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Author | SHA1 | Date |
---|---|---|
Mark | a2b88af375 | |
Mark | d0c26d6891 | |
Mark | e59aca3536 | |
Mark | c664f50e66 | |
Mark | db9c03f569 |
23
TODO.md
23
TODO.md
|
@ -1,9 +1,8 @@
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# Specific projects
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## Currently working on:
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- first: remove object array
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- first: sticky particles
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- first: rework timings
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- first: sticky effects
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- first: read state from image so we can add objects?
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- clickable buttons
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- planet outfitter
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@ -39,7 +38,7 @@
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- Faster handles (better than a hashmap?)
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- Check for handle leaks
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- 🌟 Log/warning system
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- Clean up & faster frame timings
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- Clean up & faster frame timings (average)
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- 🌟 Handle lost focus
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- User config file
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- 🌟 Document content
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@ -106,7 +105,7 @@
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- Trigger sprite reel when firing (requires: non-removable outfits)
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- then: ship tint
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- then: frame timing randomness
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- then: leaks during collapse (needs particle physics)
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- then: leaks during collapse (needs effect physics)
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- then: passive engine glow, ease in/out
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- Sprite color variation
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@ -116,12 +115,11 @@
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- Cache direcory
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- How to pack?
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## Particle physics
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- Particles should stick to their ships. How?
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- Particle compute shader
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- Land and unland particles
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## Effect physics
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- Effect should stick to their ships. How?
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- Land and unland effects
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- Effect on fire gun
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- Particle / sprite color variation
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- Effect / sprite color variation
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## Sound effects
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- Sound effects
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@ -146,12 +144,11 @@
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- Ship death damage and force events
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- Gun fire effect
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- Sprite color variation
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- Multi-particle effects
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- Better loading
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- incremental?
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- Higher texture limit (16 x 8096 x 8096 isn't enough)
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- GPU limits? (texture size, texture number, particle/sprite limits)
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- Particles when a ship is damaged (events)
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- GPU limits? (texture size, texture number, effect/sprite limits)
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- Effect when a ship is damaged (events)
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- Sticky radar
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- Arbitrary size resource names
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2
assets
2
assets
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@ -1 +1 @@
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Subproject commit e51b880b91e712214db025d97c9fbb3ccb3df7c3
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Subproject commit c8e08d445a2a38cc7059dd8075770ba8398655e2
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@ -1,5 +1,5 @@
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[effect."small explosion"]
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sprite = "particle::explosion::small"
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sprite = "effect::explosion::small"
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lifetime = "inherit"
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inherit_velocity = "target"
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size = 8.0
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@ -11,7 +11,7 @@ fade_rng = 0.1
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[effect."large explosion"]
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sprite = "particle::explosion::large"
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sprite = "effect::explosion::large"
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lifetime = "inherit"
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inherit_velocity = "target"
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size = 25.0
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@ -23,7 +23,7 @@ fade_rng = 0.1
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[effect."huge explosion"]
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sprite = "particle::explosion::huge"
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sprite = "effect::explosion::huge"
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lifetime = "inherit"
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inherit_velocity = "target"
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size = 50.0
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@ -35,7 +35,7 @@ fade_rng = 0.1
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[effect."blue spark"]
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sprite = "particle::spark::blue"
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sprite = "effect::spark::blue"
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lifetime = 0.5
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lifetime_rng = 0.5
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inherit_velocity = "parent"
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@ -48,7 +48,7 @@ fade = 0.2
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fade_rng = 0.1
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[effect."yellow spark"]
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sprite = "particle::spark::yellow"
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sprite = "effect::spark::yellow"
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lifetime = "inherit"
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inherit_velocity = "parent"
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size = 4.0
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@ -60,7 +60,7 @@ fade = 0.2
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fade_rng = 0.1
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[effect."red spark"]
