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d09158a324
...
57f2b97f40
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@ -642,7 +642,6 @@ dependencies = [
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"galactica-packer",
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"galactica-util",
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"image",
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"lazy_static",
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"nalgebra",
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"rapier2d",
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"serde",
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@ -64,4 +64,3 @@ rand = "0.8.5"
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walkdir = "2.4.0"
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toml = "0.8.8"
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glyphon = "0.4.1"
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lazy_static = "1.4.0"
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2
TODO.md
2
TODO.md
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@ -1,6 +1,7 @@
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# Specific projects
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## Currently working on:
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- first: fix animation transition timings
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- first: fix particles & physics
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- clickable buttons
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- planet outfitter
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@ -217,7 +218,6 @@
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- Naming: atlas, sprite, image, frame, texture
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- Outfits may not change unless you've landed. They might not change ever for CC ships!
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- All angle adjustments happen in content & shaders
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- Reserved texture: index zero
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## Ideas
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@ -27,4 +27,3 @@ walkdir = { workspace = true }
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nalgebra = { workspace = true }
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image = { workspace = true }
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rapier2d = { workspace = true }
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lazy_static = { workspace = true }
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@ -25,7 +25,7 @@ impl AnimationState {
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}
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/// What direction are we playing our animation in?
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#[derive(Debug, Clone, Copy)]
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#[derive(Debug, Clone)]
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enum AnimDirection {
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/// Top to bottom, with increasing frame indices
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/// (normal)
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@ -35,13 +35,13 @@ enum AnimDirection {
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/// (reverse)
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Down,
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/// Stopped on one frame
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/// Stopped, no animation
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Stop,
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}
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/// Manages a single sprite's animation state.
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#[derive(Debug, Clone)]
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pub struct SpriteAutomaton {
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pub struct AnimAutomaton {
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/// The sprite we're animating
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sprite: SpriteHandle,
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@ -53,10 +53,8 @@ pub struct SpriteAutomaton {
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current_frame: usize,
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/// Where we are between frames.
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current_edge_progress: f32,
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/// The length of the current edge we're on, in seconds
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current_edge_duration: f32,
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/// Always between zero and one.
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current_fade: f32,
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/// In what direction are we playing the current section?
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current_direction: AnimDirection,
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@ -73,7 +71,7 @@ pub struct SpriteAutomaton {
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next_edge_override: Option<SectionEdge>,
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}
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impl SpriteAutomaton {
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impl AnimAutomaton {
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/// Create a new AnimAutomaton
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pub fn new(ct: &Content, sprite_handle: SpriteHandle) -> Self {
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let sprite = ct.get_sprite(sprite_handle);
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@ -91,19 +89,10 @@ impl SpriteAutomaton {
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),
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};
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let sec = sprite.get_section(current_section);
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Self {
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sprite: sprite.handle,
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current_frame: 0,
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current_edge_progress: match current_direction {
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AnimDirection::Down => 0.0,
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AnimDirection::Up => sec.frame_duration,
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AnimDirection::Stop => unreachable!("how'd you get here?"),
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},
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current_edge_duration: sec.frame_duration,
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current_fade: 0.0,
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next_edge_override: None,
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current_direction,
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@ -119,108 +108,49 @@ impl SpriteAutomaton {
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}
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/// Force a transition to the given section right now
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pub fn jump_to(&mut self, ct: &Content, start: SectionEdge) {
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self.take_edge(ct, start);
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pub fn jump_to(&mut self, ct: &Content, start: StartEdge) {
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self.take_edge(ct, start.into());
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}
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fn take_edge(&mut self, ct: &Content, e: SectionEdge) {
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let sprite = ct.get_sprite(self.sprite);
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let current_section = sprite.get_section(self.current_section);
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let last_direction = self.current_direction;
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match e {
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SectionEdge::Stop => {
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match self.current_direction {
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AnimDirection::Stop => {}
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AnimDirection::Up => {
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self.current_frame = 0;
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}
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AnimDirection::Down => {
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self.current_fade = 0.0;
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self.current_frame = current_section.frames.len() - 1;
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}
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}
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self.current_edge_duration = 1.0;
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self.current_direction = AnimDirection::Stop;
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}
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SectionEdge::Top { section, duration } => {
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SectionEdge::Top { section } => {
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self.current_section = section;
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self.current_edge_duration = duration;
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self.current_frame = 0;
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self.current_direction = AnimDirection::Down;
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}
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SectionEdge::Bot { section, duration } => {
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SectionEdge::Bot { section } => {
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let s = sprite.get_section(section);
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self.current_section = section;
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self.current_frame = s.frames.len() - 1;
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self.current_edge_duration = duration;
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self.current_direction = AnimDirection::Up;
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}
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SectionEdge::Repeat { duration } => {
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match self.current_direction {
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AnimDirection::Stop => {}
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AnimDirection::Up => {
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self.current_frame = current_section.frames.len() - 1;
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}
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AnimDirection::Down => {
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SectionEdge::Restart => {
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self.current_frame = 0;
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}
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}
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self.current_edge_duration = duration;
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}
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SectionEdge::Reverse { duration } => {
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SectionEdge::Reverse => {
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// Jump to SECOND frame, since we've already shown the
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// first during the fade transition
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match self.current_direction {
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AnimDirection::Stop => {}
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AnimDirection::Up => {
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// Jump to SECOND frame, since we've already shown the
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// first during the fade transition
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self.current_frame = {
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if current_section.frames.len() == 1 {
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0
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} else {
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1
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}
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};
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self.current_frame = 0;
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self.current_direction = AnimDirection::Down;
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}
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AnimDirection::Down => {
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self.current_frame = {
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if current_section.frames.len() == 1 {
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0
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} else {
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current_section.frames.len() - 2
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}
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};
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self.current_frame = current_section.frames.len() - 1;
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self.current_direction = AnimDirection::Up;
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}
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}
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self.current_edge_duration = duration;
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}
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}
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let last = match last_direction {
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AnimDirection::Stop => self.last_texture,
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AnimDirection::Down => self.next_texture,
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AnimDirection::Up => self.last_texture,
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};
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match self.current_direction {
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AnimDirection::Stop => {
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let current_section = sprite.get_section(self.current_section);
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self.next_texture = current_section.frames[self.current_frame];
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self.last_texture = current_section.frames[self.current_frame];
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}
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AnimDirection::Down => {
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let current_section = sprite.get_section(self.current_section);
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self.last_texture = last;
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self.next_texture = current_section.frames[self.current_frame];
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self.current_edge_progress = 0.0;
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}
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AnimDirection::Up => {
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let current_section = sprite.get_section(self.current_section);
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self.next_texture = last;
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self.last_texture = current_section.frames[self.current_frame];
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self.current_edge_progress = self.current_edge_duration;
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}
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}
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}
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@ -238,12 +168,13 @@ impl SpriteAutomaton {
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// and we switch to the next frame when it hits 1.0. If we are stepping foward, it increases,
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// and if we are stepping backwards, it decreases.
