collision so hawd >~<
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@ -3,6 +3,7 @@ use std::collections::HashSet;
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use std::rc::Rc;
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use std::time::{Duration, Instant};
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pub use component_macro::Component;
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pub use sdl2::keyboard::Keycode;
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use sdl2::{
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@ -69,19 +70,19 @@ where
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currently_pressed_keys: &'context HashSet<Keycode>,
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}
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pub struct Quwi<T>(std::marker::PhantomData<T>);
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pub struct ComponentQuery<T>(std::marker::PhantomData<T>);
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impl<T> Quwi<T> {
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impl<T> ComponentQuery<T> {
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pub fn new() -> Self {
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Self(std::marker::PhantomData)
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}
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}
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pub trait QuwiQuwi {
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pub trait QueryRunner {
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fn run(&self, context: &Context) -> Vec<u64>;
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}
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impl<T0> QuwiQuwi for Quwi<T0>
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impl<T0> QueryRunner for ComponentQuery<T0>
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where
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T0: 'static + Component,
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{
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@ -90,7 +91,7 @@ where
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}
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}
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impl<T0, T1> QuwiQuwi for Quwi<(T0, T1)>
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impl<T0, T1> QueryRunner for ComponentQuery<(T0, T1)>
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where
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T0: 'static + Component,
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T1: 'static + Component,
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@ -104,7 +105,7 @@ where
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}
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}
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impl<T0, T1, T2> QuwiQuwi for Quwi<(T0, T1, T2)>
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impl<T0, T1, T2> QueryRunner for ComponentQuery<(T0, T1, T2)>
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where
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T0: 'static + Component,
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T1: 'static + Component,
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@ -123,6 +124,33 @@ where
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}
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}
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#[macro_export]
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macro_rules! query {
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($ctx:expr, $t:ty) => {
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{
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use engine::QueryRunner;
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engine::ComponentQuery::<$t>::new().run($ctx)
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}
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};
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($ctx:expr, $($ts:ty),+) => {
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{
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#[allow(unused_imports)]
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use engine::QueryRunner;
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engine::ComponentQuery::<($($ts),+)>::new().run($ctx)
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}
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};
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}
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#[macro_export]
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macro_rules! spawn {
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($ctx:expr, [$($ts:expr),+ $(,)?]) => {
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engine::Context::spawn($ctx, vec![$(Box::new($ts)),+])
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};
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($ctx:expr, $($ts:expr),+ $(,)?) => {
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engine::Context::spawn($ctx, vec![$(Box::new($ts)),+])
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};
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}
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impl<'context, 'game> Context<'context, 'game> {
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pub fn entities_with_component<T: 'static + Component>(&self) -> Vec<u64> {
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let entity_type_id = TypeId::of::<T>();
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@ -203,9 +231,9 @@ impl<'context, 'game> Context<'context, 'game> {
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.collect();
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}
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pub fn add_system(&mut self, system: Rc<dyn System>) {
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pub fn add_system<S: 'static + System>(&mut self, system: S) {
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system.on_add(self);
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self.systems.push(system)
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self.systems.push(Rc::new(system))
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}
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pub fn key_pressed(&self, keycode: Keycode) -> bool {
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@ -248,7 +276,7 @@ impl<'game> Game<'game> {
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let mut canvas = window.into_canvas().build()?;
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let texture_creator = canvas.texture_creator();
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canvas.set_draw_color(Color::RGB(60, 180, 180));
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canvas.set_draw_color(Color::BLACK);
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canvas.clear();
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canvas.present();
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let event_pump = sdl_context.event_pump()?;
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@ -317,4 +345,9 @@ impl<'game> Game<'game> {
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currently_pressed_keys: &mut self.currently_pressed_keys,
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}
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}
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pub fn add_system<S: 'static + System>(&mut self, system: S) {
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system.on_add(&mut self.context());
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self.systems.push(Rc::new(system))
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}
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}
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src/main.rs
323
src/main.rs
@ -2,63 +2,210 @@
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mod engine;
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use component_macro::Component;
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use engine::Component;
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use engine::QuwiQuwi;
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use engine::System;
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use std::rc::Rc;
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use engine::{Component, System};
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#[derive(Component)]
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struct Sprite {