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sprite = "particle::spark::red"
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sprite = "effect::spark::red"
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lifetime = "inherit"
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inherit_velocity = "parent"
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size = 4.0
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@ -74,7 +74,7 @@ fade_rng = 0.1
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# Every effect has a parent, some effects have a target
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[effect."blaster impact"]
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sprite = "particle::blaster"
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sprite = "effect::blaster"
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lifetime = "inherit" # number in seconds or inherit from sprite
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lifetime_rng = 0.0 # Random variation of lifetime (up to this value)
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@ -102,6 +102,4 @@ fade_rng = 0.1
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# TODO:
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# effect probabilities & variants
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# multiple particles in one effect
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# document: effect vs particle
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# sprite lifetime/fps variation (and effects inherit lifetime later)
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|
|
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@ -51,7 +51,7 @@ gun.projectile.collider.ball.radius = 2.0
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gun.projectile.impact_effect = "blaster impact"
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gun.projectile.expire_effect.sprite = "particle::blaster"
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gun.projectile.expire_effect.sprite = "effect::blaster"
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gun.projectile.expire_effect.lifetime = "inherit"
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gun.projectile.expire_effect.size = 3.0
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gun.projectile.expire_effect.velocity_scale_parent = 1.0
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|
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@ -105,111 +105,111 @@ section.on.bot = "stop"
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section.on.timing.fps = 60
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section.on.frames = ["ui/planet-button-on.png"]
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[sprite."particle::blaster"]
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[sprite."effect::blaster"]
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timing.duration = 0.15
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frames = [
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"particle/blaster/01.png",
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"particle/blaster/02.png",
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"particle/blaster/03.png",
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"particle/blaster/04.png",
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"effect/blaster/01.png",
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"effect/blaster/02.png",
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"effect/blaster/03.png",
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"effect/blaster/04.png",
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]
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[sprite."particle::explosion::tiny"]
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[sprite."effect::explosion::tiny"]
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timing.fps = 15
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frames = [
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"particle/explosion-tiny/01.png",
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"particle/explosion-tiny/02.png",
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"particle/explosion-tiny/03.png",
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"particle/explosion-tiny/04.png",
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"particle/explosion-tiny/05.png",
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"particle/explosion-tiny/06.png",
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"effect/explosion-tiny/01.png",
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"effect/explosion-tiny/02.png",
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"effect/explosion-tiny/03.png",
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"effect/explosion-tiny/04.png",
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"effect/explosion-tiny/05.png",
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"effect/explosion-tiny/06.png",
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]
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[sprite."particle::explosion::small"]
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[sprite."effect::explosion::small"]
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timing.fps = 15
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frames = [
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"particle/explosion-small/01.png",
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"particle/explosion-small/02.png",
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"particle/explosion-small/03.png",
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"particle/explosion-small/04.png",
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"particle/explosion-small/05.png",
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"particle/explosion-small/06.png",
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"particle/explosion-small/07.png",
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"effect/explosion-small/01.png",
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"effect/explosion-small/02.png",
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"effect/explosion-small/03.png",
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"effect/explosion-small/04.png",
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"effect/explosion-small/05.png",
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"effect/explosion-small/06.png",
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"effect/explosion-small/07.png",
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]
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[sprite."particle::explosion::medium"]
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[sprite."effect::explosion::medium"]
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timing.fps = 15
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frames = [
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"particle/explosion-medium/01.png",
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"particle/explosion-medium/02.png",
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"particle/explosion-medium/03.png",
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"particle/explosion-medium/04.png",
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"particle/explosion-medium/05.png",
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"particle/explosion-medium/06.png",
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"particle/explosion-medium/07.png",
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"particle/explosion-medium/08.png",
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"effect/explosion-medium/01.png",
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"effect/explosion-medium/02.png",
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"effect/explosion-medium/03.png",
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"effect/explosion-medium/04.png",
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"effect/explosion-medium/05.png",
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"effect/explosion-medium/06.png",
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"effect/explosion-medium/07.png",