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// Note that frame_duration may be zero!
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// This is only possible in the hidden texture, since
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// user-provided sections are always checked to be positive.
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assert!(current_section.frame_duration >= 0.0);
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// This should always be positive, and this fact is enforced by the content loader.
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// if we get here, something is very wrong.
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assert!(current_section.frame_duration > 0.0);
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match self.current_direction {
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AnimDirection::Down => self.current_fade += t / current_section.frame_duration,
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AnimDirection::Up => self.current_fade -= t / current_section.frame_duration,
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AnimDirection::Stop => {
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// Edge case: we're stopped and got a request to transition.
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// we should transition right away.
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@ -251,21 +182,18 @@ impl SpriteAutomaton {
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if let Some(e) = self.next_edge_override {
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self.take_edge(ct, e);
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}
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return;
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}
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}
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AnimDirection::Down => {
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self.current_edge_progress += t;
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// We're stepping foward and finished this frame
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if self.current_edge_progress > self.current_edge_duration {
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// (implies we're travelling downwards)
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if self.current_fade > 1.0 {
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while self.current_fade > 1.0 {
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self.current_fade -= 1.0;
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}
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if self.current_frame < current_section.frames.len() - 1 {
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self.current_frame += 1;
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self.last_texture = self.next_texture;
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self.next_texture = current_section.frames[self.current_frame];
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self.current_edge_progress = 0.0;
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self.current_edge_duration = current_section.frame_duration;
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} else {
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let e = {
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if self.next_edge_override.is_some() {
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@ -276,20 +204,21 @@ impl SpriteAutomaton {
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};
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self.take_edge(ct, e);
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}
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}
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}
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AnimDirection::Up => {
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self.current_edge_progress -= t;
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let current_section = sprite.get_section(self.current_section);
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self.last_texture = self.next_texture;
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self.next_texture = current_section.frames[self.current_frame];
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}
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// We're stepping backward and finished this frame
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if self.current_edge_progress < 0.0 {
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// (implies we're travelling upwards)
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if self.current_fade < 0.0 {
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while self.current_fade < 0.0 {
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self.current_fade += 1.0;
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}
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if self.current_frame > 0 {
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self.current_frame -= 1;
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self.next_texture = self.last_texture;
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self.last_texture = current_section.frames[self.current_frame];
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self.current_edge_progress = current_section.frame_duration;
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self.current_edge_duration = current_section.frame_duration;
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} else {
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let e = {
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if self.next_edge_override.is_some() {
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|
@ -300,8 +229,10 @@ impl SpriteAutomaton {
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};
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self.take_edge(ct, e);
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}
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}
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}
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let current_section = sprite.get_section(self.current_section);
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self.next_texture = self.last_texture;
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self.last_texture = current_section.frames[self.current_frame];
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}
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}
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|
@ -310,7 +241,7 @@ impl SpriteAutomaton {
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return AnimationState {
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texture_a: self.last_texture,
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texture_b: self.next_texture,
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fade: self.current_edge_progress / self.current_edge_duration,
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fade: self.current_fade,
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};
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}
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}
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@ -3,9 +3,9 @@
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//! This subcrate is responsible for loading, parsing, validating game content,
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//! which is usually stored in `./content`.
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mod animautomaton;
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mod handle;
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mod part;
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mod spriteautomaton;
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mod util;
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use anyhow::{bail, Context, Result};
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|
@ -13,16 +13,16 @@ use galactica_packer::{SpriteAtlas, SpriteAtlasImage};
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use std::{
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collections::HashMap,
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fs::File,
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hash::Hash,
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io::Read,
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num::NonZeroU32,
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path::{Path, PathBuf},
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};
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use toml;
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use walkdir::WalkDir;
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pub use animautomaton::*;
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pub use handle::*;
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pub use part::*;
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pub use spriteautomaton::*;
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mod syntax {
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use anyhow::{bail, Context, Result};
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|
@ -304,8 +304,8 @@ impl Content {
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}
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|
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/// Get a texture by its index
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pub fn get_image(&self, idx: NonZeroU32) -> &SpriteAtlasImage {
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&self.sprite_atlas.get_by_idx(idx)
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pub fn get_image(&self, idx: u32) -> &SpriteAtlasImage {
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&self.sprite_atlas.index[idx as usize]
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}
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|
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/// Get an outfit from a handle
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|
|
|
@ -1,4 +1,4 @@
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use std::{num::NonZeroU32, path::PathBuf};
|
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use std::path::PathBuf;
|
||||
|
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pub(crate) mod syntax {
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use anyhow::{bail, Result};
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||||
|
@ -36,8 +36,8 @@ pub(crate) mod syntax {
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|||
// An insufficient limit will result in some tiles not being drawn
|
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let starfield_instance_limit = 12 * starfield_count as u64;
|
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|
||||
let starfield_texture = match atlas.get_idx_by_path(&self.starfield.texture) {
|
||||
Some(s) => s,
|
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let starfield_texture = match atlas.path_map.get(&self.starfield.texture) {
|
||||
Some(s) => *s,
|
||||
None => {
|
||||
bail!(
|
||||
"starfield texture `{}` doesn't exist",
|
||||
|
@ -129,7 +129,7 @@ pub struct Config {
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|||
pub starfield_max_dist: f32,
|
||||
|
||||
/// Index of starfield texture
|
||||
pub starfield_texture: NonZeroU32,
|
||||
pub starfield_texture: u32,
|
||||
|
||||
/// Size of a square starfield tile, in game units.
