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4 Commits

Author SHA1 Message Date
Mark 10e1ef8107
System tweaks 2023-12-25 18:44:50 -08:00
Mark e2f9d427b5
Minor cleanup 2023-12-25 18:44:31 -08:00
Mark ed03e8a523
Release input on focus loss 2023-12-25 18:36:05 -08:00
Mark 74e8fed1b6
Sampler cleanup 2023-12-25 18:24:55 -08:00
9 changed files with 30 additions and 11 deletions

2
assets

@ -1 +1 @@
Subproject commit 45f65b6a639f3e59d9d1db2a4cf452fe406bd4b2
Subproject commit 7b00da4f1971908d389d906fe537bfecd3d03b50

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@ -4,8 +4,8 @@ name = "12 Autumn above"
[object.star]
sprite = "star::star"
position = [0.0, 0.0, 20.0]
size = 1000
position = [0.0, 0.0, 30.0]
size = 2000
[object.earth]

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@ -11,6 +11,8 @@ pub struct Game {
pub player: Ship,
pub system: System,
pub camera: Camera,
paused: bool,
pub time_scale: f32,
}
impl Game {
@ -24,6 +26,8 @@ impl Game {
zoom: 500.0,
},
system: System::new(&ct.systems[0]),
paused: false,
time_scale: 1.0,
}
}
@ -39,8 +43,17 @@ impl Game {
self.input.process_scroll(delta, phase)
}
pub fn set_paused(&mut self, pause: bool) {
if pause {
self.paused = true;
self.input.release_all()
} else {
self.paused = false;
}
}
pub fn update(&mut self) {
let t: f32 = self.last_update.elapsed().as_secs_f32();
let t: f32 = self.last_update.elapsed().as_secs_f32() * self.time_scale;
if self.input.key_thrust {
self.player.physicsbody.thrust(50.0 * t);

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@ -19,6 +19,12 @@ impl InputStatus {
}
}
pub fn release_all(&mut self) {
self.key_left = false;
self.key_right = false;
self.key_thrust = false;
}
pub fn process_key(&mut self, state: &ElementState, key: &VirtualKeyCode) {
let down = state == &ElementState::Pressed;
match key {

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@ -30,7 +30,6 @@ async fn run(mut game: game::Game) -> Result<()> {
event_loop.run(move |event, _, control_flow| {
match event {
Event::RedrawRequested(window_id) if window_id == gpu.window().id() => {
gpu.update();
game.update();
match gpu.render(&game) {
Ok(_) => {}
@ -54,6 +53,9 @@ async fn run(mut game: game::Game) -> Result<()> {
window_id,
} if window_id == gpu.window.id() => {
match event {
WindowEvent::Focused(state) => {
game.set_paused(!state);
}
WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
WindowEvent::KeyboardInput {
input:

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@ -194,8 +194,6 @@ impl GPUState {
self.update_starfield_buffer(game)
}
pub fn update(&mut self) {}
/// Make a SpriteInstance for each of the game's visible sprites.
/// Will panic if SPRITE_INSTANCE_LIMIT is exceeded.
///

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@ -84,7 +84,7 @@ fn vertex_main(
fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> {
return textureSampleLevel(
texture_array[in.index],
sampler_array[in.index],
sampler_array[0],
in.texture_coords,
0.0
).rgba;

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@ -135,7 +135,7 @@ fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> {
return textureSampleLevel(
texture_array[global.starfield_texture.x],
sampler_array[global.starfield_texture.x],
sampler_array[0],
in.texture_coords,
0.0
).rgba * vec4<f32>(

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@ -63,7 +63,7 @@ impl TextureArray {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: NonZeroU32::new(loader.texture_data.len() as u32),
count: NonZeroU32::new(1),
},
],
});
@ -80,7 +80,7 @@ impl TextureArray {
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::SamplerArray(&[&sampler].repeat(views.len())),
resource: wgpu::BindingResource::SamplerArray(&[&sampler]),
},
],
});