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"effect/explosion-medium/08.png",
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]
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[sprite."particle::explosion::large"]
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[sprite."effect::explosion::large"]
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timing.fps = 15
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frames = [
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"particle/explosion-large/01.png",
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"particle/explosion-large/02.png",
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"particle/explosion-large/03.png",
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"particle/explosion-large/04.png",
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"particle/explosion-large/05.png",
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"particle/explosion-large/06.png",
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||||
"particle/explosion-large/07.png",
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"particle/explosion-large/08.png",
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"particle/explosion-large/09.png",
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"effect/explosion-large/01.png",
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"effect/explosion-large/02.png",
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"effect/explosion-large/03.png",
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"effect/explosion-large/04.png",
|
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"effect/explosion-large/05.png",
|
||||
"effect/explosion-large/06.png",
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||||
"effect/explosion-large/07.png",
|
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"effect/explosion-large/08.png",
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"effect/explosion-large/09.png",
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||||
]
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[sprite."particle::explosion::huge"]
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[sprite."effect::explosion::huge"]
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timing.fps = 15
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frames = [
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"particle/explosion-huge/01.png",
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"particle/explosion-huge/02.png",
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"particle/explosion-huge/03.png",
|
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"particle/explosion-huge/04.png",
|
||||
"particle/explosion-huge/05.png",
|
||||
"particle/explosion-huge/06.png",
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||||
"particle/explosion-huge/07.png",
|
||||
"particle/explosion-huge/08.png",
|
||||
"particle/explosion-huge/09.png",
|
||||
"particle/explosion-huge/10.png",
|
||||
"effect/explosion-huge/01.png",
|
||||
"effect/explosion-huge/02.png",
|
||||
"effect/explosion-huge/03.png",
|
||||
"effect/explosion-huge/04.png",
|
||||
"effect/explosion-huge/05.png",
|
||||
"effect/explosion-huge/06.png",
|
||||
"effect/explosion-huge/07.png",
|
||||
"effect/explosion-huge/08.png",
|
||||
"effect/explosion-huge/09.png",
|
||||
"effect/explosion-huge/10.png",
|
||||
]
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|
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|
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[sprite."particle::spark::blue"]
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[sprite."effect::spark::blue"]
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timing.duration = 0.3
|
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top = "reverse"
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bot = "reverse"
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frames = [
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"particle/spark-blue/01.png",
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"particle/spark-blue/02.png",
|
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"particle/spark-blue/03.png",
|
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"particle/spark-blue/04.png",
|
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"particle/spark-blue/05.png",
|
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"effect/spark-blue/01.png",
|
||||
"effect/spark-blue/02.png",
|
||||
"effect/spark-blue/03.png",
|
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"effect/spark-blue/04.png",
|
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"effect/spark-blue/05.png",
|
||||
]
|
||||
|
||||
[sprite."particle::spark::yellow"]
|
||||
[sprite."effect::spark::yellow"]
|
||||
timing.duration = 0.3
|
||||
timing.rng = 0.2
|
||||
frames = [
|
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"particle/spark-yellow/01.png",
|
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"particle/spark-yellow/02.png",
|
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"particle/spark-yellow/03.png",
|
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"particle/spark-yellow/04.png",
|
||||
"particle/spark-yellow/05.png",
|
||||
"effect/spark-yellow/01.png",
|
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"effect/spark-yellow/02.png",
|
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"effect/spark-yellow/03.png",
|
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"effect/spark-yellow/04.png",
|
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"effect/spark-yellow/05.png",
|
||||
]
|
||||
|
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[sprite."particle::spark::red"]
|
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[sprite."effect::spark::red"]
|
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timing.duration = 0.3
|
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timing.rng = 0.2
|
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frames = [
|
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"particle/spark-red/01.png",
|
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"particle/spark-red/02.png",
|
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"particle/spark-red/03.png",
|
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"effect/spark-red/01.png",
|
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"effect/spark-red/02.png",
|
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"effect/spark-red/03.png",
|
||||
]
|
||||
|
|
|
@ -124,46 +124,46 @@ pub(crate) mod syntax {
|
|||
}
|
||||
}
|
||||
|
||||
/// The particle a projectile will spawn when it hits something
|
||||
/// The effect a projectile will spawn when it hits something
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct Effect {
|
||||
/// This effect's handle
|
||||
pub handle: EffectHandle,
|
||||
|
||||
/// The sprite to use for this particle.
|
||||
/// The sprite to use for this effect.
|
||||
pub sprite: SpriteHandle,
|
||||
|
||||
/// The height of this particle, in game units.
|
||||
/// The height of this effect, in game units.
|
||||
pub size: f32,
|
||||
|
||||
/// Random size variation
|
||||
pub size_rng: f32,
|
||||
|
||||
/// How many seconds this particle should live
|
||||
/// How many seconds this effect should live
|
||||
pub lifetime: f32,
|
||||
|
||||
/// Random lifetime variation
|
||||
pub lifetime_rng: f32,
|
||||
|
||||
/// The angle this particle points once spawned, in radians
|
||||
/// The angle this effect points once spawned, in radians
|
||||
pub angle: f32,
|
||||
|
||||
/// Random angle variation, in radians
|
||||
pub angle_rng: f32,
|
||||
|
||||
/// How fast this particle spins, in radians/sec
|
||||
/// How fast this effect spins, in radians/sec
|
||||
pub angvel: f32,
|
||||
|
||||
/// Random angvel variation
|
||||
pub angvel_rng: f32,
|
||||
|
||||
/// The amount of this particle's parent's velocity to inherit
|
||||
/// The amount of this effect's parent's velocity to inherit
|
||||
pub velocity_scale_parent: f32,
|
||||
|
||||
/// Parent velocity random variation
|
||||
pub velocity_scale_parent_rng: f32,
|
||||
|
||||
/// The amount of this particle's parent's target velocity to inherit.