|
||||
/// A tile of size STARFIELD_Z_MAX * screen-size-in-game-units
|
||||
|
|
|
@ -4,7 +4,7 @@ use std::collections::HashMap;
|
|||
|
||||
use crate::{
|
||||
handle::SpriteHandle, Content, ContentBuildContext, EffectHandle, OutfitHandle, OutfitSpace,
|
||||
SectionEdge,
|
||||
StartEdge,
|
||||
};
|
||||
|
||||
pub(crate) mod syntax {
|
||||
|
@ -148,10 +148,10 @@ pub struct Outfit {
|
|||
pub engine_flare_sprite: Option<SpriteHandle>,
|
||||
|
||||
/// Jump to this edge when engines turn on
|
||||
pub engine_flare_on_start: Option<SectionEdge>,
|
||||
pub engine_flare_on_start: Option<StartEdge>,
|
||||
|
||||
/// Jump to this edge when engines turn off
|
||||
pub engine_flare_on_stop: Option<SectionEdge>,
|
||||
pub engine_flare_on_stop: Option<StartEdge>,
|
||||
|
||||
/// Shield hit points
|
||||
pub shield_strength: f32,
|
||||
|
@ -289,75 +289,30 @@ impl crate::Build for Outfit {
|
|||
};
|
||||
o.engine_thrust = engine.thrust;
|
||||
o.engine_flare_sprite = Some(sprite_handle);
|
||||
let sprite = content.get_sprite(sprite_handle);
|
||||
|
||||
// Flare animation will traverse this edge when the player presses the thrust key
|
||||
// This leads from the idle animation to the transition animation
|
||||
o.engine_flare_on_start = {
|
||||
let x = engine.flare.on_start;
|
||||
if x.is_none() {
|
||||
None
|
||||
} else {
|
||||
let x = x.unwrap();
|
||||
let mut e = x
|
||||
.resolve_as_edge(sprite_handle, build_context, 0.0)
|
||||
.with_context(|| format!("in outfit `{}`", outfit_name))?;
|
||||
match e {
|
||||
// Inherit duration from transition sequence
|
||||
SectionEdge::Top {
|
||||
section,
|
||||
ref mut duration,
|
||||
}
|
||||
| SectionEdge::Bot {
|
||||
section,
|
||||
ref mut duration,
|
||||
} => {
|
||||
*duration = sprite.get_section(section).frame_duration;
|
||||
}
|
||||
_ => {
|
||||
return Err(anyhow!(
|
||||
"bad edge `{}`: must be `top` or `bot`",
|
||||
x.val
|
||||
))
|
||||
.with_context(|| format!("in outfit `{}`", outfit_name));
|
||||
}
|
||||
};
|
||||
Some(e)
|
||||
Some(
|
||||
x.resolve_as_start(sprite_handle, build_context)
|
||||
.with_context(|| format!("in outfit `{}`", outfit_name))?,
|
||||
)
|
||||
}
|
||||
};
|
||||
|
||||
// Flare animation will traverse this edge when the player releases the thrust key
|
||||
// This leads from the idle animation to the transition animation
|
||||
o.engine_flare_on_stop = {
|
||||
let x = engine.flare.on_stop;
|
||||
if x.is_none() {
|
||||
None
|
||||
} else {
|
||||
let x = x.unwrap();
|
||||
let mut e = x
|
||||
.resolve_as_edge(sprite_handle, build_context, 0.0)
|
||||
.with_context(|| format!("in outfit `{}`", outfit_name))?;
|
||||
match e {
|
||||
// Inherit duration from transition sequence
|
||||
SectionEdge::Top {
|
||||
section,
|
||||
ref mut duration,
|
||||
}
|
||||
| SectionEdge::Bot {
|
||||
section,
|
||||
ref mut duration,
|
||||
} => {
|
||||
*duration = sprite.get_section(section).frame_duration;
|
||||
}
|
||||
_ => {
|
||||
return Err(anyhow!(
|
||||
"bad edge `{}`: must be `top` or `bot`",
|
||||
x.val
|
||||
))
|
||||
.with_context(|| format!("in outfit `{}`", outfit_name));
|
||||
}
|
||||
};
|
||||
Some(e)
|
||||
Some(
|
||||
x.resolve_as_start(sprite_handle, build_context)
|
||||
.with_context(|| format!("in outfit `{}`", outfit_name))?,
|
||||
)
|
||||
}
|
||||
};
|
||||
}
|
||||
|
|
|
@ -1,5 +1,4 @@
|
|||
use anyhow::{anyhow, bail, Context, Result};
|
||||
use lazy_static::lazy_static;
|
||||
use std::collections::HashMap;
|
||||
|
||||
use crate::{handle::SpriteHandle, Content, ContentBuildContext};
|
||||
|
@ -72,15 +71,15 @@ pub(crate) mod syntax {
|
|||
// Make sure all frames have the same size and add them
|
||||
// to the frame vector
|
||||
let mut dim = None;
|
||||
let mut frames: Vec<u32> = Vec::new();
|
||||
let mut frames = Vec::new();
|
||||
for f in &self.frames {
|
||||
let idx = match content.sprite_atlas.get_idx_by_path(f) {
|
||||
Some(s) => s,
|
||||
let idx = match content.sprite_atlas.path_map.get(f) {
|
||||
Some(s) => *s,
|
||||
None => {
|
||||
bail!("error: file `{}` isn't in the sprite atlas", f.display());
|
||||
}
|
||||
};
|
||||
let img = &content.sprite_atlas.get_by_idx(idx);
|
||||
let img = &content.sprite_atlas.index[idx as usize];
|
||||
|
||||
match dim {
|
||||
None => dim = Some(img.true_size),
|
||||
|
@ -91,13 +90,8 @@ pub(crate) mod syntax {
|
|||
}
|
||||
}
|
||||
|
||||
frames.push(img.idx.into());
|
||||
frames.push(img.idx);
|
||||
}
|
||||
|
||||
