||||
effect.lifetime + rng.gen_range(-effect.lifetime_rng..=effect.lifetime_rng),
|
||||
|
@ -153,7 +151,7 @@ impl PhysEffect {
|
|||
);
|
||||
|
||||
PhysEffect {
|
||||
anim: SpriteAutomaton::new(ct, effect.sprite),
|
||||
anim: SpriteAutomaton::new(effect.sprite.clone()),
|
||||
rigid_body,
|
||||
lifetime: 0f32.max(
|
||||
effect.lifetime + rng.gen_range(-effect.lifetime_rng..=effect.lifetime_rng),
|
||||
|
@ -174,7 +172,7 @@ impl PhysEffect {
|
|||
return;
|
||||
}
|
||||
|
||||
self.anim.step(&res.ct, res.t);
|
||||
self.anim.step(res.t);
|
||||
self.lifetime -= res.t;
|
||||
|
||||
if self.lifetime <= 0.0 {
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
use galactica_content::{AnimationState, Content, FactionHandle, Projectile, SpriteAutomaton};
|
||||
use std::sync::Arc;
|
||||
|
||||
use galactica_content::{AnimationState, Faction, Projectile, SpriteAutomaton};
|
||||
use rand::Rng;
|
||||
use rapier2d::{dynamics::RigidBodyHandle, geometry::ColliderHandle};
|
||||
|
||||
|
@ -10,7 +12,7 @@ use super::PhysEffect;
|
|||
#[derive(Debug, Clone)]
|
||||
pub struct PhysProjectile {
|
||||
/// This projectile's game data
|
||||
pub content: Projectile,
|
||||
pub content: Arc<Projectile>,
|
||||
|
||||
/// This projectile's sprite animation state
|
||||
anim: SpriteAutomaton,
|
||||
|
@ -19,7 +21,7 @@ pub struct PhysProjectile {
|
|||
lifetime: f32,
|
||||
|
||||
/// The faction this projectile belongs to
|
||||
pub faction: FactionHandle,
|
||||
pub faction: Arc<Faction>,
|
||||
|
||||
/// This projectile's rigidbody
|
||||
pub rigid_body: RigidBodyHandle,
|
||||
|
@ -38,17 +40,16 @@ pub struct PhysProjectile {
|
|||
impl PhysProjectile {
|
||||
/// Create a new projectile
|
||||
pub fn new(
|
||||
ct: &Content,
|
||||
content: Projectile, // TODO: use a handle?
|
||||
content: Arc<Projectile>,
|
||||
rigid_body: RigidBodyHandle,
|
||||
faction: FactionHandle,
|
||||
faction: Arc<Faction>,
|
||||
collider: ColliderHandle,
|
||||
) -> Self {
|
||||
let mut rng = rand::thread_rng();
|
||||
let size_rng = content.size_rng;
|
||||
let lifetime = content.lifetime;
|
||||
PhysProjectile {
|
||||
anim: SpriteAutomaton::new(ct, content.sprite),
|
||||
anim: SpriteAutomaton::new(content.sprite.clone()),
|
||||
rigid_body,
|
||||
collider,
|
||||
content,
|
||||
|
@ -67,31 +68,24 @@ impl PhysProjectile {
|
|||
wrapper: &mut PhysWrapper,
|
||||
) {
|
||||
self.lifetime -= res.t;
|
||||
self.anim.step(&res.ct, res.t);
|
||||
self.anim.step(res.t);
|
||||
|
||||
if self.lifetime <= 0.0 {
|
||||
self.destroy(res, new, wrapper, true);
|
||||
self.destroy(new, wrapper, true);
|
||||
}
|
||||
}
|
||||
|
||||
/// Destroy this projectile without creating an expire effect
|
||||
pub(in crate::phys) fn destroy_silent(
|
||||
&mut self,
|
||||
res: &PhysStepResources,
|
||||
new: &mut NewObjects,
|
||||
wrapper: &mut PhysWrapper,
|
||||
) {
|
||||
self.destroy(res, new, wrapper, false);
|
||||
self.destroy(new, wrapper, false);
|
||||
}
|
||||
|
||||
/// Destroy this projectile
|
||||
fn destroy(
|
||||
&mut self,
|
||||
res: &PhysStepResources,
|
||||
new: &mut NewObjects,
|
||||
wrapper: &mut PhysWrapper,
|
||||
expire: bool,
|
||||
) {
|
||||
fn destroy(&mut self, new: &mut NewObjects, wrapper: &mut PhysWrapper, expire: bool) {
|
||||
if self.is_destroyed {
|
||||
return;
|
||||
}
|
||||
|
@ -100,11 +94,10 @@ impl PhysProjectile {
|
|||
if expire {
|
||||
match &self.content.expire_effect {
|
||||
None => {}
|
||||
Some(handle) => {
|
||||
Some(effect) => {
|
||||
new.effects.push(PhysEffect::new(
|
||||
&res.ct,
|
||||
wrapper,
|
||||
*handle,
|
||||