|
||||
/// The amount of this effect's parent's target velocity to inherit.
|
||||
/// If there is no target, this is zero.
|
||||
pub velocity_scale_target: f32,
|
||||
|
||||
|
|
|
@ -229,10 +229,10 @@ pub struct Projectile {
|
|||
/// The angle variation of this projectile, in radians
|
||||
pub angle_rng: f32,
|
||||
|
||||
/// The particle this projectile will spawn when it hits something
|
||||
/// The effect this projectile will spawn when it hits something
|
||||
pub impact_effect: Option<EffectHandle>,
|
||||
|
||||
/// The particle this projectile will spawn when it expires
|
||||
/// The effect this projectile will spawn when it expires
|
||||
pub expire_effect: Option<EffectHandle>,
|
||||
|
||||
/// Collider parameters for this projectile
|
||||
|
|
|
@ -403,7 +403,7 @@ impl crate::Build for Ship {
|
|||
// We apply this pointwise so that local points inside the collider work as we expect.
|
||||
//
|
||||
// If we don't, rapier2 will compute local points pre-rotation,
|
||||
// which will break particle placement on top of ships (i.e, collapse effects)
|
||||
// which will break effect placement on top of ships (i.e, collapse effects)
|
||||
Rotation2::new(to_radians(-90.0))
|
||||
* Point2::new(x[0] * (size / 2.0) * aspect, x[1] * size / 2.0)
|
||||
})
|
||||
|
|
|
@ -9,7 +9,7 @@ use std::time::Instant;
|
|||
pub struct Game {
|
||||
// Core game data
|
||||
ct: Content,
|
||||
systemsim: PhysSim,
|
||||
phys_sim: PhysSim,
|
||||
timing: Timing,
|
||||
start_instant: Instant,
|
||||
|
||||
|
@ -22,7 +22,7 @@ unsafe impl<'a> Send for Game {}
|
|||
|
||||
impl<'a> Game {
|
||||
pub fn make_player(&mut self) -> PhysSimShipHandle {
|
||||
let player = self.systemsim.add_ship(
|
||||
let player = self.phys_sim.add_ship(
|
||||
&self.ct,
|
||||
ShipHandle { index: 0 },
|
||||
FactionHandle { index: 0 },
|
||||
|
@ -30,7 +30,7 @@ impl<'a> Game {
|
|||
Point2::new(0.0, 4000.0),
|
||||
);
|
||||
|
||||
let s = self.systemsim.get_ship_mut(&player).unwrap();
|
||||
let s = self.phys_sim.get_ship_mut(&player).unwrap();
|
||||
s.add_outfits(
|
||||
&self.ct,
|
||||
[
|
||||
|
@ -44,9 +44,9 @@ impl<'a> Game {
|
|||
}
|
||||
|
||||
pub fn new(ct: Content) -> Self {
|
||||
let mut systemsim = PhysSim::new(&ct, SystemHandle { index: 0 });
|
||||
let mut phys_sim = PhysSim::new(&ct, SystemHandle { index: 0 });
|
||||
|
||||
let a = systemsim.add_ship(
|
||||
let a = phys_sim.add_ship(
|
||||
&ct,
|
||||
ShipHandle { index: 0 },
|
||||
FactionHandle { index: 1 },
|
||||
|
@ -54,7 +54,7 @@ impl<'a> Game {
|
|||
Point2::new(1000.0, 0.0),
|
||||
);
|
||||
|
||||
let s = systemsim.get_ship_mut(&a).unwrap();
|
||||
let s = phys_sim.get_ship_mut(&a).unwrap();
|
||||
s.add_outfits(
|
||||
&ct,
|
||||
[
|
||||
|
@ -64,7 +64,7 @@ impl<'a> Game {
|
|||
],
|
||||
);
|
||||
|
||||
let a = systemsim.add_ship(
|
||||
let a = phys_sim.add_ship(
|
||||
&ct,
|
||||
ShipHandle { index: 0 },
|
||||
FactionHandle { index: 0 },
|
||||
|
@ -72,7 +72,7 @@ impl<'a> Game {
|
|||
Point2::new(200.0, 2000.0),
|
||||
);
|
||||
|
||||
let s = systemsim.get_ship_mut(&a).unwrap();
|
||||
let s = phys_sim.get_ship_mut(&a).unwrap();
|
||||
s.add_outfits(
|
||||
&ct,
|
||||
[
|
||||
|
@ -84,7 +84,7 @@ impl<'a> Game {
|
|||
|
||||
Game {
|
||||
ct,
|
||||
systemsim,
|
||||
phys_sim,
|
||||
timing: Timing::new(),
|
||||
start_instant: Instant::now(),
|
||||
last_update: Instant::now(),
|
||||
|
@ -93,12 +93,12 @@ impl<'a> Game {
|
|||
}
|
||||
|
||||
pub fn update_player_controls(&mut self, player: &mut PlayerAgent) {
|
||||
self.systemsim.update_player_controls(&self.ct, player)
|
||||
self.phys_sim.update_player_controls(&self.ct, player)
|
||||
}
|
||||
|
||||
pub fn step(&mut self, phys_img: &PhysImage) {