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sprite: engine::Sprite,
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}
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macro_rules! tuplify {
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($t:ty) => {
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$t
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};
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($t:ty, $($ts:ty),+) => {
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$t, tuplify!($($ts),+)
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};
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#[derive(Component, Default, Clone)]
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struct RigidBody {
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pos: (f64, f64),
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vel: (f64, f64),
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gravity: bool,
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cowision: bool,
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}
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macro_rules! run_quwi {
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($ctx:expr, $t:ty) => {
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engine::Quwi::<$t>::new().run($ctx)
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};
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($ctx:expr, $t:ty, $($ts:ty),+) => {
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engine::Quwi::<($t, tuplify!($($ts),+))>::new().run($ctx)
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};
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}
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#[derive(Component)]
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struct Position(f64, f64);
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#[derive(Clone, Component)]
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struct Velocity(f64, f64);
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struct VelocitySystem;
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impl System for VelocitySystem {
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fn on_update(&self, ctx: &mut engine::Context, delta: f64) -> Result<(), engine::Error> {
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for id in run_quwi!(ctx, Velocity, Position) {
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let vel = ctx.entity_component::<Velocity>(id).clone();
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let Position(x, y) = ctx.entity_component::<Position>(id);
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*x += vel.0 * delta;
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*y += vel.1 * delta;
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for id in query!(ctx, RigidBody) {
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let body = ctx.entity_component::<RigidBody>(id);
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body.pos.0 += body.vel.0 * delta;
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body.pos.1 += body.vel.1 * delta;
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}
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Ok(())
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}
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}
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#[derive(Component)]
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struct Gravity;
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#[derive(Component, Clone)]
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struct Rect {
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width: f64,
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height: f64,
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}
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impl Rect {
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pub fn rect_collides(&self, pos: (f64, f64), other: &Rect, other_pos: (f64, f64)) -> bool {
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pos.0 + self.width > other_pos.0
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&& pos.0 <= other_pos.0 + other.width
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&& pos.1 + self.height > other_pos.1
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&& pos.1 <= other_pos.1 + other.height
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}
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pub fn point_collides(&self, pos: (f64, f64), point: (f64, f64)) -> bool {
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pos.0 + self.width > point.0
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&& pos.0 <= point.0
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&& pos.1 + self.height > point.1
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&& pos.1 <= point.1
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}
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}
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//
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// enum CollisionGroup {
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// Player,
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// World,
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// }
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//
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// impl CollisionGroup {
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// pub fn should_collide(&self, other: &Self) -> bool {
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// match (self, other) {
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// (CollisionGroup::Player, CollisionGroup::Player) => todo!(),
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// (CollisionGroup::Player, CollisionGroup::World) => todo!(),
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// (CollisionGroup::World, CollisionGroup::Player) => todo!(),
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// (CollisionGroup::World, CollisionGroup::World) => todo!(),
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// }
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// }
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// }
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//
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#[derive(Component, Clone, Default)]
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struct Collider {
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resolve: bool,
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}
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fn horizontal_line_intersect(p0: (f64, f64), vel: (f64, f64), line_y: f64) -> (f64, f64) {
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// y = ax + b
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let a = vel.1 / vel.0;
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let b = p0.1 - p0.0 * a;
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let x = (line_y - b) / a;
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(x, line_y)
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}
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fn vertical_line_intersect(p0: (f64, f64), vel: (f64, f64), line_x: f64) -> (f64, f64) {
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// y = ax + b
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let a = vel.1 / vel.0;
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let b = p0.1 - p0.0 * a;
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let y = a * line_x + b;
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(line_x, y)
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}
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enum Surface {
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Top,
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Bottom,
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Left,
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Right,
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}
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fn point_distance(a: (f64, f64), b: (f64, f64)) -> f64 {
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((a.0 - b.0).abs().powi(2) + (a.1 - b.1).abs().powi(2)).sqrt()
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}
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fn closest_surface_for_point_and_rectangle_and_your_mom(
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p0: (f64, f64),
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vel: (f64, f64),