if frames.len() == 0 {
|
||||
bail!("sprite sections must not be empty",)
|
||||
}
|
||||
|
||||
let dim = dim.unwrap();
|
||||
|
||||
let frame_duration = match self.timing.variant {
|
||||
|
@ -110,12 +104,12 @@ pub(crate) mod syntax {
|
|||
}
|
||||
|
||||
let edge_top = match &self.top {
|
||||
Some(x) => x.resolve_as_edge(this_sprite, build_context, frame_duration)?,
|
||||
Some(x) => x.resolve_as_edge(this_sprite, build_context)?,
|
||||
None => super::SectionEdge::Stop,
|
||||
};
|
||||
|
||||
let edge_bot = match &self.bot {
|
||||
Some(x) => x.resolve_as_edge(this_sprite, build_context, frame_duration)?,
|
||||
Some(x) => x.resolve_as_edge(this_sprite, build_context)?,
|
||||
None => super::SectionEdge::Stop,
|
||||
};
|
||||
|
||||
|
@ -145,11 +139,11 @@ pub(crate) mod syntax {
|
|||
build_context: &ContentBuildContext,
|
||||
) -> Result<super::StartEdge> {
|
||||
let e = self
|
||||
.resolve_as_edge(sprite, build_context, 0.0)
|
||||
.resolve_as_edge(sprite, build_context)
|
||||
.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 }),
|
||||
super::SectionEdge::Bot { section } => Ok(super::StartEdge::Bot { section }),
|
||||
super::SectionEdge::Top { section } => Ok(super::StartEdge::Top { section }),
|
||||
_ => {
|
||||
bail!("bad section start specification `{}`", self.val);
|
||||
}
|
||||
|
@ -160,27 +154,19 @@ pub(crate) mod syntax {
|
|||
&self,
|
||||
sprite: SpriteHandle,
|
||||
build_context: &ContentBuildContext,
|
||||
duration: f32,
|
||||
) -> Result<super::SectionEdge> {
|
||||
let all_sections = build_context.sprite_section_index.get(&sprite).unwrap();
|
||||
|
||||
if self.val == "hidden" {
|
||||
return Ok(super::SectionEdge::Top {
|
||||
section: crate::AnimSectionHandle::Hidden,
|
||||
duration,
|
||||
});
|
||||
}
|
||||
|
||||
if self.val == "stop" {
|
||||
return Ok(super::SectionEdge::Stop);
|
||||
}
|
||||
|
||||
if self.val == "reverse" {
|
||||
return Ok(super::SectionEdge::Reverse { duration });
|
||||
return Ok(super::SectionEdge::Reverse);
|
||||
}
|
||||
|
||||
if self.val == "repeat" {
|
||||
return Ok(super::SectionEdge::Repeat { duration });
|
||||
if self.val == "restart" {
|
||||
return Ok(super::SectionEdge::Restart);
|
||||
}
|
||||
|
||||
let (s, p) = match self.val.split_once(":") {
|
||||
|
@ -199,8 +185,8 @@ pub(crate) mod syntax {
|
|||
};
|
||||
|
||||
match p {
|
||||
"top" => Ok(super::SectionEdge::Top { section, duration }),
|
||||
"bot" => Ok(super::SectionEdge::Bot { section, duration }),
|
||||
"top" => Ok(super::SectionEdge::Top { section }),
|
||||
"bot" => Ok(super::SectionEdge::Bot { section }),
|
||||
_ => {
|
||||
return Err(anyhow!("bad section edge specification `{}`", self.val))
|
||||
.with_context(|| format!("invalid target `{}`", p));
|
||||
|
@ -210,24 +196,10 @@ pub(crate) mod syntax {
|
|||
}
|
||||
}
|
||||
|
||||
// TODO: should be pub crate
|
||||
/// 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),
|
||||
}
|
||||
}
|
||||
}
|
||||
pub struct AnimSectionHandle(pub(crate) usize);
|
||||
|
||||
/// An edge between two animation sections
|
||||
#[derive(Debug, Clone, Copy)]
|
||||
|
@ -239,31 +211,19 @@ pub enum SectionEdge {
|
|||
Bot {
|
||||
/// The section to play
|
||||
section: AnimSectionHandle,
|
||||
|
||||
/// The length of this edge, in seconds
|
||||
duration: f32,
|
||||
},
|
||||
|
||||
/// Play the given section from the top
|
||||
Top {
|
||||
/// The section to play
|
||||
section: AnimSectionHandle,
|
||||
|
||||
/// The length of this edge, in seconds
|
||||
duration: f32,
|
||||
},
|
||||
|
||||
/// Replay this section in the opposite direction
|
||||
Reverse {
|
||||
/// The length of this edge, in seconds
|
||||
duration: f32,
|
||||
},
|
||||
Reverse,
|
||||
|
||||
/// Restart this section from the opposite end
|
||||
Repeat {
|
||||
/// The length of this edge, in seconds
|
||||
duration: f32,
|
||||
},
|
||||
Restart,
|
||||
}
|
||||
|
||||
/// Where to start an animation
|
||||
|
@ -285,14 +245,8 @@ pub enum StartEdge {
|
|||
impl Into<SectionEdge> for StartEdge {
|
||||
fn into(self) -> SectionEdge {
|
||||
match self {
|
||||
Self::Bot { section } => SectionEdge::Bot {
|
||||
section,
|
||||
duration: 0.0,
|
||||
},
|
||||
Self::Top { section } => SectionEdge::Top {
|
||||
section,
|
||||
duration: 0.0,
|
||||
},
|
||||
Self::Bot { section } => SectionEdge::Bot { section },
|
||||
Self::Top { section } => SectionEdge::Top { section },
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -316,25 +270,13 @@ pub struct Sprite {
