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10e1ef8107
Author | SHA1 | Date |
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Mark | 10e1ef8107 | |
Mark | e2f9d427b5 | |
Mark | ed03e8a523 | |
Mark | 74e8fed1b6 |
2
assets
2
assets
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@ -1 +1 @@
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Subproject commit 45f65b6a639f3e59d9d1db2a4cf452fe406bd4b2
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Subproject commit 7b00da4f1971908d389d906fe537bfecd3d03b50
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@ -4,8 +4,8 @@ name = "12 Autumn above"
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[object.star]
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sprite = "star::star"
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position = [0.0, 0.0, 20.0]
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size = 1000
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position = [0.0, 0.0, 30.0]
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size = 2000
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[object.earth]
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@ -11,6 +11,8 @@ pub struct Game {
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pub player: Ship,
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pub system: System,
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pub camera: Camera,
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paused: bool,
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pub time_scale: f32,
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}
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impl Game {
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@ -24,6 +26,8 @@ impl Game {
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zoom: 500.0,
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},
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system: System::new(&ct.systems[0]),
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paused: false,
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time_scale: 1.0,
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}
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}
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@ -39,8 +43,17 @@ impl Game {
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self.input.process_scroll(delta, phase)
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}
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pub fn set_paused(&mut self, pause: bool) {
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if pause {
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self.paused = true;
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self.input.release_all()
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} else {
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self.paused = false;
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}
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}
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pub fn update(&mut self) {
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let t: f32 = self.last_update.elapsed().as_secs_f32();
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let t: f32 = self.last_update.elapsed().as_secs_f32() * self.time_scale;
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if self.input.key_thrust {
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self.player.physicsbody.thrust(50.0 * t);
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@ -19,6 +19,12 @@ impl InputStatus {
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}
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}
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pub fn release_all(&mut self) {
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self.key_left = false;
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self.key_right = false;
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self.key_thrust = false;
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}
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pub fn process_key(&mut self, state: &ElementState, key: &VirtualKeyCode) {
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let down = state == &ElementState::Pressed;
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match key {
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@ -30,7 +30,6 @@ async fn run(mut game: game::Game) -> Result<()> {
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event_loop.run(move |event, _, control_flow| {
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match event {
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Event::RedrawRequested(window_id) if window_id == gpu.window().id() => {
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gpu.update();
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game.update();
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match gpu.render(&game) {
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Ok(_) => {}
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@ -54,6 +53,9 @@ async fn run(mut game: game::Game) -> Result<()> {
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window_id,
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} if window_id == gpu.window.id() => {
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match event {
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WindowEvent::Focused(state) => {
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game.set_paused(!state);
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}
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WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
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WindowEvent::KeyboardInput {
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input:
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@ -194,8 +194,6 @@ impl GPUState {
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self.update_starfield_buffer(game)
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}
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pub fn update(&mut self) {}
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/// Make a SpriteInstance for each of the game's visible sprites.
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/// Will panic if SPRITE_INSTANCE_LIMIT is exceeded.
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///
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@ -84,7 +84,7 @@ fn vertex_main(
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fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return textureSampleLevel(
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texture_array[in.index],
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sampler_array[in.index],
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sampler_array[0],
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in.texture_coords,
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0.0
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).rgba;
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@ -135,7 +135,7 @@ fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return textureSampleLevel(
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texture_array[global.starfield_texture.x],
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sampler_array[global.starfield_texture.x],
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sampler_array[0],
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in.texture_coords,
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0.0
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).rgba * vec4<f32>(
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@ -63,7 +63,7 @@ impl TextureArray {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: NonZeroU32::new(loader.texture_data.len() as u32),
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count: NonZeroU32::new(1),
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},
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],
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});
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@ -80,7 +80,7 @@ impl TextureArray {
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::SamplerArray(&[&sampler].repeat(views.len())),
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resource: wgpu::BindingResource::SamplerArray(&[&sampler]),
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},
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],
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});
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