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rect_pos: (f64, f64),
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rect: &Rect,
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) -> Option<(f64, Surface)> {
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[
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(horizontal_line_intersect(p0, vel, rect_pos.1), Surface::Top),
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(
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horizontal_line_intersect(p0, vel, rect_pos.1 + rect.height),
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Surface::Bottom,
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),
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(vertical_line_intersect(p0, vel, rect_pos.0), Surface::Left),
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(
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horizontal_line_intersect(p0, vel, rect_pos.0 + rect.width),
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Surface::Right,
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),
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]
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.into_iter()
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.filter(|(point, _)| rect.point_collides(rect_pos, *point))
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.map(|(point, surface)| (point_distance(p0, point), surface))
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.min_by(|(dist_a, _), (dist_b, _)| dist_a.total_cmp(&dist_b))
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}
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struct CollisionSystem;
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impl System for CollisionSystem {
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fn on_update(&self, ctx: &mut engine::Context, delta: f64) -> Result<(), engine::Error> {
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for id in query!(ctx, RigidBody, Rect, Collider) {
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let collider = ctx.entity_component::<Collider>(id).clone();
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if !collider.resolve {
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continue;
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}
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let body = ctx.entity_component::<RigidBody>(id).clone();
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let rect = ctx.entity_component::<Rect>(id).clone();
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for other_id in query!(ctx, RigidBody, Rect, Collider) {
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if id == other_id {
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continue;
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}
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let other_rect = ctx.entity_component::<Rect>(id).clone();
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let other_body = ctx.entity_component::<RigidBody>(id).clone();
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if rect.rect_collides(body.pos, &other_rect, other_body.pos) {
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println!("collider vi?");
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let last_pos = (
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body.pos.0 - body.vel.0 * delta,
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body.pos.1 - body.vel.1 * delta,
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);
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let closest_surface = [
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(last_pos.0, last_pos.1),
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(last_pos.0, last_pos.1 + rect.height),
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(last_pos.0 + rect.width, last_pos.1),
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(last_pos.0 + rect.width, last_pos.1 + rect.height),
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]
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.into_iter()
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.map(|p0| {
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closest_surface_for_point_and_rectangle_and_your_mom(
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p0,
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body.vel,
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other_body.pos,
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&other_rect,
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)
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})
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.filter_map(std::convert::identity)
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.min_by(|(dist_a, _), (dist_b, _)| dist_a.total_cmp(&dist_b))
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.map(|(_, surface)| surface)
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.ok_or_else(|| "we already checked if collision happens")?;
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let body = ctx.entity_component::<RigidBody>(id);
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match closest_surface {
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Surface::Top => {
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body.vel.1 = 0.0;
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body.pos.1 = other_body.pos.1 - rect.height;
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}
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Surface::Bottom => {
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body.vel.1 = 0.0;
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body.pos.1 = other_body.pos.1 + other_rect.height;
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}
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Surface::Left => {
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body.vel.0 = 0.0;
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body.pos.0 = other_body.pos.0 + other_rect.width;
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}
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Surface::Right => {
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body.vel.0 = 0.0;
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body.pos.0 = other_body.pos.0 - rect.width;
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}
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}
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}
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}
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}
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Ok(())
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}
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}
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struct GravitySystem;
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impl System for GravitySystem {
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fn on_update(&self, ctx: &mut engine::Context, delta: f64) -> Result<(), engine::Error> {
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for id in run_quwi!(ctx, Gravity, Velocity) {
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let Velocity(_, y) = ctx.entity_component::<Velocity>(id);
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*y = if *y < 800.0 { *y + 400.0 * delta } else { *y };
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for id in query!(ctx, RigidBody) {
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let body = ctx.entity_component::<RigidBody>(id);
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if !body.gravity {
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continue;
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}
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body.vel.1 = if body.vel.1 < 800.0 {
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body.vel.1 + 400.0 * delta
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} else {
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body.vel.1
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};
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}
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Ok(())
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}
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@ -68,28 +215,34 @@ impl System for GravitySystem {
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struct Cloud;
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struct CloudSystem;
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impl System for CloudSystem {