|
|||
pub aspect: f32,
|
||||
}
|
||||
|
||||
lazy_static! {
|
||||
static ref HIDDEN_SECTION: SpriteSection = 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],
|
||||
}
|
||||
&self.sections[section.0]
|
||||
}
|
||||
|
||||
/// Get the index of the texture of this sprite's first frame
|
||||
/// Get 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(),
|
||||
|
@ -385,8 +327,8 @@ impl crate::Build for Sprite {
|
|||
for (sprite_name, t) in sprites {
|
||||
match t {
|
||||
syntax::Sprite::Static(t) => {
|
||||
let idx = match content.sprite_atlas.get_idx_by_path(&t.file) {
|
||||
Some(s) => s,
|
||||
let idx = match content.sprite_atlas.path_map.get(&t.file) {
|
||||
Some(s) => *s,
|
||||
None => {
|
||||
return Err(
|
||||
anyhow!("error while processing sprite `{}`", sprite_name,),
|
||||
|
@ -399,7 +341,7 @@ impl crate::Build for Sprite {
|
|||
});
|
||||
}
|
||||
};
|
||||
let img = &content.sprite_atlas.get_by_idx(idx);
|
||||
let img = &content.sprite_atlas.index[idx as usize];
|
||||
let aspect = img.w / img.h;
|
||||
|
||||
let h = SpriteHandle {
|
||||
|
@ -408,16 +350,16 @@ impl crate::Build for Sprite {
|
|||
|
||||
content.sprite_index.insert(sprite_name.clone(), h);
|
||||
let mut smap = HashMap::new();
|
||||
smap.insert("anim".to_string(), AnimSectionHandle::Idx(0));
|
||||
smap.insert("anim".to_string(), AnimSectionHandle(0));
|
||||
build_context.sprite_section_index.insert(h, smap);
|
||||
|
||||
content.sprites.push(Self {
|
||||
name: sprite_name,
|
||||
start_at: StartEdge::Top {
|
||||
section: AnimSectionHandle::Idx(0),
|
||||
section: AnimSectionHandle(0),
|
||||
},
|
||||
sections: vec![SpriteSection {
|
||||
frames: vec![img.idx.into()],
|
||||
frames: vec![img.idx],
|
||||
// We implement unanimated sprites with a very fast framerate
|
||||
// and STOP endpoints.
|
||||
frame_duration: 0.01,
|
||||
|
@ -431,7 +373,7 @@ impl crate::Build for Sprite {
|
|||
syntax::Sprite::OneSection(s) => {
|
||||
let mut section_names: HashMap<String, _> = HashMap::new();
|
||||
// Name the one section in this sprite "anim"
|
||||
section_names.insert("anim".to_owned(), AnimSectionHandle::Idx(0));
|
||||
section_names.insert("anim".to_owned(), AnimSectionHandle(0));
|
||||
|
||||
let sprite_handle = SpriteHandle {
|
||||
index: content.sprites.len(),
|
||||
|
@ -440,7 +382,7 @@ impl crate::Build for Sprite {
|
|||
.sprite_index
|
||||
.insert(sprite_name.clone(), sprite_handle);
|
||||
let mut smap = HashMap::new();
|
||||
smap.insert("anim".to_string(), AnimSectionHandle::Idx(0));
|
||||
smap.insert("anim".to_string(), AnimSectionHandle(0));
|
||||
build_context
|
||||
.sprite_section_index
|
||||
.insert(sprite_handle, smap);
|
||||
|
@ -456,18 +398,19 @@ impl crate::Build for Sprite {
|
|||
content.sprites.push(Self {
|
||||
name: sprite_name,
|
||||
sections,
|
||||
start_at: StartEdge::Top {
|
||||
section: AnimSectionHandle::Idx(0),
|
||||
start_at: StartEdge::Bot {
|
||||
section: AnimSectionHandle(0),
|
||||
},
|
||||
handle: sprite_handle,
|
||||
aspect,
|
||||
});
|
||||
}
|
||||
syntax::Sprite::Complete(s) => {
|
||||
let mut idx = 0;
|
||||
let mut section_names = HashMap::new();
|
||||
for (name, _) in &s.section {
|
||||
section_names
|
||||
.insert(name.to_owned(), AnimSectionHandle::Idx(section_names.len()));
|
||||
section_names.insert(name.to_owned(), AnimSectionHandle(idx));
|
||||
idx += 1;
|
||||
}
|
||||
|
||||
let sprite_handle = SpriteHandle {
|
||||
|
@ -485,19 +428,19 @@ impl crate::Build for Sprite {
|
|||
.resolve_as_start(sprite_handle, build_context)
|
||||
.with_context(|| format!("while loading sprite `{}`", sprite_name))?;
|
||||
|
||||
let mut sections = Vec::with_capacity(section_names.len());
|
||||
let mut sections = Vec::with_capacity(idx);
|
||||
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()));
|
||||
names.sort_by(|a, b| (a.1).0.cmp(&(b.1).0));
|
||||
|
||||
for (k, _) in names {
|
||||
let v = s.section.get(k).unwrap();
|
||||
let (d, s) = v
|
||||
.add_to(sprite_handle, build_context, content)
|
||||
.with_context(|| format!("while parsing section `{}`", k))
|
||||
.with_context(|| format!("while parsing sprite `{}`", sprite_name))?;
|
||||
.with_context(|| format!("while parsing sprite `{}`", sprite_name))
|
||||
.with_context(|| format!("while parsing section `{}`", k))?;
|
||||
|
||||
// Make sure all dimensions are the same
|
||||
if dim.is_none() {
|
||||
|
|
|
@ -17,20 +17,7 @@ use winit::{
|
|||