effect.clone(),
|
||||
*rb.translation(),
|
||||
self.rigid_body,
|
||||
None,
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
use galactica_content::{CollapseEvent, Content, Ship};
|
||||
use galactica_content::{CollapseEvent, Ship};
|
||||
use nalgebra::{Point2, Vector2};
|
||||
use rand::{rngs::ThreadRng, Rng};
|
||||
use rapier2d::{
|
||||
|
@ -37,14 +37,13 @@ impl ShipCollapseSequence {
|
|||
}
|
||||
|
||||
/// Pick a random points inside a ship's collider
|
||||
fn random_in_ship(&mut self, ct: &Content, ship: &Ship, collider: &Collider) -> Vector2<f32> {
|
||||
fn random_in_ship(&mut self, ship: &Ship, collider: &Collider) -> Vector2<f32> {
|
||||
let mut y = 0.0;
|
||||
let mut x = 0.0;
|
||||
let mut a = false;
|
||||
while !a {
|
||||
x = self.rng.gen_range(-1.0..=1.0) * ship.size / 2.0;
|
||||
y = self.rng.gen_range(-1.0..=1.0) * ship.size * ct.get_sprite(ship.sprite).aspect
|
||||
/ 2.0;
|
||||
y = self.rng.gen_range(-1.0..=1.0) * ship.size * ship.sprite.aspect / 2.0;
|
||||
a = collider.shape().contains_local_point(&Point2::new(x, y));
|
||||
}
|
||||
Vector2::new(x, y)
|
||||
|
@ -62,7 +61,7 @@ impl ShipCollapseSequence {
|
|||
) {
|
||||
let rigid_body = wrapper.get_rigid_body(rigid_body_handle).unwrap().clone();
|
||||
let collider = wrapper.get_collider(collider_handle).unwrap().clone();
|
||||
let ship_content = res.ct.get_ship(ship_data.get_content());
|
||||
let ship_content = ship_data.get_content();
|
||||
let ship_pos = rigid_body.translation();
|
||||
let ship_rot = rigid_body.rotation();
|
||||
|
||||
|
@ -84,14 +83,13 @@ impl ShipCollapseSequence {
|
|||
let pos: Vector2<f32> = if let Some(pos) = spawner.pos {
|
||||
Vector2::new(pos.x, pos.y)
|
||||
} else {
|
||||
self.random_in_ship(&res.ct, ship_content, &collider)
|
||||
self.random_in_ship(&ship_content, &collider)
|
||||
};
|
||||
let pos = ship_pos + (ship_rot * pos);
|
||||
|
||||
new.effects.push(PhysEffect::new(
|
||||
&res.ct,
|
||||
wrapper,
|
||||
spawner.effect,
|
||||
spawner.effect.clone(),
|
||||
pos,
|
||||
rigid_body_handle,
|
||||
None,
|
||||
|
@ -124,15 +122,14 @@ impl ShipCollapseSequence {
|
|||
let pos = if let Some(pos) = spawner.pos {
|
||||
Vector2::new(pos.x, pos.y)
|
||||
} else {
|
||||
self.random_in_ship(&res.ct, ship_content, &collider)
|
||||
self.random_in_ship(&ship_content, &collider)
|
||||
};
|
||||
|
||||
// Position, adjusted for ship rotation
|
||||
let pos = ship_pos + (ship_rot * pos);
|
||||
new.effects.push(PhysEffect::new(
|
||||
&res.ct,
|
||||
wrapper,
|
||||
spawner.effect,
|
||||
spawner.effect.clone(),
|
||||
pos,
|
||||
rigid_body_handle,
|
||||
None,
|
||||
|
|
|
@ -25,7 +25,7 @@ impl PointShipController {
|
|||
impl ShipControllerStruct for PointShipController {
|
||||
fn update_controls(
|
||||
&mut self,
|
||||
res: &PhysStepResources,
|
||||
_res: &PhysStepResources,
|
||||
img: &PhysImage,
|
||||
this_ship: PhysSimShipHandle,
|
||||
) -> Option<ShipControls> {
|
||||
|
@ -40,14 +40,14 @@ impl ShipControllerStruct for PointShipController {
|
|||
let my_position = this_rigidbody.translation();
|
||||
let my_rotation = this_rigidbody.rotation();
|
||||
let my_angvel = this_rigidbody.angvel();
|
||||
let my_faction = res.ct.get_faction(my_ship.ship.data.get_faction());
|
||||
let my_faction = my_ship.ship.data.get_faction();
|
||||
|
||||
// Iterate all possible targets
|
||||
let mut hostile_ships = img.iter_ships().filter(
|
||||
// Target only flying ships we're hostile towards
|
||||
|s| match my_faction
|
||||
.relationships
|
||||
.get(&s.ship.data.get_faction())
|
||||
.get(&s.ship.data.get_faction().index)