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fn on_update(&self, ctx: &mut engine::Context, delta: f64) -> Result<(), engine::Error> {
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let cloud_amount = ctx.entities_with_component::<Cloud>().len();
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if cloud_amount < 1 {
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let cloud = ctx.load_sprite("textures/clouds.png").unwrap();
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ctx.spawn(vec![
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Box::new(Cloud),
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Box::new(Sprite { sprite: cloud }),
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Box::new(Position(-100.0, 150.0)),
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Box::new(Velocity(0.0, 0.0)),
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]);
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spawn!(
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ctx,
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Cloud,
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Sprite { sprite: cloud },
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RigidBody {
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pos: (-100.0, 150.0),
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..Default::default()
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},
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);
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}
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for id in run_quwi!(ctx, Cloud, Velocity) {
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let Velocity(x, _) = ctx.entity_component::<Velocity>(id);
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*x = if *x < 200.0 { *x + 200.0 * delta } else { *x };
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for id in query!(ctx, Cloud, RigidBody) {
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let body = ctx.entity_component::<RigidBody>(id);
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body.vel.0 = if body.vel.0 < 200.0 {
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body.vel.0 + 200.0 * delta
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} else {
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body.vel.0
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};
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}
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for id in run_quwi!(ctx, Cloud, Velocity) {
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let Position(x, _) = ctx.entity_component::<Position>(id);
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if *x > 1400.0 {
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for id in query!(ctx, Cloud, RigidBody) {
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let body = ctx.entity_component::<RigidBody>(id);
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if body.pos.0 > 1400.0 {
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ctx.despawn(id);
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}
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}
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@ -100,11 +253,11 @@ impl System for CloudSystem {
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struct SpriteRenderer;
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impl System for SpriteRenderer {
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fn on_update(&self, ctx: &mut engine::Context, _delta: f64) -> Result<(), engine::Error> {
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for id in run_quwi!(ctx, Sprite, Position) {
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let &mut Position(x, y) = ctx.entity_component::<Position>(id);
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for id in query!(ctx, Sprite, RigidBody) {
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let body = ctx.entity_component::<RigidBody>(id).clone();
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let sprite = ctx.entity_component::<Sprite>(id).sprite;
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ctx.draw_sprite(sprite, x as i32, y as i32)?;
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ctx.draw_sprite(sprite, body.pos.0 as i32, body.pos.1 as i32)?;
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}
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Ok(())
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}
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@ -116,11 +269,11 @@ struct PlayerMovement;
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struct PlayerMovementSystem;
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impl System for PlayerMovementSystem {
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fn on_update(&self, ctx: &mut engine::Context, _delta: f64) -> Result<(), engine::Error> {
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for id in run_quwi!(ctx, PlayerMovement, Velocity) {
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for id in query!(ctx, PlayerMovement, RigidBody) {
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let d_down = ctx.key_pressed(engine::Keycode::D);
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let a_down = ctx.key_pressed(engine::Keycode::A);
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let Velocity(x, _) = ctx.entity_component::<Velocity>(id);
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*x = if d_down && !a_down {
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let body = ctx.entity_component::<RigidBody>(id);
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body.vel.0 = if d_down && !a_down {
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400.0
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} else if !d_down && a_down {
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-400.0
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@ -136,25 +289,49 @@ fn main() {
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let mut game = engine::Game::new().unwrap();
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let mut context = game.context();
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context.add_system(Rc::new(VelocitySystem));
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context.add_system(Rc::new(SpriteRenderer));
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context.add_system(Rc::new(GravitySystem));
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context.add_system(Rc::new(PlayerMovementSystem));
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context.add_system(Rc::new(CloudSystem));
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context.add_system(VelocitySystem);
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context.add_system(CollisionSystem);
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context.add_system(SpriteRenderer);
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context.add_system(GravitySystem);
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context.add_system(PlayerMovementSystem);
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context.add_system(CloudSystem);
|
||||
let player = context.load_sprite("textures/player.png").unwrap();
|
||||
let background = context.load_sprite("textures/mountains.png").unwrap();
|
||||
let background = context.load_sprite("textures/literally_dprk.png").unwrap();
|
||||
|
||||
context.spawn(vec![
|
||||
Box::new(Sprite { sprite: background }),
|
||||
Box::new(Position(0.0, 0.0)),
|
||||
]);
|
||||
spawn!(
|
||||
&mut context,
|
||||
Sprite { sprite: background },
|
||||
RigidBody::default(),
|
||||
);
|
||||
|
||||
spawn!(
|
||||
&mut context,
|
||||
Sprite { sprite: player },
|
||||
RigidBody {
|
||||
pos: (400.0, 400.0),
|
||||
gravity: true,
|
||||
..Default::default()
|
||||
},
|
||||
Rect {
|
||||
width: 256.0,
|
||||
height: 256.0
|
||||
},
|
||||
Collider { resolve: true },
|
||||
PlayerMovement,
|
||||
);
|
||||
|
||||
spawn!(
|
||||
&mut context,
|
||||
RigidBody {
|
||||
pos: (0.0, 650.0),
|
||||
..Default::default()
|
||||
},
|
||||
Rect {
|
||||
width: 1000.0,
|
||||
height: 25.0
|
||||
},
|
||||
Collider { resolve: false },
|
||||
);
|
||||
|
||||
context.spawn(vec![
|
||||
Box::new(Sprite { sprite: player }),
|
||||
Box::new(Position(16.0, 500.0)),
|
||||
Box::new(Velocity(0.0, -600.0)),
|
||||
Box::new(Gravity),
|
||||
Box::new(PlayerMovement),
|
||||
]);
|
||||
game.run();
|
||||
}
|
||||
|
BIN
textures/literally_dprk.png
Normal file
BIN
textures/literally_dprk.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 21 KiB |
Loading…
Reference in New Issue
Block a user