|
||||
self.timing.start_frame();
|
||||
self.systemsim.step(
|
||||
self.phys_sim.step(
|
||||
PhysStepResources {
|
||||
ct: &self.ct,
|
||||
t: self.last_update.elapsed().as_secs_f32() * self.time_scale,
|
||||
|
@ -112,7 +112,7 @@ impl<'a> Game {
|
|||
}
|
||||
|
||||
pub fn update_image(&self, phys_img: &mut PhysImage) {
|
||||
self.systemsim.update_image(phys_img);
|
||||
self.phys_sim.update_image(phys_img);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -4,6 +4,7 @@ struct InstanceInput {
|
|||
@location(2) texture_index: vec2<u32>,
|
||||
@location(3) texture_fade: f32,
|
||||
@location(4) object_index: u32,
|
||||
@location(5) color: vec4<f32>,
|
||||
};
|
||||
|
||||
struct VertexInput {
|
||||
|
@ -18,6 +19,7 @@ struct VertexOutput {
|
|||
@location(2) texture_coords_a: vec2<f32>,
|
||||
@location(3) texture_index_b: u32,
|
||||
@location(4) texture_coords_b: vec2<f32>,
|
||||
@location(5) color: vec4<f32>,
|
||||
};
|
||||
|
||||
|
||||
|
@ -137,8 +139,7 @@ fn vertex_main(
|
|||
);
|
||||
}
|
||||
|
||||
|
||||
|
||||
out.color = instance.color;
|
||||
out.tween = instance.texture_fade;
|
||||
|
||||
// Texture 0 is special, it's the empty texture
|
||||
|
@ -212,7 +213,7 @@ fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
|||
texture_a,
|
||||
texture_b,
|
||||
in.tween
|
||||
);
|
||||
) * in.color;
|
||||
|
||||
|
||||
return color;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
//! GPUState routines for drawing items in a systemsim
|
||||
//! GPUState routines for drawing objects in a system
|
||||
|
||||
use bytemuck;
|
||||
use galactica_system::data::ShipState;
|
||||
|
@ -88,6 +88,7 @@ impl GPUState {
|
|||
texture_index: anim_state.texture_index(),
|
||||
texture_fade: anim_state.fade,
|
||||
object_index: idx as u32,
|
||||
color: [1.0, 1.0, 1.0, 1.0],
|
||||
});
|
||||
|
||||
if {
|
||||
|
@ -127,6 +128,7 @@ impl GPUState {
|
|||
texture_index: anim_state.texture_index(),
|
||||
texture_fade: anim_state.fade,
|
||||
object_index: self.state.get_object_counter() as u32,
|
||||
color: [1.0, 1.0, 1.0, 1.0],
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -189,6 +191,7 @@ impl GPUState {
|
|||
texture_index: anim_state.texture_index(),
|
||||
texture_fade: anim_state.fade,
|
||||
object_index: idx as u32,
|
||||
color: [1.0, 1.0, 1.0, 1.0],
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -246,6 +249,7 @@ impl GPUState {
|
|||
texture_index: [texture_a, texture_a],
|
||||
texture_fade: 1.0,
|
||||
object_index: idx as u32,
|
||||
color: [1.0, 1.0, 1.0, 1.0],
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -310,6 +314,7 @@ impl GPUState {
|
|||
texture_index: anim_state.texture_index(),
|
||||
texture_fade: anim_state.fade,
|
||||
object_index: idx as u32,
|
||||
color: [1.0, 1.0, 1.0, p.get_fade()],
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
@ -35,14 +35,7 @@ impl FpsIndicator {
|
|||
|
||||
self.buffer.set_text(
|
||||
&mut state.text_font_system,
|
||||
&format!(
|
||||
"Frame: {:#?} ({:05.00})\nShips: {:05.02}%\nPhys: {:05.02}%\n",
|
||||
input.timing.frame,
|
||||
1.0 / input.timing.frame.as_secs_f32(),
|
||||
100.0 * (input.timing.physics_sim.as_secs_f32() / input.timing.frame.as_secs_f32()),
|
||||
100.0
|
||||
* (input.timing.physics_ship.as_secs_f32() / input.timing.frame.as_secs_f32()),
|
||||
),
|
||||
&input.timing.get_string(),
|
||||
Attrs::new().family(Family::Monospace),
|
||||
Shaping::Basic,
|
||||
);
|
||||
|
|
|
@ -95,6 +95,11 @@ pub struct ObjectInstance {
|
|||
|
||||
/// Which object this instance is for
|
||||
pub object_index: u32,
|
||||
|
||||
/// This lets us color sprites dynamically:
|
||||
/// Each fragment's color is multiplied by this value.
|
||||
/// Fill this array with ones if no recoloring should be done.
|
||||
pub color: [f32; 4],
|
||||
}
|
||||
|
||||
impl BufferObject for ObjectInstance {
|
||||
|
@ -124,6 +129,12 @@ impl BufferObject for ObjectInstance {
|
|||
shader_location: 4,
|
||||
format: wgpu::VertexFormat::Uint32,
|
||||
},
|
||||
// Color
|
||||
wgpu::VertexAttribute {
|
||||
offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
|
||||
shader_location: 5,
|
||||
format: wgpu::VertexFormat::Float32x4,
|
||||
},
|
||||
],
|
||||
}
|
||||
}
|
||||
|
|
|
@ -5,23 +5,23 @@ use rapier2d::dynamics::{RigidBodyBuilder, RigidBodyHandle, RigidBodyType};
|
|||
|
||||
use crate::phys::{PhysStepResources, PhysWrapper};
|
||||
|
||||
/// Instructions to create a new particle
|
||||
/// A single instance of an effect
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct PhysEffect {
|
||||
/// The sprite to use for this particle
|
||||
/// The sprite to use for this effect
|
||||
pub anim: SpriteAutomaton,
|
||||
|
||||
/// This particle's velocity, in world coordinates
|
||||
/// This effect's velocity, in world coordinates
|
||||
pub rigid_body: RigidBodyHandle,
|
||||
|
||||
/// This particle's lifetime, in seconds
|
||||
/// This effect's lifetime, in seconds
|
||||
lifetime: f32,
|
||||
|
||||
/// The size of this particle,
|
||||
/// The size of this effect,
|
||||
/// given as height in world units.
|
||||
pub size: f32,
|
||||
|
||||
/// Fade this particle over this many seconds as it expires
|
||||
/// Fade this effect over this many seconds as it expires
|
||||
pub fade: f32,
|
||||
|
||||
/// If true, this effect has been destroyed,
|
||||
|
@ -30,7 +30,7 @@ pub struct PhysEffect {
|
|||
}
|
||||
|
||||
impl PhysEffect {
|
||||
/// Create a new particle inside `Wrapper`
|
||||
/// Create a new effect inside `Wrapper`
|
||||
pub fn new(
|
||||
ct: &Content,
|
||||
wrapper: &mut PhysWrapper,
|
||||
|
@ -104,4 +104,9 @@ impl PhysEffect {
|
|||
pub fn is_destroyed(&self) -> bool {
|
||||
self.is_destroyed
|
||||
}
|
||||
|
||||
/// The remaining lifetime of this effect, in seconds
|
||||
pub fn remaining_lifetime(&self) -> f32 {
|
||||
self.lifetime
|
||||
}
|
||||
}
|
||||
|
|
|
@ -69,7 +69,7 @@ impl ShipCollapseSequence {
|
|||
// The fraction of this collapse sequence that has been played
|
||||
let frac_done = self.elapsed / self.total_length;
|
||||
|
||||
// TODO: slight random offset for event particles
|
||||
// TODO: slight random offset for event effects
|
||||
|
||||
// Trigger collapse events
|
||||
for event in &ship_content.collapse.events {
|
||||
|
@ -109,7 +109,7 @@ impl ShipCollapseSequence {
|
|||
|
||||
// Create collapse effects
|
||||
for spawner in &ship_content.collapse.effects {
|
||||
// Probability of adding a particle this frame.