window::WindowBuilder,
|
||||
};
|
||||
|
||||
fn main() {
|
||||
if let Err(err) = try_main() {
|
||||
eprintln!("Galactica failed with an error");
|
||||
|
||||
let mut i = 0;
|
||||
for e in err.chain().rev() {
|
||||
eprintln!("{i:02}: {}", e);
|
||||
i += 1;
|
||||
}
|
||||
std::process::exit(1);
|
||||
}
|
||||
}
|
||||
|
||||
fn try_main() -> Result<()> {
|
||||
fn main() -> Result<()> {
|
||||
let cache_dir = Path::new(ASSET_CACHE);
|
||||
fs::create_dir_all(cache_dir)?;
|
||||
|
||||
|
|
|
@ -4,7 +4,6 @@ use image::{imageops, GenericImageView, ImageBuffer, Rgba, RgbaImage};
|
|||
use std::{
|
||||
fs::File,
|
||||
io::{Read, Write},
|
||||
num::NonZeroU32,
|
||||
path::{Path, PathBuf},
|
||||
};
|
||||
|
||||
|
@ -206,19 +205,19 @@ impl AtlasSet {
|
|||
)
|
||||
})?;
|
||||
|
||||
self.index.push(
|
||||
p,
|
||||
SpriteAtlasImage {
|
||||
self.index
|
||||
.path_map
|
||||
.insert(p.to_path_buf(), self.index.index.len() as u32);
|
||||
|
||||
self.index.index.push(SpriteAtlasImage {
|
||||
true_size: image_dim,
|
||||
// Add one to account for hidden texture
|
||||
idx: NonZeroU32::new(self.index.len() as u32 + 1).unwrap(),
|
||||
idx: self.index.index.len() as u32,
|
||||
atlas: atlas_idx as u32,
|
||||
x: (x + self.image_margin) as f32 / self.texture_width as f32,
|
||||
y: (y + self.image_margin) as f32 / self.texture_height as f32,
|
||||
w: image_dim.0 as f32 / self.texture_width as f32,
|
||||
h: image_dim.1 as f32 / self.texture_height as f32,
|
||||
},
|
||||
);
|
||||
});
|
||||
|
||||
return Ok(atlas_idx);
|
||||
}
|
||||
|
|
|
@ -2,11 +2,7 @@
|
|||
|
||||
//! This crate creates texture atlases from an asset tree.
|
||||
|
||||
use std::{
|
||||
collections::HashMap,
|
||||
num::NonZeroU32,
|
||||
path::{Path, PathBuf},
|
||||
};
|
||||
use std::{collections::HashMap, path::PathBuf};
|
||||
|
||||
use serde::{Deserialize, Serialize};
|
||||
|
||||
|
@ -17,9 +13,8 @@ pub struct SpriteAtlasImage {
|
|||
/// This is an index in SpriteAtlas.atlas_list
|
||||
pub atlas: u32,
|
||||
|
||||
/// A globally unique, consecutively numbered index for this sprite.
|
||||
/// This is nonzero because index zero is reserved for the "hidden" texture.
|
||||
pub idx: NonZeroU32,
|
||||
/// A globally unique, consecutively numbered index for this sprite
|
||||
pub idx: u32,
|
||||
|
||||
/// The size of this image, in pixels
|
||||
pub true_size: (u32, u32),
|
||||
|
@ -46,10 +41,10 @@ pub struct SpriteAtlasImage {
|
|||
#[derive(Debug, Serialize, Deserialize, Clone)]
|
||||
pub struct SpriteAtlas {
|
||||
/// The images in this atlas
|
||||
pub(crate) index: Vec<SpriteAtlasImage>,
|
||||
pub index: Vec<SpriteAtlasImage>,
|
||||
|
||||
/// Map paths to image indices
|
||||
path_map: HashMap<PathBuf, NonZeroU32>,
|
||||
pub path_map: HashMap<PathBuf, u32>,
|
||||
|
||||
/// The file names of the atlas textures we've generated
|
||||
pub atlas_list: Vec<String>,
|
||||
|
@ -64,30 +59,4 @@ impl SpriteAtlas {
|
|||
atlas_list: Vec::new(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Get a SpriteAtlasImage by index
|
||||
pub fn get_by_idx(&self, idx: NonZeroU32) -> &SpriteAtlasImage {
|
||||
&self.index[idx.get() as usize - 1]
|
||||
}
|
||||
|
||||
/// Get an image index from its path
|
||||
/// returns None if this path isn't in this index
|
||||
pub fn get_idx_by_path(&self, path: &Path) -> Option<NonZeroU32> {
|
||||
self.path_map.get(path).map(|x| *x)
|
||||
}
|
||||
|
||||
/// Get the number of images in this atlas
|
||||
pub fn len(&self) -> u32 {
|
||||
self.index.len() as u32
|
||||
}
|
||||
|
||||
/// Add an image with the given path to this index
|
||||
pub fn push(&mut self, p: &Path, i: SpriteAtlasImage) {
|
||||
self.path_map.insert(
|
||||
p.to_path_buf(),
|
||||
NonZeroU32::new(self.index.len() as u32 + 1).unwrap(),
|
||||
);
|
||||
|
||||
self.index.push(i);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -103,7 +103,7 @@ fn transform_vertex(obj: ObjectData, vertex_position: vec2<f32>, texture_index:
|
|||
);
|
||||
}
|
||||
|
||||
return vec4<f32>(pos, 0.0, 1.0);
|
||||
return vec4<f32>(pos, 0.0, 1.0);;
|
||||
}
|
||||
|
||||
@vertex
|
||||
|
@ -113,41 +113,19 @@ fn vertex_main(
|
|||
) -> VertexOutput {
|
||||
var out: VertexOutput;
|
||||
|
||||
// Pick texture size by the size of the visible texture
|
||||
// (texture index 0 is special, it's the "hidden" texture)
|
||||
if instance.texture_index.x == 0u && instance.texture_index.y == 0u {
|
||||
out.position = vec4<f32>(0.0, 0.0, 0.0, 1.0);
|
||||
} else if instance.texture_index.x == 0u {
|
||||
out.position = transform_vertex(
|
||||
objects[instance.object_index],
|
||||
vertex.position.xy,
|
||||
instance.texture_index.y
|
||||
);
|
||||
} else if instance.texture_index.y == 0u {
|
||||
out.position = transform_vertex(
|
||||
objects[instance.object_index],
|
||||
vertex.position.xy,
|
||||
instance.texture_index.x
|
||||
);
|
||||
} else {
|
||||
out.position = transform_vertex(
|
||||
objects[instance.object_index],
|
||||
vertex.position.xy,
|
||||
instance.texture_index.x
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Compute texture coordinates
|
||||
let age = global_data.current_time.x;
|
||||
out.tween = instance.texture_fade;
|
||||
|
||||
// Texture 0 is special, it's the empty texture
|
||||
if instance.texture_index.x == 0u {
|
||||
out.texture_index_a = 0u;
|
||||
out.texture_coords_a = vec2(0.0, 0.0);
|
||||
} else {
|
||||
let t = global_atlas[instance.texture_index.x];
|
||||
out.texture_index_a = t.atlas_texture;
|
||||
out.texture_index_a = u32(t.atlas_texture);
|
||||
out.texture_coords_a = vec2(t.xpos, t.ypos);
|
||||
if vertex.texture_coords.x == 1.0 {
|
||||
out.texture_coords_a = out.texture_coords_a + vec2(t.width, 0.0);
|
||||
|
@ -155,12 +133,7 @@ fn vertex_main(
|
|||
if vertex.texture_coords.y == 1.0 {
|
||||
out.texture_coords_a = out.texture_coords_a + vec2(0.0, t.height);
|
||||
}
|
||||
}
|
||||
|
||||
if instance.texture_index.y == 0u {
|
||||
out.texture_index_b = u32(0u);
|
||||
out.texture_coords_b = vec2(0.0, 0.0);
|
||||
} else {
|
||||
let b = global_atlas[instance.texture_index.y];
|
||||
out.texture_index_b = u32(b.atlas_texture);
|
||||
out.texture_coords_b = vec2(b.xpos, b.ypos);
|
||||
|
@ -170,7 +143,6 @@ fn vertex_main(
|
|||
if vertex.texture_coords.y == 1.0 {
|
||||
out.texture_coords_b = out.texture_coords_b + vec2(0.0, b.height);
|
||||
}
|
||||
}
|
||||
|
||||
return out;
|
||||
}
|
||||
|
@ -178,42 +150,19 @@ fn vertex_main(
|
|||
|
||||
@fragment
|
||||
fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||
|
||||
var texture_a: vec4<f32> = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
if !(
|
||||
(in.texture_index_a == 0u) &&
|
||||
(in.texture_coords_a.x == 0.0) &&
|
||||
(in.texture_coords_a.y == 0.0)
|
||||
) {
|
||||
texture_a = textureSampleLevel(
|
||||
return mix(
|
||||
textureSampleLevel(
|
||||
texture_array[in.texture_index_a],
|
||||
sampler_array[0],
|
||||
in.texture_coords_a,
|
||||
0.0
|
||||
).rgba;
|
||||
}
|
||||
|
||||
|
||||
var texture_b: vec4<f32> = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
if !(
|
||||
(in.texture_index_b == 0u) &&
|
||||
(in.texture_coords_b.x == 0.0) &&
|
||||
(in.texture_coords_b.y == 0.0)
|
||||
) {
|
||||
texture_b = textureSampleLevel(
|
||||
).rgba,
|
||||
textureSampleLevel(
|
||||
texture_array[in.texture_index_b],
|
||||
sampler_array[0],
|
||||
in.texture_coords_b,
|
||||
0.0
|
||||
).rgba;
|
||||
}
|
||||
|
||||
let color = mix(
|
||||
texture_a,
|
||||
texture_b,
|
||||
).rgba,
|
||||
in.tween
|
||||
);
|
||||
|
||||
|
||||
return color;
|
||||
}
|
|
@ -33,12 +33,12 @@ var sampler_array: binding_array<sampler>;
|
|||
|
||||
// INCLUDE: anchor.wgsl
|
||||
|
||||
|
||||
fn transform_vertex(
|
||||
@vertex
|
||||
fn vertex_main(
|
||||
vertex: VertexInput,
|
||||
instance: InstanceInput,
|
||||
vertex_position: vec3<f32>,
|
||||
texture_index: u32,
|
||||
) -> vec4<f32> {
|
||||
) -> VertexOutput {
|
||||
|
||||
|
||||
let window_dim = global_data.window_size / global_data.window_scale.x;
|
||||
let scale = instance.size / window_dim.y;
|
||||
|
@ -50,8 +50,8 @@ fn transform_vertex(
|
|||
// Apply scale and sprite aspect
|
||||
// Note that our mesh starts centered at (0, 0). This is important!
|
||||
var pos: vec2<f32> = vec2(
|
||||
vertex_position.x * scale * aspect,
|
||||
vertex_position.y * scale
|
||||
vertex.position.x * scale * aspect,
|
||||
vertex.position.y * scale
|
||||
);
|
||||
|
||||
// Apply rotation (and adjust sprite angle, since sprites point north)
|
||||
|
@ -72,29 +72,12 @@ fn transform_vertex(
|
|||
vec2(instance.size * aspect, instance.size)
|
||||
);
|
||||
|
||||
return vec4<f32>(pos, 0.0, 1.0);
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn vertex_main(
|
||||
vertex: VertexInput,
|
||||
instance: InstanceInput,
|
||||
) -> VertexOutput {
|
||||
|
||||
// TODO: this will break if we try to use texture 0.
|
||||
// implement animations for ui sprites & fix that here.
|
||||
|
||||
let pos = transform_vertex(
|
||||
instance,
|
||||
vertex.position,
|
||||
instance.texture_index.x,
|
||||
);
|
||||
|
||||
var out: VertexOutput;
|
||||
out.position = pos;
|
||||
out.position = vec4<f32>(pos, 1.0, 1.0);
|
||||
out.color_transform = instance.color_transform;
|
||||
|
||||
|
||||
|
||||
// TODO: function to get texture from sprite
|
||||
// Pick texture frame
|
||||
let t = global_atlas[instance.texture_index.x];
|
||||
|
@ -125,6 +108,7 @@ fn vertex_main(
|
|||
out.mask_index = vec2(0u, 0u);
|
||||
}
|
||||
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
|
|
|
@ -306,7 +306,7 @@ impl<'a> super::GPUState {
|
|||
],
|
||||
window_scale: [self.state.window.scale_factor() as f32, 0.0],
|
||||
window_aspect: [self.state.window_aspect, 0.0],
|
||||
starfield_sprite: [input.ct.get_config().starfield_texture.into(), 0],
|
||||
starfield_sprite: [input.ct.get_config().starfield_texture, 0],
|
||||
starfield_tile_size: [input.ct.get_config().starfield_size, 0.0],
|
||||
starfield_size_limits: [
|
||||
input.ct.get_config().starfield_min_size,
|
||||
|
|
|
@ -1,6 +1,5 @@
|
|||
use crate::globaluniform::GlobalUniform;
|
||||
|
||||
// TODO: build script?
|
||||
/// Basic wgsl preprocesser
|
||||
pub(crate) fn preprocess_shader(
|
||||
shader: &str,
|
||||
|
|
|
@ -112,15 +112,8 @@ impl TextureArray {
|
|||
for sprite in &ct.sprites {
|
||||
for section in sprite.iter_sections() {
|
||||
for idx in §ion.frames {
|
||||
// Some atlas entries may be written twice here,
|
||||
// but that's not really a problem. They're all the same!
|
||||
//
|
||||
// This happens rarely---only when two different sections
|
||||
// use the same frame.
|
||||
let idx = NonZeroU32::new(*idx);
|
||||
if idx.is_some() {
|
||||
let image = ct.get_image(idx.unwrap());
|
||||
image_locations.data[idx.unwrap().get() as usize] = AtlasImageLocation {
|
||||
let image = ct.get_image(*idx);
|
||||
image_locations.data[*idx as usize] = AtlasImageLocation {
|
||||
xpos: image.x,
|
||||
ypos: image.y,
|
||||
width: image.w,
|
||||
|
@ -131,7 +124,6 @@ impl TextureArray {
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
|
||||
address_mode_u: wgpu::AddressMode::ClampToEdge,
|
||||
|
|
|
@ -152,7 +152,6 @@ pub struct UiInstance {
|
|||
|
||||
/// What texture to use for this instance
|
||||
pub texture_index: [u32; 2],
|
||||
|
||||
/// Fade parameter between textures
|
||||
pub texture_fade: f32,
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
use galactica_content::{AnimationState, Content, FactionHandle, Projectile, SpriteAutomaton};
|
||||
use galactica_content::{AnimAutomaton, AnimationState, Content, FactionHandle, Projectile};
|
||||
use rand::Rng;
|
||||
use rapier2d::{dynamics::RigidBodyHandle, geometry::ColliderHandle};
|
||||
|
||||
|
@ -9,7 +9,7 @@ pub struct PhysProjectile {
|
|||
pub content: Projectile,
|
||||
|
||||
/// This projectile's sprite animation state
|
||||
anim: SpriteAutomaton,
|
||||
anim: AnimAutomaton,
|
||||
|
||||
/// The remaining lifetime of this projectile, in seconds
|
||||
pub lifetime: f32,
|
||||
|
@ -40,7 +40,7 @@ impl PhysProjectile {
|
|||
let size_rng = content.size_rng;
|
||||
let lifetime = content.lifetime;
|
||||
PhysProjectile {
|
||||
anim: SpriteAutomaton::new(ct, content.sprite),
|
||||
anim: AnimAutomaton::new(ct, content.sprite),
|
||||
rigid_body,
|
||||
collider,
|
||||
content,
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
use galactica_content::{
|
||||
AnimationState, Content, EnginePoint, FactionHandle, OutfitHandle, ShipHandle, SpriteAutomaton,
|
||||
AnimAutomaton, AnimationState, Content, EnginePoint, FactionHandle, OutfitHandle, ShipHandle,
|
||||
};
|
||||
use nalgebra::{point, vector, Rotation2, Vector2};
|
||||
use rand::Rng;
|
||||
|
@ -56,10 +56,10 @@ pub struct PhysSimShip {
|
|||
pub(crate) data: ShipData,
|
||||
|
||||
/// This ship's sprite animation state
|
||||
anim: SpriteAutomaton,
|
||||
anim: AnimAutomaton,
|
||||
|
||||
/// Animation state for each of this ship's engines
|
||||
engine_anim: Vec<(EnginePoint, SpriteAutomaton)>,
|
||||
engine_anim: Vec<(EnginePoint, AnimAutomaton)>,
|
||||
|
||||
/// This ship's controls
|
||||
pub(crate) controls: ShipControls,
|
||||
|
@ -83,7 +83,7 @@ impl PhysSimShip {
|
|||
) -> Self {
|
||||
let ship_ct = ct.get_ship(handle);
|
||||
PhysSimShip {
|
||||
anim: SpriteAutomaton::new(ct, ship_ct.sprite),
|
||||
anim: AnimAutomaton::new(ct, ship_ct.sprite),
|
||||
rigid_body,
|
||||
collider,
|
||||
data: ShipData::new(ct, handle, faction, personality),
|
||||
|
@ -273,7 +273,7 @@ impl PhysSimShip {
|
|||
.get_ship(self.data.get_content())
|
||||
.engines
|
||||
.iter()
|
||||
.map(|e| (e.clone(), SpriteAutomaton::new(ct, flare)))
|
||||
.map(|e| (e.clone(), AnimAutomaton::new(ct, flare)))
|
||||
.collect();
|
||||
}
|
||||
|
||||
|
@ -300,7 +300,7 @@ impl PhysSimShip {
|
|||
}
|
||||
|
||||
/// Get this ship's engine animations
|
||||
pub fn iter_engine_anim(&self) -> impl Iterator<Item = &(EnginePoint, SpriteAutomaton)> {
|
||||
pub fn iter_engine_anim(&self) -> impl Iterator<Item = &(EnginePoint, AnimAutomaton)> {
|
||||
self.engine_anim.iter()
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue