Compare commits
4 Commits
b69538b8c6
...
389803eae9
Author | SHA1 | Date |
---|---|---|
Mark | 389803eae9 | |
Mark | 3f92e62724 | |
Mark | c09974ba67 | |
Mark | aff7b3801f |
2
assets
2
assets
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@ -1 +1 @@
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Subproject commit e4972a4daff7bac077fb2d32c298e3d6af46da91
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Subproject commit 5a444ca5c63aac4b4aca4866684859c08972f9e7
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@ -0,0 +1,5 @@
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[gun."blaster"]
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projectile.sprite = "projectile::blaster"
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projectile.size = 100
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projectile.speed = 300
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projectile.lifetime = 2.0
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@ -1,7 +1,6 @@
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# content type: ship
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[ship]
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name = "Gypsum"
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[ship."Gypsum"]
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sprite = "ship::gypsum"
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size = 100
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engines = [{ x = 0.0, y = -105, size = 50.0 }]
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guns = [{ x = 0.0, y = 100 }]
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@ -1,27 +1,20 @@
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# content type: system
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[system]
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name = "12 Autumn above"
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[system."12 Autumn Above"]
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[object.star]
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sprite = "star::star"
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position = [0.0, 0.0, 30.0]
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size = 2000
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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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object.earth.sprite = "planet::earth"
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object.earth.position.center = "star"
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object.earth.position.radius = 4000
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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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[object.earth]
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sprite = "planet::earth"
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position.center = "star"
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position.radius = 4000
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position.angle = 0
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position.z = 10.0
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size = 1000
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[object.luna]
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sprite = "planet::luna"
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position.center = "earth"
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position.radius = 1600
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position.angle = 135
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position.z = 7.8
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size = 500
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angle = -45
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object.luna.sprite = "planet::luna"
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object.luna.position.center = "earth"
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object.luna.position.radius = 1600
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object.luna.position.angle = 135
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object.luna.position.z = 7.8
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object.luna.size = 500
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object.luna.angle = -45
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@ -1,34 +0,0 @@
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use anyhow::{Context, Result};
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use std::path::PathBuf;
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use super::{syntax, ContentType};
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#[derive(Debug)]
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pub struct Content {
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pub systems: Vec<syntax::system::System>,
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pub ships: Vec<syntax::ship::Ship>,
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}
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impl Content {
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pub fn new(cv: Vec<(PathBuf, ContentType)>) -> Result<Self> {
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let mut systems = Vec::new();
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let mut ships = Vec::new();
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// These methods check intra-file consistency
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for (p, c) in cv {
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match c {
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ContentType::System(v) => systems.push(
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syntax::system::System::parse(v)
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.with_context(|| format!("Could not parse {}", p.display()))?,
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),
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ContentType::Ship(v) => ships.push(
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syntax::ship::Ship::parse(v)
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.with_context(|| format!("Could not parse {}", p.display()))?,
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),
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}
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}
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return Ok(Self { systems, ships });
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}
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}
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@ -1,41 +0,0 @@
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use anyhow::{bail, Result};
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use std::{fs::File, io::Read, path::Path};
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use super::syntax;
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#[derive(Debug)]
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pub enum ContentType {
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System(syntax::system::toml::SystemRoot),
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Ship(syntax::ship::toml::ShipRoot),
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}
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// TODO: check content without loading game
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impl ContentType {
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pub fn try_parse(file_string: &str) -> Result<Option<Self>> {
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// TODO: More advanced parsing, read the whole top comment
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let first = match file_string.split_once("\n") {
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None => bail!("This file is empty."),
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Some((first, _)) => first,
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};
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let type_spec = first[1..].trim(); // Remove hash
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let type_spec = if type_spec.starts_with("content type: ") {
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type_spec[14..].to_owned()
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} else {
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bail!("No content type specified")
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};
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return Ok(match &type_spec[..] {
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"system" => Some(Self::System(toml::from_str(&file_string)?)),
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"ship" => Some(Self::Ship(toml::from_str(&file_string)?)),
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_ => bail!("Invalid content type `{}`", type_spec),
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});
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}
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pub fn from_path(path: &Path) -> Result<Option<Self>> {
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let mut file_string = String::new();
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let _ = File::open(path)?.read_to_string(&mut file_string);
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let file_string = file_string.trim();
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return Self::try_parse(&file_string);
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}
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}
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@ -0,0 +1,59 @@
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use anyhow::Result;
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pub(super) mod syntax {
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use serde::Deserialize;
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// Raw serde syntax structs.
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// These are never seen by code outside this crate.
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#[derive(Debug, Deserialize)]
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pub struct Gun {
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pub projectile: Projectile,
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}
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#[derive(Debug, Deserialize)]
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pub struct Projectile {
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pub sprite: String,
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pub size: f32,
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pub speed: f32,
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pub lifetime: f32,
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}
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}
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#[derive(Debug, Clone)]
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pub struct Gun {
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pub name: String,
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pub projectile: Projectile,
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}
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#[derive(Debug, Clone)]
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pub struct Projectile {
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pub sprite: String,
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pub size: f32,
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pub speed: f32,
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pub lifetime: f32,
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}
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impl super::Build for Gun {
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fn build(root: &super::syntax::Root) -> Result<Vec<Self>> {
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let gun = if let Some(gun) = &root.gun {
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gun
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} else {
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return Ok(vec![]);
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};
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let mut out = Vec::new();
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for (gun_name, gun) in gun {
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out.push(Self {
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name: gun_name.to_owned(),
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projectile: Projectile {
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sprite: gun.projectile.sprite.to_owned(),
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size: gun.projectile.size,
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speed: gun.projectile.speed,
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lifetime: gun.projectile.lifetime,
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},
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});
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}
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return Ok(out);
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}
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}
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@ -1,42 +1,110 @@
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mod content;
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mod contenttype;
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mod syntax;
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#![allow(dead_code)]
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mod gun;
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mod ship;
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mod system;
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pub use content::Content;
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pub use contenttype::ContentType;
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pub use syntax::ship;
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pub use syntax::system;
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pub use gun::{Gun, Projectile};
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pub use ship::{Engine, Ship, ShipGun};
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pub use system::{Object, System};
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use anyhow::{Context, Result};
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use anyhow::{bail, Context, Result};
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use std::collections::HashMap;
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use std::{fs::File, io::Read, path::Path};
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use toml;
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use walkdir::WalkDir;
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pub fn load_content_dir(path: &str) -> Result<Content> {
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let mut raw_content = Vec::new();
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for e in WalkDir::new(path).into_iter().filter_map(|e| e.ok()) {
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if e.metadata().unwrap().is_file() {
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// TODO: better warnings
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match e.path().extension() {
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Some(t) => {
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if t.to_str() != Some("toml") {
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mod syntax {
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use super::HashMap;
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use super::{gun, ship, system};
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use serde::Deserialize;
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#[derive(Debug, Deserialize)]
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pub struct Root {
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pub gun: Option<HashMap<String, gun::syntax::Gun>>,
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pub ship: Option<HashMap<String, ship::syntax::Ship>>,
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pub system: Option<HashMap<String, system::syntax::System>>,
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}
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}
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trait Build {
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/// Build a processed System struct from raw serde data
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fn build(root: &syntax::Root) -> Result<Vec<Self>>
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where
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Self: Sized;
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}
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#[derive(Debug)]
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pub struct Content {
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pub systems: Vec<system::System>,
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pub ships: Vec<ship::Ship>,
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pub guns: Vec<gun::Gun>,
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}
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macro_rules! quick_name_dup_check {
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($array:expr, $root:ident, $build:expr) => {{
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let mut p = $build(&$root)?;
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for s in &$array {
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for o in &p {
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if s.name == o.name {
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bail!(
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"Error parsing content: duplicate ship names `{}` and `{}`",
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s.name,
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o.name
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)
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}
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}
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}
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$array.append(&mut p);
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}};
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}
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impl Content {
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fn try_parse(path: &Path) -> Result<syntax::Root> {
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let mut file_string = String::new();
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let _ = File::open(path)?.read_to_string(&mut file_string);
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let file_string = file_string.trim();
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return Ok(toml::from_str(&file_string)?);
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}
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fn add_root(&mut self, root: syntax::Root) -> Result<()> {
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quick_name_dup_check!(self.systems, root, system::System::build);
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quick_name_dup_check!(self.guns, root, gun::Gun::build);
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quick_name_dup_check!(self.ships, root, ship::Ship::build);
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return Ok(());
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}
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pub fn load_dir(path: &str) -> Result<Self> {
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let mut content = Self {
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systems: Vec::new(),
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ships: Vec::new(),
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guns: Vec::new(),
|
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};
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|
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for e in WalkDir::new(path).into_iter().filter_map(|e| e.ok()) {
|
||||
if e.metadata().unwrap().is_file() {
|
||||
// TODO: better warnings
|
||||
match e.path().extension() {
|
||||
Some(t) => {
|
||||
if t.to_str() != Some("toml") {
|
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println!("[WARNING] {e:#?} is not a toml file, skipping.");
|
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continue;
|
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}
|
||||
}
|
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None => {
|
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println!("[WARNING] {e:#?} is not a toml file, skipping.");
|
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continue;
|
||||
}
|
||||
}
|
||||
None => {
|
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println!("[WARNING] {e:#?} is not a toml file, skipping.");
|
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continue;
|
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}
|
||||
}
|
||||
|
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let c = crate::content::ContentType::from_path(e.path())
|
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.with_context(|| format!("Could not load {:#?}", e.path()))?;
|
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|
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match c {
|
||||
Some(c) => raw_content.push((e.path().to_path_buf(), c)),
|
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None => continue,
|
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let path = e.path();
|
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let root = Self::try_parse(path)
|
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.with_context(|| format!("Could not load {:#?}", e.path()))?;
|
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content
|
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.add_root(root)
|
||||
.with_context(|| format!("Could not parse {}", path.display()))?;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return crate::content::Content::new(raw_content);
|
||||
return Ok(content);
|
||||
}
|
||||
}
|
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|
|
|
@ -0,0 +1,92 @@
|
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use anyhow::Result;
|
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use cgmath::Point2;
|
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|
||||
pub(super) mod syntax {
|
||||
use serde::Deserialize;
|
||||
// Raw serde syntax structs.
|
||||
// These are never seen by code outside this crate.
|
||||
|
||||
#[derive(Debug, Deserialize)]
|
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pub struct Ship {
|
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pub sprite: String,
|
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pub size: f32,
|
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pub engines: Vec<Engine>,
|
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pub guns: Vec<Gun>,
|
||||
}
|
||||
|
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#[derive(Debug, Deserialize)]
|
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pub struct Engine {
|
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pub x: f32,
|
||||
pub y: f32,
|
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pub size: f32,
|
||||
}
|
||||
|
||||
#[derive(Debug, Deserialize)]
|
||||
pub struct Gun {
|
||||
pub x: f32,
|
||||
pub y: f32,
|
||||
}
|
||||
}
|
||||
|
||||
// Processed data structs.
|
||||
// These are exported.
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct Ship {
|
||||
pub name: String,
|
||||
pub sprite: String,
|
||||
pub size: f32,
|
||||
pub engines: Vec<Engine>,
|
||||
pub guns: Vec<ShipGun>,
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct Engine {
|
||||
pub pos: Point2<f32>,
|
||||
pub size: f32,
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct ShipGun {
|
||||
pub pos: Point2<f32>,
|
||||
pub cooldown: f32,
|
||||
pub active_cooldown: f32,
|
||||
}
|
||||
|
||||
impl super::Build for Ship {
|
||||
fn build(root: &super::syntax::Root) -> Result<Vec<Self>> {
|
||||
let ship = if let Some(ship) = &root.ship {
|
||||
ship
|
||||
} else {
|
||||
return Ok(vec![]);
|
||||
};
|
||||
|
||||
let mut out = Vec::new();
|
||||
for (ship_name, ship) in ship {
|
||||
out.push(Self {
|
||||
name: ship_name.to_owned(),
|
||||
sprite: ship.sprite.to_owned(),
|
||||
size: ship.size,
|
||||
engines: ship
|
||||
.engines
|
||||
.iter()
|
||||
.map(|e| Engine {
|
||||
pos: Point2 { x: e.x, y: e.y },
|
||||
size: e.size,
|
||||
})
|
||||
.collect(),
|
||||
guns: ship
|
||||
.guns
|
||||
.iter()
|
||||
.map(|e| ShipGun {
|
||||
pos: Point2 { x: e.x, y: e.y },
|
||||
cooldown: 0.2,
|
||||
active_cooldown: 0.0,
|
||||
})
|
||||
.collect(),
|
||||
});
|
||||
}
|
||||
|
||||
return Ok(out);
|
||||
}
|
||||
}
|
|
@ -1,3 +0,0 @@
|
|||
#![allow(dead_code)]
|
||||
pub mod ship;
|
||||
pub mod system;
|
|
@ -1,60 +0,0 @@
|
|||
use anyhow::Result;
|
||||
use cgmath::Point2;
|
||||
|
||||
/// Toml file syntax
|
||||
pub(in crate::content) mod toml {
|
||||
use serde::Deserialize;
|
||||
|
||||
#[derive(Debug, Deserialize)]
|
||||
pub struct ShipRoot {
|
||||
pub ship: Ship,
|
||||
}
|
||||
|
||||
#[derive(Debug, Deserialize)]
|
||||
pub struct Ship {
|
||||
pub name: String,
|
||||
pub sprite: String,
|
||||
pub size: f32,
|
||||
pub engines: Vec<Engine>,
|
||||
}
|
||||
|
||||
#[derive(Debug, Deserialize)]
|
||||
pub struct Engine {
|
||||
pub x: f32,
|
||||
pub y: f32,
|
||||
pub size: f32,
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct Ship {
|
||||
pub name: String,
|
||||
pub sprite: String,
|
||||
pub size: f32,
|
||||
pub engines: Vec<Engine>,
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct Engine {
|
||||
pub pos: Point2<f32>,
|
||||
pub size: f32,
|
||||
}
|
||||
|
||||
impl Ship {
|
||||
pub fn parse(value: toml::ShipRoot) -> Result<Self> {
|
||||
return Ok(Self {
|
||||
name: value.ship.name,
|
||||
sprite: value.ship.sprite,
|
||||
size: value.ship.size,
|
||||
engines: value
|
||||
.ship
|
||||
.engines
|
||||
.iter()
|
||||
.map(|e| Engine {
|
||||
pos: Point2 { x: e.x, y: e.y },
|
||||
size: e.size,
|
||||
})
|
||||
.collect(),
|
||||
});
|
||||
}
|
||||
}
|
|
@ -4,20 +4,15 @@ use std::collections::{HashMap, HashSet};
|
|||
|
||||
use crate::physics::Polar;
|
||||
|
||||
/// Toml file syntax
|
||||
pub(in crate::content) mod toml {
|
||||
pub(super) mod syntax {
|
||||
use super::HashMap;
|
||||
use serde::Deserialize;
|
||||
use std::collections::HashMap;
|
||||
|
||||
#[derive(Debug, Deserialize)]
|
||||
pub struct SystemRoot {
|
||||
pub system: System,
|
||||
pub object: HashMap<String, Object>,
|
||||
}
|
||||
// Raw serde syntax structs.
|
||||
// These are never seen by code outside this crate.
|
||||
|
||||
#[derive(Debug, Deserialize)]
|
||||
pub struct System {
|
||||
pub name: String,
|
||||
pub object: HashMap<String, Object>,
|
||||
}
|
||||
|
||||
#[derive(Debug, Deserialize)]
|
||||
|
@ -79,6 +74,9 @@ pub(in crate::content) mod toml {
|
|||
}
|
||||
}
|
||||
|
||||
// Processed data structs.
|
||||
// These are exported.
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct System {
|
||||
pub name: String,
|
||||
|
@ -93,15 +91,15 @@ pub struct Object {
|
|||
pub angle: Deg<f32>,
|
||||
}
|
||||
|
||||
// Helper function for resolve_position, never called on its own.
|
||||
/// Helper function for resolve_position, never called on its own.
|
||||
fn resolve_coordinates(
|
||||
objects: &HashMap<String, toml::Object>,
|
||||
cor: &toml::CoordinatesThree,
|
||||
objects: &HashMap<String, syntax::Object>,
|
||||
cor: &syntax::CoordinatesThree,
|
||||
mut cycle_detector: HashSet<String>,
|
||||
) -> Result<Point3<f32>> {
|
||||
match cor {
|
||||
toml::CoordinatesThree::Coords(c) => Ok((*c).into()),
|
||||
toml::CoordinatesThree::Label(l) => {
|
||||
syntax::CoordinatesThree::Coords(c) => Ok((*c).into()),
|
||||
syntax::CoordinatesThree::Label(l) => {
|
||||
if cycle_detector.contains(l) {
|
||||
bail!(
|
||||
"Found coordinate cycle: `{}`",
|
||||
|
@ -126,19 +124,19 @@ fn resolve_coordinates(
|
|||
}
|
||||
}
|
||||
|
||||
/// Given an object, resolve it's position as a Point3.
|
||||
/// Given an object, resolve its position as a Point3.
|
||||
fn resolve_position(
|
||||
objects: &HashMap<String, toml::Object>,
|
||||
obj: &toml::Object,
|
||||
objects: &HashMap<String, syntax::Object>,
|
||||
obj: &syntax::Object,
|
||||
cycle_detector: HashSet<String>,
|
||||
) -> Result<Point3<f32>> {
|
||||
match &obj.position {
|
||||
toml::Position::Cartesian(c) => Ok(resolve_coordinates(objects, &c, cycle_detector)?),
|
||||
toml::Position::Polar(p) => {
|
||||
syntax::Position::Cartesian(c) => Ok(resolve_coordinates(objects, &c, cycle_detector)?),
|
||||
syntax::Position::Polar(p) => {
|
||||
let three = match &p.center {
|
||||
toml::CoordinatesTwo::Label(s) => toml::CoordinatesThree::Label(s.clone()),
|
||||
toml::CoordinatesTwo::Coords(v) => {
|
||||
toml::CoordinatesThree::Coords([v[0], v[1], f32::NAN])
|
||||
syntax::CoordinatesTwo::Label(s) => syntax::CoordinatesThree::Label(s.clone()),
|
||||
syntax::CoordinatesTwo::Coords(v) => {
|
||||
syntax::CoordinatesThree::Coords([v[0], v[1], f32::NAN])
|
||||
}
|
||||
};
|
||||
let r = resolve_coordinates(&objects, &three, cycle_detector)?;
|
||||
|
@ -157,26 +155,37 @@ fn resolve_position(
|
|||
}
|
||||
}
|
||||
|
||||
impl System {
|
||||
pub fn parse(value: toml::SystemRoot) -> Result<Self> {
|
||||
let mut objects = Vec::new();
|
||||
impl super::Build for System {
|
||||
fn build(root: &super::syntax::Root) -> Result<Vec<Self>> {
|
||||
let system = if let Some(system) = &root.system {
|
||||
system
|
||||
} else {
|
||||
return Ok(vec![]);
|
||||
};
|
||||
|
||||
for (label, obj) in &value.object {
|
||||
let mut cycle_detector = HashSet::new();
|
||||
cycle_detector.insert(label.to_owned());
|
||||
let mut out = Vec::new();
|
||||
for (system_name, system) in system {
|
||||
let mut objects = Vec::new();
|
||||
|
||||
objects.push(Object {
|
||||
sprite: obj.sprite.clone(),
|
||||
position: resolve_position(&value.object, &obj, cycle_detector)
|
||||
.with_context(|| format!("In object {:#?}", label))?,
|
||||
size: obj.size,
|
||||
angle: Deg(obj.angle.unwrap_or(0.0)),
|
||||
for (label, obj) in &system.object {
|
||||
let mut cycle_detector = HashSet::new();
|
||||
cycle_detector.insert(label.to_owned());
|
||||
|
||||
objects.push(Object {
|
||||
sprite: obj.sprite.clone(),
|
||||
position: resolve_position(&system.object, &obj, cycle_detector)
|
||||
.with_context(|| format!("In object {:#?}", label))?,
|
||||
size: obj.size,
|
||||
angle: Deg(obj.angle.unwrap_or(0.0)),
|
||||
});
|
||||
}
|
||||
|
||||
out.push(Self {
|
||||
name: system_name.to_owned(),
|
||||
objects,
|
||||
});
|
||||
}
|
||||
|
||||
return Ok(Self {
|
||||
name: value.system.name.clone(),
|
||||
objects,
|
||||
});
|
||||
return Ok(out);
|
||||
}
|
||||
}
|
|
@ -1,9 +1,33 @@
|
|||
use cgmath::Deg;
|
||||
use cgmath::{Deg, Point2, Point3, Vector2};
|
||||
use std::time::Instant;
|
||||
use winit::event::{ElementState, MouseButton, MouseScrollDelta, TouchPhase, VirtualKeyCode};
|
||||
|
||||
use super::{Camera, InputStatus, Ship, System};
|
||||
use crate::{consts, content::Content, render::Sprite, render::Spriteable};
|
||||
use crate::{
|
||||
consts,
|
||||
content::Content,
|
||||
render::Spriteable,
|
||||
render::{Sprite, SpriteTexture},
|
||||
};
|
||||
|
||||
pub struct Projectile {
|
||||
pub position: Point2<f32>,
|
||||
pub velocity: Vector2<f32>,
|
||||
pub sprite: SpriteTexture,
|
||||
pub angle: Deg<f32>,
|
||||
pub lifetime: f32,
|
||||
}
|
||||
|
||||
impl Projectile {
|
||||
pub fn tick(&mut self, t: f32) {
|
||||
self.position += self.velocity * t;
|
||||
self.lifetime -= t;
|
||||
}
|
||||
|
||||
pub fn is_expired(&self) -> bool {
|
||||
return self.lifetime < 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
pub struct Game {
|
||||
pub input: InputStatus,
|
||||
|
@ -13,6 +37,7 @@ pub struct Game {
|
|||
pub system: System,
|
||||
pub camera: Camera,
|
||||
paused: bool,
|
||||
pub projectiles: Vec<Projectile>,
|
||||
pub time_scale: f32,
|
||||
}
|
||||
|
||||
|
@ -21,12 +46,14 @@ impl Game {
|
|||
Game {
|
||||
last_update: Instant::now(),
|
||||
input: InputStatus::new(),
|
||||
projectiles: Vec::new(),
|
||||
player: Ship::new(&ct.ships[0], (0.0, 0.0).into()),
|
||||
camera: Camera {
|
||||
pos: (0.0, 0.0).into(),
|
||||
zoom: 500.0,
|
||||
},
|
||||
system: System::new(&ct.systems[0]),
|
||||
|
||||
paused: false,
|
||||
time_scale: 1.0,
|
||||
test: Ship::new(&ct.ships[0], (100.0, 100.0).into()),
|
||||
|
@ -57,17 +84,16 @@ impl Game {
|
|||
pub fn update(&mut self) {
|
||||
let t: f32 = self.last_update.elapsed().as_secs_f32() * self.time_scale;
|
||||
|
||||
self.player.engines_on = self.input.key_thrust;
|
||||
if self.input.key_thrust {
|
||||
self.player.physicsbody.thrust(50.0 * t);
|
||||
}
|
||||
self.projectiles.retain_mut(|p| {
|
||||
p.tick(t);
|
||||
!p.is_expired()
|
||||
});
|
||||
|
||||
if self.input.key_right {
|
||||
self.player.physicsbody.rot(Deg(35.0) * t);
|
||||
}
|
||||
|
||||
if self.input.key_left {
|
||||
self.player.physicsbody.rot(Deg(-35.0) * t);
|
||||
// Update player and handle result
|
||||
self.player.update_controls(&self.input);
|
||||
let mut p = self.player.tick(t);
|
||||
if p.projectiles.len() != 0 {
|
||||
self.projectiles.append(&mut p.projectiles);
|
||||
}
|
||||
|
||||
if self.input.v_scroll != 0.0 {
|
||||
|
@ -76,7 +102,6 @@ impl Game {
|
|||
self.input.v_scroll = 0.0;
|
||||
}
|
||||
|
||||
self.player.physicsbody.tick(t);
|
||||
self.camera.pos = self.player.physicsbody.pos;
|
||||
|
||||
self.last_update = Instant::now();
|
||||
|
@ -96,6 +121,21 @@ impl Game {
|
|||
// I've tried this, but it doesn't seem to work with transparent textures.
|
||||
sprites.sort_by(|a, b| b.pos.z.total_cmp(&a.pos.z));
|
||||
|
||||
// Don't waste time sorting these, they should always be on top.
|
||||
for p in &self.projectiles {
|
||||
sprites.push(Sprite {
|
||||
texture: p.sprite.clone(),
|
||||
pos: Point3 {
|
||||
x: p.position.x,
|
||||
y: p.position.y,
|
||||
z: 1.0,
|
||||
},
|
||||
size: 10.0,
|
||||
angle: p.angle,
|
||||
children: None,
|
||||
})
|
||||
}
|
||||
|
||||
return sprites;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -5,6 +5,7 @@ pub struct InputStatus {
|
|||
pub key_left: bool,
|
||||
pub key_right: bool,
|
||||
pub key_thrust: bool,
|
||||
pub key_guns: bool,
|
||||
pub v_scroll: f32,
|
||||
}
|
||||
|
||||
|
@ -14,6 +15,7 @@ impl InputStatus {
|
|||
key_left: false,
|
||||
key_right: false,
|
||||
key_thrust: false,
|
||||
key_guns: false,
|
||||
v_scroll: 0.0,
|
||||
scroll_speed: 10.0,
|
||||
}
|
||||
|
@ -23,6 +25,7 @@ impl InputStatus {
|
|||
self.key_left = false;
|
||||
self.key_right = false;
|
||||
self.key_thrust = false;
|
||||
self.key_guns = false;
|
||||
}
|
||||
|
||||
pub fn process_key(&mut self, state: &ElementState, key: &VirtualKeyCode) {
|
||||
|
@ -31,6 +34,7 @@ impl InputStatus {
|
|||
VirtualKeyCode::Left => self.key_left = down,
|
||||
VirtualKeyCode::Right => self.key_right = down,
|
||||
VirtualKeyCode::Up => self.key_thrust = down,
|
||||
VirtualKeyCode::Space => self.key_guns = down,
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,35 +1,118 @@
|
|||
use cgmath::{Deg, Point2, Point3};
|
||||
use cgmath::{Deg, EuclideanSpace, Matrix2, Point2, Point3, Vector2};
|
||||
|
||||
use crate::{
|
||||
content::{self, ship::Engine},
|
||||
content,
|
||||
physics::PhysicsBody,
|
||||
render::{Sprite, SpriteTexture, Spriteable, SubSprite},
|
||||
};
|
||||
|
||||
use super::{game::Projectile, InputStatus};
|
||||
|
||||
pub struct ShipControls {
|
||||
pub left: bool,
|
||||
pub right: bool,
|
||||
pub thrust: bool,
|
||||
pub guns: bool,
|
||||
}
|
||||
|
||||
impl ShipControls {
|
||||
pub fn new() -> Self {
|
||||
ShipControls {
|
||||
left: false,
|
||||
right: false,
|
||||
thrust: false,
|
||||
guns: false,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct ShipTickResult {
|
||||
pub projectiles: Vec<Projectile>,
|
||||
}
|
||||
|
||||
pub struct Ship {
|
||||
pub physicsbody: PhysicsBody,
|
||||
pub engines_on: bool,
|
||||
pub controls: ShipControls,
|
||||
|
||||
sprite: SpriteTexture,
|
||||
size: f32,
|
||||
engines: Vec<Engine>,
|
||||
engines: Vec<content::Engine>,
|
||||
guns: Vec<content::ShipGun>,
|
||||
}
|
||||
|
||||
impl Ship {
|
||||
pub fn new(ct: &content::ship::Ship, pos: Point2<f32>) -> Self {
|
||||
pub fn new(ct: &content::Ship, pos: Point2<f32>) -> Self {
|
||||
Ship {
|
||||
physicsbody: PhysicsBody::new(pos),
|
||||
sprite: SpriteTexture(ct.sprite.clone()),
|
||||
size: ct.size,
|
||||
engines: ct.engines.clone(),
|
||||
engines_on: false,
|
||||
guns: ct.guns.clone(),
|
||||
controls: ShipControls::new(),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn update_controls(&mut self, input: &InputStatus) {
|
||||
self.controls.thrust = input.key_thrust;
|
||||
self.controls.right = input.key_right;
|
||||
self.controls.left = input.key_left;
|
||||
self.controls.guns = input.key_guns;
|
||||
}
|
||||
|
||||
pub fn fire_guns(&mut self) -> Vec<Projectile> {
|
||||
let mut out = Vec::new();
|
||||
for i in &mut self.guns {
|
||||
if i.active_cooldown > 0.0 {
|
||||
continue;
|
||||
}
|
||||
i.active_cooldown = i.cooldown;
|
||||
|
||||
let p = self.physicsbody.pos
|
||||
+ (Matrix2::from_angle(self.physicsbody.angle) * i.pos.to_vec());
|
||||
|
||||
out.push(Projectile {
|
||||
position: p,
|
||||
velocity: self.physicsbody.vel
|
||||
+ (Matrix2::from_angle(self.physicsbody.angle) * Vector2 { x: 0.0, y: 400.0 }),
|
||||
angle: self.physicsbody.angle,
|
||||
sprite: SpriteTexture("projectile::blaster".into()),
|
||||
lifetime: 5.0,
|
||||
})
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
pub fn tick(&mut self, t: f32) -> ShipTickResult {
|
||||
if self.controls.thrust {
|
||||
self.physicsbody.thrust(50.0 * t);
|
||||
}
|
||||
|
||||
if self.controls.right {
|
||||
self.physicsbody.rot(Deg(35.0) * t);
|
||||
}
|
||||
|
||||
if self.controls.left {
|
||||
self.physicsbody.rot(Deg(-35.0) * t);
|
||||
}
|
||||
|
||||
let p = if self.controls.guns {
|
||||
self.fire_guns()
|
||||
} else {
|
||||
Vec::new()
|
||||
};
|
||||
|
||||
self.physicsbody.tick(t);
|
||||
for i in &mut self.guns {
|
||||
i.active_cooldown -= t;
|
||||
}
|
||||
|
||||
return ShipTickResult { projectiles: p };
|
||||
}
|
||||
}
|
||||
|
||||
impl Spriteable for Ship {
|
||||
fn get_sprite(&self) -> Sprite {
|
||||
let engines = if self.engines_on {
|
||||
let engines = if self.controls.thrust {
|
||||
Some(
|
||||
self.engines
|
||||
.iter()
|
||||
|
|
|
@ -25,7 +25,7 @@ pub struct System {
|
|||
}
|
||||
|
||||
impl System {
|
||||
pub fn new(ct: &content::system::System) -> Self {
|
||||
pub fn new(ct: &content::System) -> Self {
|
||||
let mut rng = rand::thread_rng();
|
||||
let sz = consts::STARFIELD_SIZE as f32 / 2.0;
|
||||
let mut s = System {
|
||||
|
|
|
@ -12,7 +12,7 @@ use winit::{
|
|||
};
|
||||
|
||||
fn main() -> Result<()> {
|
||||
let content = content::load_content_dir(consts::CONTENT_ROOT)?;
|
||||
let content = content::Content::load_dir(consts::CONTENT_ROOT)?;
|
||||
let game = game::Game::new(content);
|
||||
|
||||
pollster::block_on(run(game))?;
|
||||
|
|
|
@ -3,7 +3,7 @@ use cgmath::Matrix4;
|
|||
|
||||
// We can draw at most this many sprites on the screen.
|
||||
// TODO: compile-time option
|
||||
pub const SPRITE_INSTANCE_LIMIT: u64 = 100;
|
||||
pub const SPRITE_INSTANCE_LIMIT: u64 = 500;
|
||||
|
||||
// Must be small enough to fit in an i32
|
||||
pub const STARFIELD_INSTANCE_LIMIT: u64 = consts::STARFIELD_COUNT * 24;
|
||||
|
|
Loading…
Reference in New Issue