|
||||
.unwrap()
|
||||
{
|
||||
Relationship::Hostile => match s.ship.data.get_state() {
|
||||
|
|
|
@ -1,6 +1,8 @@
|
|||
use std::sync::Arc;
|
||||
|
||||
use galactica_content::{
|
||||
AnimationState, Content, EnginePoint, FactionHandle, GunPoint, OutfitHandle,
|
||||
ProjectileCollider, ShipHandle, SpriteAutomaton,
|
||||
AnimationState, EnginePoint, Faction, GunPoint, Outfit, ProjectileCollider, Ship,
|
||||
SpriteAutomaton,
|
||||
};
|
||||
use nalgebra::{vector, Point2, Rotation2, Vector2};
|
||||
use rand::Rng;
|
||||
|
@ -66,24 +68,22 @@ pub struct PhysShip {
|
|||
impl PhysShip {
|
||||
/// Make a new ship
|
||||
pub(crate) fn new(
|
||||
ct: &Content,
|
||||
handle: ShipHandle,
|
||||
ship: Arc<Ship>,
|
||||
personality: ShipPersonality,
|
||||
faction: FactionHandle,
|
||||
faction: Arc<Faction>,
|
||||
rigid_body: RigidBodyHandle,
|
||||
collider: ColliderHandle,
|
||||
) -> Self {
|
||||
let ship_ct = ct.get_ship(handle);
|
||||
PhysShip {
|
||||
uid: get_phys_id(),
|
||||
anim: SpriteAutomaton::new(ct, ship_ct.sprite),
|
||||
anim: SpriteAutomaton::new(ship.sprite.clone()),
|
||||
rigid_body,
|
||||
collider,
|
||||
data: ShipData::new(ct, handle, faction, personality),
|
||||
data: ShipData::new(ship.clone(), faction, personality),
|
||||
engine_anim: Vec::new(),
|
||||
controls: ShipControls::new(),
|
||||
last_controls: ShipControls::new(),
|
||||
collapse_sequence: Some(ShipCollapseSequence::new(ship_ct.collapse.length)),
|
||||
collapse_sequence: Some(ShipCollapseSequence::new(ship.collapse.length)),
|
||||
is_destroyed: false,
|
||||
controller: match personality {
|
||||
ShipPersonality::Dummy | ShipPersonality::Player => ShipController::new_null(),
|
||||
|
@ -105,32 +105,28 @@ impl PhysShip {
|
|||
}
|
||||
|
||||
self.data.step(res.t);
|
||||
self.anim.step(&res.ct, res.t);
|
||||
self.anim.step(res.t);
|
||||
|
||||
for (_, e) in &mut self.engine_anim {
|
||||
e.step(&res.ct, res.t);
|
||||
e.step(res.t);
|
||||
}
|
||||
|
||||
// Flare animations
|
||||
if !self.controls.thrust && self.last_controls.thrust {
|
||||
let flare = self.get_flare(&res.ct);
|
||||
if flare.is_some() {
|
||||
let flare_outfit = flare.unwrap();
|
||||
let flare = res.ct.get_outfit(flare_outfit);
|
||||
let flare = self.get_flare();
|
||||
if let Some(flare) = flare {
|
||||
if flare.engine_flare_on_stop.is_some() {
|
||||
for (_, e) in &mut self.engine_anim {
|
||||
e.jump_to(&res.ct, flare.engine_flare_on_stop.unwrap());
|
||||
e.jump_to(flare.engine_flare_on_stop.as_ref().unwrap());
|
||||
}
|
||||
}
|
||||
};
|
||||
} else if self.controls.thrust && !self.last_controls.thrust {
|
||||
let flare = self.get_flare(&res.ct);
|
||||
if flare.is_some() {
|
||||
let flare_outfit = flare.unwrap();
|
||||
let flare = res.ct.get_outfit(flare_outfit);
|
||||
let flare = self.get_flare();
|
||||
if let Some(flare) = flare {
|
||||
if flare.engine_flare_on_start.is_some() {
|
||||
for (_, e) in &mut self.engine_anim {
|
||||
e.jump_to(&res.ct, flare.engine_flare_on_start.unwrap());
|
||||
e.jump_to(flare.engine_flare_on_start.as_ref().unwrap());
|
||||
}
|
||||
}
|
||||
};
|
||||
|
@ -162,12 +158,11 @@ impl PhysShip {
|
|||
// Compute new controls
|
||||
let controls = match autopilot {
|
||||
ShipAutoPilot::Landing { target } => {
|
||||
let target_obj = res.ct.get_system_object(*target);
|
||||
let controls = autopilot::auto_landing(
|
||||
res,
|
||||
img,
|
||||
PhysSimShipHandle(self.collider),
|
||||
Vector2::new(target_obj.pos.x, target_obj.pos.y),
|
||||
Vector2::new(target.pos.x, target.pos.y),
|
||||
);
|
||||
|
||||
// Try to land the ship.
|
||||
|
@ -176,7 +171,7 @@ impl PhysShip {
|
|||
let landed = 'landed: {
|
||||
let r = wrapper.get_rigid_body(self.rigid_body).unwrap();
|
||||
|
||||
let t_pos = Vector2::new(target_obj.pos.x, target_obj.pos.y);
|
||||
let t_pos = Vector2::new(target.pos.x, target.pos.y);
|
||||
let s_pos = Vector2::new(
|
||||
r.position().translation.x,
|
||||
r.position().translation.y,
|
||||
|
@ -186,13 +181,13 @@ impl PhysShip {
|
|||
// Can't just set_active(false), since we still need that collider's mass.
|
||||
|
||||
// We're in land range...
|
||||
if (t_pos - s_pos).magnitude() > target_obj.size / 2.0 {
|
||||
if (t_pos - s_pos).magnitude() > target.size / 2.0 {
|
||||
break 'landed false;
|
||||
}
|
||||
|
||||
// And we'll stay in land range long enough.
|
||||
if (t_pos - (s_pos + r.velocity_at_point(r.center_of_mass()) * 2.0))
|
||||
.magnitude() > target_obj.size / 2.0
|
||||
.magnitude() > target.size / 2.0
|
||||
{
|
||||
break 'landed false;
|
||||
}
|
||||
|
@ -202,7 +197,7 @@ impl PhysShip {
|
|||
Group::GROUP_1,
|
||||
Group::empty(),
|
||||
));
|
||||
self.data.start_land_on(*target);
|
||||
self.data.start_land_on(target.clone());
|
||||
break 'landed true;
|
||||
};
|
||||
|
||||
|
@ -229,7 +224,7 @@ impl PhysShip {
|
|||
if self.controls.guns {
|
||||
// TODO: don't allocate here. This is a hack to satisfy the borrow checker,
|
||||
// convert this to a refcell or do the replace dance.
|
||||
let pairs: Vec<(GunPoint, Option<OutfitHandle>)> = self
|
||||
let pairs: Vec<(GunPoint, Option<Arc<Outfit>>)> = self
|
||||
.data
|
||||
.get_outfits()
|
||||
.iter_gun_points()
|
||||
|
@ -237,7 +232,7 @@ impl PhysShip {
|
|||
.collect();
|
||||
|
||||
for (gun_point, outfit) in pairs {
|
||||
if self.data.fire_gun(&res.ct, &gun_point) {
|
||||
if self.data.fire_gun(&gun_point) {
|
||||
let outfit = outfit.unwrap();
|
||||
|
||||
let mut rng = rand::thread_rng();
|
||||
|
@ -250,20 +245,17 @@ impl PhysShip {
|
|||
rigid_body.velocity_at_point(rigid_body.center_of_mass());
|
||||
|
||||
let pos = ship_pos + (ship_rot * gun_point.pos);
|
||||
let gun = outfit.gun.as_ref().unwrap();
|
||||
|
||||
let outfit = res.ct.get_outfit(outfit);
|
||||
let outfit = outfit.gun.as_ref().unwrap();
|
||||
|
||||
let spread = rng.gen_range(
|
||||
-outfit.projectile.angle_rng..=outfit.projectile.angle_rng,
|
||||
);
|
||||
let spread =
|
||||
rng.gen_range(-gun.projectile.angle_rng..=gun.projectile.angle_rng);
|
||||
let vel = ship_vel
|
||||
+ (Rotation2::new(ship_ang + spread)
|
||||
* Vector2::new(
|
||||
outfit.projectile.speed
|
||||
gun.projectile.speed
|
||||
+ rng.gen_range(
|
||||
-outfit.projectile.speed_rng
|
||||
..=outfit.projectile.speed_rng,
|
||||
-gun.projectile.speed_rng
|
||||
..=gun.projectile.speed_rng,
|
||||
),
|
||||
0.0,
|
||||
));
|
||||
|
@ -274,7 +266,7 @@ impl PhysShip {
|
|||
.linvel(vel)
|
||||
.build();
|
||||
|
||||
let mut collider = match &outfit.projectile.collider {
|
||||
let mut collider = match &gun.projectile.collider {
|
||||
ProjectileCollider::Ball(b) => ColliderBuilder::ball(b.radius)
|
||||
.sensor(true)
|
||||
.active_events(ActiveEvents::COLLISION_EVENTS)
|
||||
|
@ -290,10 +282,9 @@ impl PhysShip {
|
|||
let collider = wrapper.insert_collider(collider, rigid_body);
|
||||
|
||||
new.projectiles.push(PhysProjectile::new(
|
||||
&res.ct,
|
||||
outfit.projectile.clone(),
|
||||
gun.projectile.clone(),
|
||||
rigid_body,
|
||||
self.data.get_faction(),
|
||||
self.data.get_faction().clone(),
|
||||
collider,
|
||||
));
|
||||
}
|
||||
|
@ -306,8 +297,6 @@ impl PhysShip {
|
|||
current_z,
|
||||
from,
|
||||
} => {
|
||||
let from_obj = res.ct.get_system_object(*from);
|
||||
|
||||
let controls = autopilot::auto_landing(
|
||||
&res,
|
||||
img,
|
||||
|
@ -315,7 +304,7 @@ impl PhysShip {
|
|||
Vector2::new(to_position.translation.x, to_position.translation.y),
|
||||
);
|
||||
let r = wrapper.get_rigid_body_mut(self.rigid_body).unwrap();
|
||||
let max_d = (Vector2::new(from_obj.pos.x, from_obj.pos.y)
|
||||
let max_d = (Vector2::new(from.pos.x, from.pos.y)
|
||||
- Vector2::new(to_position.translation.x, to_position.translation.y))
|
||||
.magnitude();
|
||||
let now_d = (r.translation()
|
||||
|
@ -324,7 +313,7 @@ impl PhysShip {
|
|||
let f = now_d / max_d;
|
||||
|
||||
let current_z = *current_z;
|
||||
let zdist = 1.0 - from_obj.pos.z;
|
||||
let zdist = 1.0 - from.pos.z;
|
||||
|
||||
if current_z <= 1.0 {
|
||||
// Finish unlanding ship
|
||||
|
@ -351,18 +340,17 @@ impl PhysShip {
|
|||
}
|
||||
|
||||
ShipState::Landing { target, current_z } => {
|
||||
let target_obj = res.ct.get_system_object(*target);
|
||||
let controls = autopilot::auto_landing(
|
||||
&res,
|
||||
img,
|
||||
PhysSimShipHandle(self.collider),
|
||||
Vector2::new(target_obj.pos.x, target_obj.pos.y),
|
||||
Vector2::new(target.pos.x, target.pos.y),
|
||||
);
|
||||
|
||||
let current_z = *current_z;
|
||||
let zdist = target_obj.pos.z - 1.0;
|
||||
let zdist = target.pos.z - 1.0;
|
||||
|
||||
if current_z >= target_obj.pos.z {
|
||||
if current_z >= target.pos.z {
|
||||
// Finish landing ship
|
||||
self.data.finish_land_on();
|
||||
let r = wrapper.get_rigid_body_mut(self.rigid_body).unwrap();
|
||||
|
@ -432,7 +420,7 @@ impl PhysShip {
|
|||
let rigid_body = wrapper.get_rigid_body(self.rigid_body).unwrap().clone();
|
||||
let collider = wrapper.get_collider(self.collider).unwrap().clone();
|
||||
|
||||
let ship_content = res.ct.get_ship(self.data.get_content());
|
||||
let ship_content = self.data.get_content();
|
||||
let ship_pos = rigid_body.translation();
|
||||
let ship_rot = rigid_body.rotation();
|
||||
let ship_ang = ship_rot.angle();
|
||||
|
@ -451,7 +439,7 @@ impl PhysShip {
|
|||
while !a {
|
||||
x = rng.gen_range(-1.0..=1.0) * ship_content.size / 2.0;
|
||||
y = rng.gen_range(-1.0..=1.0)
|
||||
* ship_content.size * res.ct.get_sprite(ship_content.sprite).aspect
|
||||
* ship_content.size * ship_content.sprite.aspect
|
||||
/ 2.0;
|
||||
a = collider.shape().contains_local_point(&Point2::new(x, y));
|
||||
}
|
||||
|
@ -461,9 +449,8 @@ impl PhysShip {
|
|||
let pos = ship_pos + (Rotation2::new(ship_ang) * pos);
|
||||
|
||||
new.effects.push(PhysEffect::new(
|
||||
&res.ct,
|
||||
wrapper,
|
||||
e.effect,
|
||||
e.effect.clone(),
|
||||
pos,
|
||||
self.rigid_body,
|
||||
None,
|
||||
|
@ -476,12 +463,11 @@ impl PhysShip {
|
|||
|
||||
/// Public mutable
|
||||
impl PhysShip {
|
||||
fn get_flare(&mut self, ct: &Content) -> Option<OutfitHandle> {
|
||||
fn get_flare(&mut self) -> Option<Arc<Outfit>> {
|
||||
// TODO: better way to pick flare sprite
|
||||
for (h, _) in self.data.get_outfits().iter_outfits() {
|
||||
let c = ct.get_outfit(*h);
|
||||
if c.engine_flare_sprite.is_some() {
|
||||
return Some(*h);
|
||||
if h.engine_flare_sprite.is_some() {
|
||||
return Some(h.clone());
|
||||
}
|
||||
}
|
||||
return None;
|
||||
|
@ -489,37 +475,47 @@ impl PhysShip {
|
|||
|
||||
/// Re-create this ship's engine flare animations
|
||||
/// Should be called whenever we change outfits
|
||||
fn update_flares(&mut self, ct: &Content) {
|
||||
let flare_outfit = self.get_flare(ct);
|
||||
if flare_outfit.is_none() {
|
||||
fn update_flares(&mut self) {
|
||||
let flare = self.get_flare();
|
||||
if flare.is_none() {
|
||||
self.engine_anim = Vec::new();
|
||||
return;
|
||||
}
|
||||
let flare = ct
|
||||
.get_outfit(flare_outfit.unwrap())
|
||||
.engine_flare_sprite
|
||||
.unwrap();
|
||||
|
||||
self.engine_anim = ct
|
||||
.get_ship(self.data.get_content())
|
||||
self.engine_anim = self
|
||||
.data
|
||||
.get_content()
|
||||
.engines
|
||||
.iter()
|
||||
.map(|e| (e.clone(), SpriteAutomaton::new(ct, flare)))
|
||||
.map(|e| {
|
||||
(
|
||||
e.clone(),
|
||||
SpriteAutomaton::new(
|
||||
flare
|
||||
.as_ref()
|
||||
.unwrap()
|
||||
.engine_flare_sprite
|
||||
.as_ref()
|
||||
.unwrap()
|
||||
.clone(),
|
||||
),
|
||||
)
|
||||
})
|
||||
.collect();
|
||||
}
|
||||
|
||||
/// Add one outfit to this ship
|
||||
pub fn add_outfit(&mut self, ct: &Content, o: OutfitHandle) {
|
||||
self.data.add_outfit(ct.get_outfit(o));
|
||||
self.update_flares(ct);
|
||||
pub fn add_outfit(&mut self, o: Arc<Outfit>) {
|
||||
self.data.add_outfit(&o);
|
||||
self.update_flares();
|
||||
}
|
||||
|
||||
/// Add many outfits to this ship
|
||||
pub fn add_outfits(&mut self, ct: &Content, outfits: impl IntoIterator<Item = OutfitHandle>) {
|
||||
pub fn add_outfits(&mut self, outfits: impl IntoIterator<Item = Arc<Outfit>>) {
|
||||
for o in outfits {
|
||||
self.data.add_outfit(ct.get_outfit(o));
|
||||
self.data.add_outfit(&o);
|
||||
}
|
||||
self.update_flares(ct);
|
||||
self.update_flares();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1,6 +1,8 @@
|
|||
use galactica_content::Faction;
|
||||
use galactica_content::Relationship;
|
||||
use galactica_content::{Content, FactionHandle, ShipHandle, SystemHandle};
|
||||
use galactica_content::Ship;
|
||||
use galactica_playeragent::PlayerAgent;
|
||||
use log::error;
|
||||
use nalgebra::{Isometry2, Point2, Rotation2, Vector2};
|
||||
use rand::Rng;
|
||||
use rapier2d::{
|
||||
|
@ -8,6 +10,7 @@ use rapier2d::{
|
|||
geometry::{ColliderHandle, Group, InteractionGroups},
|
||||
};
|
||||
use std::collections::HashMap;
|
||||
use std::sync::Arc;
|
||||
|
||||
use super::PhysEffectImage;
|
||||
use super::{
|
||||
|
@ -15,6 +18,7 @@ use super::{
|
|||
PhysImage, PhysProjectileImage, PhysShipImage, PhysStepResources, PhysWrapper,
|
||||
};
|
||||
use crate::data::{ShipAutoPilot, ShipPersonality, ShipState};
|
||||
use crate::PlayerDirective;
|
||||
|
||||
// TODO: replace with a more generic handle
|
||||
/// A handle for a ship in this simulation
|
||||
|
@ -49,13 +53,8 @@ impl NewObjects {
|
|||
|
||||
/// Manages the physics state of one system
|
||||
pub struct PhysSim {
|
||||
/// The system this sim is attached to
|
||||
_system: SystemHandle,
|
||||
|
||||
wrapper: PhysWrapper,
|
||||
|
||||
new: NewObjects,
|
||||
|
||||
effects: Vec<PhysEffect>,
|
||||
projectiles: HashMap<ColliderHandle, PhysProjectile>,
|
||||
ships: HashMap<ColliderHandle, PhysShip>,
|
||||
|
@ -63,10 +62,9 @@ pub struct PhysSim {
|
|||
|
||||
// Private methods
|
||||
impl PhysSim {
|
||||
pub(super) fn start_unland_ship(&mut self, ct: &Content, collider: ColliderHandle) {
|
||||
pub(super) fn start_unland_ship(&mut self, collider: ColliderHandle) {
|
||||
let ship = self.ships.get_mut(&collider).unwrap();
|
||||
let obj = ship.data.get_state().landed_on().unwrap();
|
||||
let obj = ct.get_system_object(obj);
|
||||
|
||||
let mut rng = rand::thread_rng();
|
||||
let radius = rng.gen_range(500.0..=1500.0);
|
||||
|
@ -75,7 +73,7 @@ impl PhysSim {
|
|||
let target_trans = Vector2::new(obj.pos.x, obj.pos.y) + target_offset;
|
||||
let target_pos = Isometry2::new(target_trans, angle);
|
||||
|
||||
ship.data.start_unland_to(ct, target_pos);
|
||||
ship.data.start_unland_to(target_pos);
|
||||
|
||||
let r = self.wrapper.get_rigid_body_mut(ship.rigid_body).unwrap();
|
||||
r.set_enabled(true);
|
||||
|
@ -87,7 +85,6 @@ impl PhysSim {
|
|||
|
||||
pub(super) fn collide_projectile_ship(
|
||||
&mut self,
|
||||
res: &mut PhysStepResources,
|
||||
projectile_h: ColliderHandle,
|
||||
ship_h: ColliderHandle,
|
||||
) {
|
||||
|
@ -99,8 +96,11 @@ impl PhysSim {
|
|||
let projectile = projectile.unwrap();
|
||||
let ship = ship.unwrap();
|
||||
|
||||
let f = res.ct.get_faction(projectile.faction);
|
||||
let r = f.relationships.get(&ship.data.get_faction()).unwrap();
|
||||
let r = projectile
|
||||
.faction
|
||||
.relationships
|
||||
.get(&ship.data.get_faction().index)
|
||||
.unwrap();
|
||||
let destory_projectile = match r {
|
||||
Relationship::Hostile => match ship.data.get_state() {
|
||||
ShipState::Flying { .. } => {
|
||||
|
@ -131,9 +131,8 @@ impl PhysSim {
|
|||
None => {}
|
||||
Some(x) => {
|
||||
self.effects.push(PhysEffect::new(
|
||||
&res.ct,
|
||||
&mut self.wrapper,
|
||||
*x,
|
||||
x.clone(),
|
||||
pos,
|
||||
projectile.rigid_body,
|
||||
Some(ship.rigid_body),
|
||||
|
@ -141,7 +140,7 @@ impl PhysSim {
|
|||
}
|
||||
};
|
||||
|
||||
projectile.destroy_silent(res, &mut self.new, &mut self.wrapper);
|
||||
projectile.destroy_silent(&mut self.new, &mut self.wrapper);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -149,11 +148,9 @@ impl PhysSim {
|
|||
// Public methods
|
||||
impl PhysSim {
|
||||
/// Create a new physics system
|
||||
pub fn new(_ct: &Content, system: SystemHandle) -> Self {
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
_system: system,
|
||||
wrapper: PhysWrapper::new(),
|
||||
|
||||
new: NewObjects::new(),
|
||||
effects: Vec::new(),
|
||||
projectiles: HashMap::new(),
|
||||
|
@ -164,19 +161,17 @@ impl PhysSim {
|
|||
/// Add a ship to this physics system
|
||||
pub fn add_ship(
|
||||
&mut self,
|
||||
ct: &Content,
|
||||
handle: ShipHandle,
|
||||
faction: FactionHandle,
|
||||
ship: Arc<Ship>,
|
||||
faction: Arc<Faction>,
|
||||
personality: ShipPersonality,
|
||||
position: Point2<f32>,
|
||||
) -> PhysSimShipHandle {
|
||||
let ship_content = ct.get_ship(handle);
|
||||
let mut cl = ship_content.collider.0.clone();
|
||||
let mut cl = ship.collider.0.clone();
|
||||
// TODO: additonal ship mass from outfits and cargo
|
||||
|
||||
let rb = RigidBodyBuilder::dynamic()
|
||||
.angular_damping(ship_content.angular_drag)
|
||||
.linear_damping(ship_content.linear_drag)
|
||||
.angular_damping(ship.angular_drag)
|
||||
.linear_damping(ship.linear_drag)
|
||||
.translation(Vector2::new(position.x, position.y))
|
||||
.can_sleep(false);
|
||||
|
||||
|
@ -190,14 +185,14 @@ impl PhysSim {
|
|||
|
||||
self.ships.insert(
|
||||
collider,
|
||||
PhysShip::new(ct, handle, personality, faction, ridid_body, collider),
|
||||
PhysShip::new(ship, personality, faction, ridid_body, collider),
|
||||
);
|
||||
|
||||
return PhysSimShipHandle(collider);
|
||||
}
|
||||
|
||||
/// Update a player ship's controls
|
||||
pub fn update_player_controls(&mut self, ct: &Content, player: &PlayerAgent) {
|
||||
pub fn apply_directive(&mut self, directive: PlayerDirective, player: &PlayerAgent) {
|
||||
if player.ship.is_none() {
|
||||
return;
|
||||
}
|
||||
|
@ -211,35 +206,49 @@ impl PhysSim {
|
|||
|
||||
ShipState::Flying {
|
||||
autopilot: ShipAutoPilot::None,
|
||||
} => {
|
||||
ship_object.controls.guns = player.input.pressed_guns();
|
||||
ship_object.controls.left = player.input.pressed_left();
|
||||
ship_object.controls.right = player.input.pressed_right();
|
||||
ship_object.controls.thrust = player.input.pressed_thrust();
|
||||
|
||||
if player.input.pressed_land() {
|
||||
ship_object.data.set_autopilot(ShipAutoPilot::Landing {
|
||||
target: player.selection.get_planet().unwrap(),
|
||||
})
|
||||
} => match directive {
|
||||
PlayerDirective::None => {}
|
||||
PlayerDirective::Engine(x) => ship_object.controls.thrust = x,
|
||||
PlayerDirective::TurnLeft(x) => ship_object.controls.left = x,
|
||||
PlayerDirective::TurnRight(x) => ship_object.controls.right = x,
|
||||
PlayerDirective::Guns(x) => ship_object.controls.guns = x,
|
||||
PlayerDirective::Land => {
|
||||
if let Some(target) = player.selection.get_planet() {
|
||||
ship_object.data.set_autopilot(ShipAutoPilot::Landing {
|
||||
target: target.clone(),
|
||||
})
|
||||
}
|
||||
}
|
||||
}
|
||||
_ => {
|
||||
error!("Got an invalid directive {directive:?} in shipstate `Flying`");
|
||||
}
|
||||
},
|
||||
|
||||
ShipState::Flying { .. } => {
|
||||
// Any input automatically releases autopilot
|
||||
if player.input.pressed_left()
|
||||
|| player.input.pressed_right()
|
||||
|| player.input.pressed_thrust()
|
||||
|| player.input.pressed_guns()
|
||||
{
|
||||
ShipState::Flying { .. } => match directive {
|
||||
PlayerDirective::None => {}
|
||||
PlayerDirective::Engine(_)
|
||||
| PlayerDirective::TurnLeft(_)
|
||||
| PlayerDirective::TurnRight(_)
|
||||
| PlayerDirective::Land
|
||||
| PlayerDirective::Guns(_) => {
|
||||
// Disable autopilot and apply action
|
||||
ship_object.data.set_autopilot(ShipAutoPilot::None);
|
||||
self.apply_directive(directive, player);
|
||||
}
|
||||
}
|
||||
_ => {
|
||||
error!("Got an invalid directive {directive:?} in shipstate `Flying`");
|
||||
}
|
||||
},
|
||||
|
||||
ShipState::Landed { .. } => {
|
||||
if player.input.pressed_land() {
|
||||
self.start_unland_ship(ct, player.ship.unwrap());
|
||||
ShipState::Landed { .. } => match directive {
|
||||
PlayerDirective::None => {}
|
||||
PlayerDirective::UnLand => {
|
||||
self.start_unland_ship(player.ship.unwrap());
|
||||
}
|
||||
}
|
||||
_ => {
|
||||
error!("Got an invalid directive {directive:?} in shipstate `Landed`");
|
||||
}
|
||||
},
|
||||
};
|
||||
}
|
||||
}
|
||||
|
@ -271,7 +280,7 @@ impl PhysSim {
|
|||
if p.is_none() || s.is_none() {
|
||||
continue;
|
||||
}
|
||||
self.collide_projectile_ship(&mut res, a, b);
|
||||
self.collide_projectile_ship(a, b);
|
||||
}
|
||||
}
|
||||
res.timing.mark_physics_step();
|
||||
|
|
|
@ -0,0 +1,24 @@
|
|||
/// An action the player wants to take in the game.
|
||||
#[derive(Debug, Clone)]
|
||||
pub enum PlayerDirective {
|
||||
/// Do nothing
|
||||
None,
|
||||
|
||||
/// Set main engine state
|
||||
Engine(bool),
|
||||
|
||||
/// Set left turn thruster state
|
||||
TurnLeft(bool),
|
||||
|
||||
/// Set right turn thruster state
|
||||
TurnRight(bool),
|
||||
|
||||
/// Set main gun state
|
||||
Guns(bool),
|
||||
|
||||
/// Land on the currently selected planet
|
||||
Land,
|
||||
|
||||
/// Take off from the planet we're landed on
|
||||
UnLand,
|
||||
}
|
Loading…
Reference in New Issue