|
||||
// Probability of adding an effect instance this frame.
|
||||
// The area of this function over [0, 1] should be 1.
|
||||
let pdf = |x: f32| {
|
||||
let f = 0.2;
|
||||
|
|
|
@ -416,7 +416,7 @@ impl PhysShip {
|
|||
}
|
||||
}
|
||||
|
||||
/// Spawn this frame's particles
|
||||
/// Spawn this frame's effects
|
||||
fn step_effects(
|
||||
&mut self,
|
||||
res: &mut PhysStepResources,
|
||||
|
|
|
@ -93,3 +93,12 @@ pub struct PhysEffectImage {
|
|||
/// The effect's rigidbody
|
||||
pub rigidbody: RigidBody,
|
||||
}
|
||||
|
||||
impl PhysEffectImage {
|
||||
/// Get this effect's fade value
|
||||
pub fn get_fade(&self) -> f32 {
|
||||
let f = self.effect.fade;
|
||||
let l = self.effect.remaining_lifetime();
|
||||
return 1f32.min(l / f);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -257,6 +257,7 @@ impl PhysSim {
|
|||
res.timing.start_physics_sim();
|
||||
|
||||
// Update physics
|
||||
res.timing.start_physics_step();
|
||||
self.wrapper.step(res.t);
|
||||
|
||||
// Handle collision events
|
||||
|
@ -281,12 +282,15 @@ impl PhysSim {
|
|||
self.collide_projectile_ship(&mut res, a, b);
|
||||
}
|
||||
}
|
||||
res.timing.mark_physics_step();
|
||||
|
||||
res.timing.start_physics_proj();
|
||||
// Step and garbage-collect projectiles
|
||||
self.projectiles.retain(|_, proj| {
|
||||
proj.step(&mut res, &mut self.new, &mut self.wrapper);
|
||||
!proj.should_remove()
|
||||
});
|
||||
res.timing.mark_physics_proj();
|
||||
|
||||
// Step and garbage-collect ships
|
||||
res.timing.start_physics_ships();
|
||||
|
@ -296,11 +300,13 @@ impl PhysSim {
|
|||
});
|
||||
res.timing.mark_physics_ships();
|
||||
|
||||
res.timing.start_physics_effects();
|
||||
// Step and garbage-collect effects
|
||||
self.effects.retain_mut(|x| {
|
||||
x.step(&res, &mut self.wrapper);
|
||||
!x.is_destroyed()
|
||||
});
|
||||
res.timing.mark_physics_effects();
|
||||
|
||||
// Process new objects
|
||||
for p in self.new.projectiles.iter() {
|
||||
|
@ -365,8 +371,8 @@ impl PhysSim {
|
|||
self.projectiles.values()
|
||||
}
|
||||
|
||||
/// Iterate over all particles in this physics system
|
||||
pub fn iter_particles(&self) -> impl Iterator<Item = &PhysEffect> + '_ {
|
||||
/// Iterate over all effects in this physics system
|
||||
pub fn iter_effects(&self) -> impl Iterator<Item = &PhysEffect> + '_ {
|
||||
self.effects.iter()
|
||||
}
|
||||
}
|
||||
|
|
|
@ -9,13 +9,25 @@ pub struct Timing {
|
|||
pub frame: Duration,
|
||||
frame_timer: Instant,
|
||||
|
||||
/// The time we spent simulating physics
|
||||
/// The total time we spent simulating physics
|
||||
pub physics_sim: Duration,
|
||||
physics_sim_timer: Instant,
|
||||
|
||||
/// The time we spent updating physics state
|
||||
pub physics_step: Duration,
|
||||
physics_step_timer: Instant,
|
||||
|
||||
/// The time we spent updating physics ships
|
||||
pub physics_ship: Duration,
|
||||
physics_ship_timer: Instant,
|
||||
|
||||
/// The time we spent updating physics projectiles
|
||||
pub physics_proj: Duration,
|
||||
physics_proj_timer: Instant,
|
||||
|
||||
/// The time we spent updating effects
|
||||
pub physics_effect: Duration,
|
||||
physics_effect_timer: Instant,
|
||||
}
|
||||
|
||||
// TODO: document each duration
|
||||
|
@ -27,6 +39,12 @@ impl Timing {
|
|||
frame: Duration::ZERO,
|
||||
physics_sim: Duration::ZERO,
|
||||
physics_ship: Duration::ZERO,
|
||||
physics_effect: Duration::ZERO,
|
||||
physics_proj: Duration::ZERO,
|
||||
physics_step: Duration::ZERO,
|
||||
physics_effect_timer: Instant::now(),
|
||||
physics_proj_timer: Instant::now(),
|
||||
physics_step_timer: Instant::now(),
|
||||
physics_sim_timer: Instant::now(),
|
||||
physics_ship_timer: Instant::now(),
|
||||
frame_timer: Instant::now(),
|
||||
|
@ -38,28 +56,88 @@ impl Timing {
|
|||
self.frame_timer = Instant::now();
|
||||
}
|
||||
|
||||
/// Start physics sim timer
|
||||
pub fn start_physics_sim(&mut self) {
|
||||
self.physics_sim_timer = Instant::now();
|
||||
}
|
||||
|
||||
/// Start physics ship timer
|
||||
pub fn start_physics_ships(&mut self) {
|
||||
self.physics_ship_timer = Instant::now();
|
||||
}
|
||||
|
||||
/// Record total frame compute time
|
||||
pub fn mark_frame(&mut self) {
|
||||
self.frame = self.frame_timer.elapsed();
|
||||
}
|
||||
|
||||
/// Start physics sim timer
|
||||
pub fn start_physics_sim(&mut self) {
|
||||
self.physics_sim_timer = Instant::now();
|
||||
}
|
||||
|
||||
/// Record physics simulation time
|
||||
pub fn mark_physics_sim(&mut self) {
|
||||
self.physics_sim = self.physics_sim_timer.elapsed();
|
||||
}
|
||||
|
||||
/// Start physics ship timer
|
||||
pub fn start_physics_ships(&mut self) {
|
||||
self.physics_ship_timer = Instant::now();
|
||||
}
|
||||
|
||||
/// Record physics ship update time
|
||||
pub fn mark_physics_ships(&mut self) {
|
||||
self.physics_ship = self.physics_ship_timer.elapsed();
|
||||
}
|
||||
|
||||
/// Start physics step timer
|
||||
pub fn start_physics_step(&mut self) {
|
||||
self.physics_step_timer = Instant::now();
|
||||
}
|
||||
|
||||
/// Record physics ship update time
|
||||
pub fn mark_physics_step(&mut self) {
|
||||
self.physics_step = self.physics_step_timer.elapsed();
|
||||
}
|
||||
|
||||
/// Start physics ship timer
|
||||
pub fn start_physics_proj(&mut self) {
|
||||
self.physics_proj_timer = Instant::now();
|
||||
}
|
||||
|
||||
/// Record physics ship update time
|
||||
pub fn mark_physics_proj(&mut self) {
|
||||
self.physics_proj = self.physics_proj_timer.elapsed();
|
||||
}
|
||||
|
||||
/// Start physics ship timer
|
||||
pub fn start_physics_effects(&mut self) {
|
||||
self.physics_effect_timer = Instant::now();
|
||||
}
|
||||
|
||||
/// Record physics ship update time
|
||||
pub fn mark_physics_effects(&mut self) {
|
||||
self.physics_effect = self.physics_effect_timer.elapsed();
|
||||
}
|
||||
|
||||
/// Get current timing values as a pretty string
|
||||
pub fn get_string(&self) -> String {
|
||||
let mut s = String::new();
|
||||
//s.push_str(&format!(
|
||||
// "Overall {:6.00} fps\n\n",
|
||||
// 1.0 / self.frame.as_secs_f32()
|
||||
//));
|
||||
|
||||
let f = self.physics_sim.as_secs_f32();
|
||||
s.push_str(&format!("Phys {:6.00} fps\n", 1.0 / f));
|
||||
s.push_str(&format!(
|
||||
"Step {:6.02}%\n",
|
||||
100.0 * self.physics_step.as_secs_f32() / f
|
||||
));
|
||||
s.push_str(&format!(
|
||||
"Proj {:05.02}%\n",
|
||||
100.0 * self.physics_proj.as_secs_f32() / f
|
||||
));
|
||||
s.push_str(&format!(
|
||||
"Ships {:05.02}%\n",
|
||||
100.0 * self.physics_ship.as_secs_f32() / f
|
||||
));
|
||||
s.push_str(&format!(
|
||||
"Efcts {:05.02}%",
|
||||
100.0 * self.physics_effect.as_secs_f32() / f
|
||||
));
|
||||
|
||||
return s;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue