wefactor ^_^

This commit is contained in:
Mikkel Kongsted 2024-04-11 09:54:31 +02:00
parent 5c18aaa150
commit fca8469824
11 changed files with 446 additions and 460 deletions

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@ -1,353 +0,0 @@
use std::any::{Any, TypeId};
use std::collections::HashSet;
use std::rc::Rc;
use std::time::{Duration, Instant};
pub use component_macro::Component;
pub use sdl2::keyboard::Keycode;
use sdl2::{
event::Event,
image::{self, LoadTexture, Sdl2ImageContext},
pixels::Color,
rect::Rect,
render::{Canvas, Texture, TextureCreator},
video::{Window, WindowBuildError, WindowContext},
IntegerOrSdlError, Sdl, VideoSubsystem,
};
#[derive(Debug, Clone)]
pub struct Error(String);
impl std::fmt::Display for Error {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
write!(f, "{}", self.0)
}
}
macro_rules! impl_from_T_for_Error {
($t:ty) => {
impl From<$t> for Error {
fn from(value: $t) -> Self {
Self(value.to_string())
}
}
};
($t:ty, $($ts:ty),+) => {
impl From<$t> for Error {
fn from(value: $t) -> Self {
Self(value.to_string())
}
}
impl_from_T_for_Error!($($ts),+);
};
}
impl_from_T_for_Error!(String, WindowBuildError, IntegerOrSdlError, &str);
pub type Id = u64;
pub struct Entity(Id, Vec<Box<dyn Component>>);
pub trait Component {
fn inner_type_id(&self) -> TypeId;
fn as_any(&mut self) -> &mut dyn Any;
}
#[derive(Clone, Copy)]
pub struct Sprite(Id);
pub struct Context<'context, 'game>
where
'game: 'context,
{
id_counter: &'context mut Id,
canvas: &'context mut Canvas<Window>,
texture_creator: *const TextureCreator<WindowContext>,
entities: &'context mut Vec<Entity>,
systems: &'context mut Vec<Rc<dyn System>>,
textures: &'context mut Vec<(Id, Texture<'game>)>,
currently_pressed_keys: &'context HashSet<Keycode>,
}
pub struct ComponentQuery<T>(std::marker::PhantomData<T>);
impl<T> ComponentQuery<T> {
pub fn new() -> Self {
Self(std::marker::PhantomData)
}
}
pub trait QueryRunner {
fn run(&self, context: &Context) -> Vec<u64>;
}
impl<T0> QueryRunner for ComponentQuery<T0>
where
T0: 'static + Component,
{
fn run(&self, context: &Context) -> Vec<u64> {
context.entities_with_component::<T0>()
}
}
impl<T0, T1> QueryRunner for ComponentQuery<(T0, T1)>
where
T0: 'static + Component,
T1: 'static + Component,
{
fn run(&self, context: &Context) -> Vec<u64> {
let vs0 = context.entities_with_component::<T0>();
let vs1 = context.entities_with_component::<T1>();
vs0.into_iter()
.filter(|v0| vs1.iter().find(|v1| *v0 == **v1).is_some())
.collect()
}
}
impl<T0, T1, T2> QueryRunner for ComponentQuery<(T0, T1, T2)>
where
T0: 'static + Component,
T1: 'static + Component,
T2: 'static + Component,
{
fn run(&self, context: &Context) -> Vec<u64> {
let vs0 = context.entities_with_component::<T0>();
let vs1 = context.entities_with_component::<T1>();
let vs2 = context.entities_with_component::<T2>();
vs0.into_iter()
.filter(|v0| {
vs1.iter().find(|v1| *v0 == **v1).is_some()
&& vs2.iter().find(|v2| *v0 == **v2).is_some()
})
.collect()
}
}
#[macro_export]
macro_rules! query {
($ctx:expr, $t:ty) => {
{
use engine::QueryRunner;
engine::ComponentQuery::<$t>::new().run($ctx)
}
};
($ctx:expr, $($ts:ty),+) => {
{
#[allow(unused_imports)]
use engine::QueryRunner;
engine::ComponentQuery::<($($ts),+)>::new().run($ctx)
}
};
}
#[macro_export]
macro_rules! spawn {
($ctx:expr, [$($ts:expr),+ $(,)?]) => {
engine::Context::spawn($ctx, vec![$(Box::new($ts)),+])
};
($ctx:expr, $($ts:expr),+ $(,)?) => {
engine::Context::spawn($ctx, vec![$(Box::new($ts)),+])
};
}
impl<'context, 'game> Context<'context, 'game> {
pub fn entities_with_component<T: 'static + Component>(&self) -> Vec<u64> {
let entity_type_id = TypeId::of::<T>();
self.entities
.iter()
.filter_map(|Entity(id, components)| {
let contains_component = components
.iter()
.any(|entity| (*entity).inner_type_id() == entity_type_id);
if contains_component {
Some(*id)
} else {
None
}
})
.collect()
}
pub fn entity_component<T: 'static + Component>(&mut self, entity_id: u64) -> &mut T {
let entity_type_id = TypeId::of::<T>();
let Entity(_id, components) = self
.entities
.iter_mut()
.find(|Entity(id, _)| *id == entity_id)
.unwrap();
let component = components
.iter_mut()
.find_map(|entity| {
let is_id = (*entity).inner_type_id() == entity_type_id;
if is_id {
Some(entity.as_any().downcast_mut::<T>().unwrap())
} else {
None
}
})
.unwrap();
component
}
pub fn load_sprite<P>(&mut self, path: P) -> Result<Sprite, Error>
where
P: AsRef<std::path::Path>,
{
let path = path.as_ref().to_path_buf();
let texture: Texture<'game> = unsafe { (*self.texture_creator).load_texture(&path)? };
let id = *self.id_counter;
*self.id_counter += 1;
self.textures.push((id, texture));
Ok(Sprite(id))
}
pub fn draw_sprite(&mut self, sprite: Sprite, x: i32, y: i32) -> Result<(), Error> {
let texture = self
.textures
.iter()
.find_map(|v| if v.0 == sprite.0 { Some(&v.1) } else { None })
.ok_or_else(|| "invalid sprite id")?;
self.canvas.copy(
texture,
None,
Rect::new(x, y, texture.query().width, texture.query().height),
)?;
Ok(())
}
pub fn spawn(&mut self, components: Vec<Box<dyn Component>>) {
let id = *self.id_counter;
*self.id_counter += 1;
self.entities.push(Entity(id, components));
}
pub fn despawn(&mut self, entity_id: u64) {
*self.entities = self
.entities
.drain(..)
.filter(|v| v.0 != entity_id)
.collect();
}
pub fn add_system<S: 'static + System>(&mut self, system: S) {
system.on_add(self);
self.systems.push(Rc::new(system))
}
pub fn key_pressed(&self, keycode: Keycode) -> bool {
self.currently_pressed_keys.contains(&keycode)
}
}
pub trait System {
fn on_add(&self, _ctx: &mut Context) {}
fn on_update(&self, _ctx: &mut Context, _delta: f64) -> Result<(), Error> {
Ok(())
}
}
pub struct Game<'a> {
id_counter: u64,
sdl_context: Sdl,
video_subsystem: VideoSubsystem,
image_context: Sdl2ImageContext,
canvas: Canvas<Window>,
texture_creator: TextureCreator<WindowContext>,
event_pump: sdl2::EventPump,
entities: Vec<Entity>,
components: Vec<(u64, Box<dyn Component>)>,
systems: Vec<Rc<dyn System>>,
textures: Vec<(Id, Texture<'a>)>,
currently_pressed_keys: HashSet<Keycode>,
}
impl<'game> Game<'game> {
pub fn new() -> Result<Self, Error> {
let sdl_context = sdl2::init()?;
let video_subsystem = sdl_context.video()?;
let image_context = image::init(image::InitFlag::PNG)?;
let window = video_subsystem
.window("pvp-game-dilapidation", 1280, 720)
.position_centered()
.build()?;
let mut canvas = window.into_canvas().build()?;
let texture_creator = canvas.texture_creator();
canvas.set_draw_color(Color::BLACK);
canvas.clear();
canvas.present();
let event_pump = sdl_context.event_pump()?;
Ok(Self {
id_counter: 0,
sdl_context,
video_subsystem,
image_context,
canvas,
texture_creator,
event_pump,
entities: vec![],
components: vec![],
systems: vec![],
textures: vec![],
currently_pressed_keys: HashSet::new(),
})
}
pub fn run(&mut self) {
let mut time_before = Instant::now();
'running: loop {
for event in self.event_pump.poll_iter() {
match event {
Event::Quit { .. }
| Event::KeyDown {
keycode: Some(Keycode::Escape),
..
} => break 'running,
Event::KeyDown { keycode, .. } => {
self.currently_pressed_keys.insert(keycode.unwrap());
}
Event::KeyUp { keycode, .. } => {
self.currently_pressed_keys.remove(&keycode.unwrap());
}
_ => {}
}
}
self.canvas.set_draw_color(Color::RGB(60, 180, 180));
self.canvas.clear();
let now = Instant::now();
let delta = (now - time_before).as_nanos() as f64 / 1_000_000_000.0;
time_before = now;
for system in self.systems.clone() {
let Err(err) = system.on_update(&mut self.context(), delta) else {
continue;
};
println!("error occcurred updating system: {err}");
}
self.canvas.present();
std::thread::sleep(Duration::new(0, 1_000_000_000u32 / 60))
}
}
pub fn context<'context>(&'context mut self) -> Context<'context, 'game>
where
'game: 'context,
{
Context {
id_counter: &mut self.id_counter,
canvas: &mut self.canvas,
texture_creator: &self.texture_creator,
entities: &mut self.entities,
systems: &mut self.systems,
textures: &mut self.textures,
currently_pressed_keys: &mut self.currently_pressed_keys,
}
}
pub fn add_system<S: 'static + System>(&mut self, system: S) {
system.on_add(&mut self.context());
self.systems.push(Rc::new(system))
}
}

6
src/engine/component.rs Normal file
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@ -0,0 +1,6 @@
use std::any::{Any, TypeId};
pub trait Component {
fn inner_type_id(&self) -> TypeId;
fn as_any(&mut self) -> &mut dyn Any;
}

193
src/engine/context.rs Normal file
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@ -0,0 +1,193 @@
use std::{any::TypeId, collections::HashSet, rc::Rc};
use sdl2::{
image::LoadTexture,
keyboard::Keycode,
rect::Rect,
render::{Canvas, Texture, TextureCreator},
video::{Window, WindowContext},
};
use super::{entity::Entity, id::Id, sprite::Sprite, system::System, Component, Error};
pub struct Context<'context, 'game>
where
'game: 'context,
{
pub(super) id_counter: &'context mut Id,
pub(super) canvas: &'context mut Canvas<Window>,
pub(super) texture_creator: *const TextureCreator<WindowContext>,
pub(super) entities: &'context mut Vec<Entity>,
pub(super) systems: &'context mut Vec<Rc<dyn System>>,
pub(super) textures: &'context mut Vec<(Id, Texture<'game>)>,
pub(super) currently_pressed_keys: &'context HashSet<Keycode>,
}
pub struct ComponentQuery<T>(std::marker::PhantomData<T>);
impl<T> ComponentQuery<T> {
pub fn new() -> Self {
Self(std::marker::PhantomData)
}
}
pub trait QueryRunner {
fn run(&self, context: &Context) -> Vec<u64>;
}
impl<T0> QueryRunner for ComponentQuery<T0>
where
T0: 'static + Component,
{
fn run(&self, context: &Context) -> Vec<u64> {
context.entities_with_component::<T0>()
}
}
impl<T0, T1> QueryRunner for ComponentQuery<(T0, T1)>
where
T0: 'static + Component,
T1: 'static + Component,
{
fn run(&self, context: &Context) -> Vec<u64> {
let vs0 = context.entities_with_component::<T0>();
let vs1 = context.entities_with_component::<T1>();
vs0.into_iter()
.filter(|v0| vs1.iter().any(|v1| *v0 == *v1))
.collect()
}
}
impl<T0, T1, T2> QueryRunner for ComponentQuery<(T0, T1, T2)>
where
T0: 'static + Component,
T1: 'static + Component,
T2: 'static + Component,
{
fn run(&self, context: &Context) -> Vec<u64> {
let vs0 = context.entities_with_component::<T0>();
let vs1 = context.entities_with_component::<T1>();
let vs2 = context.entities_with_component::<T2>();
vs0.into_iter()
.filter(|v0| vs1.iter().any(|v1| *v0 == *v1) && vs2.iter().any(|v2| *v0 == *v2))
.collect()
}
}
#[macro_export]
macro_rules! query {
($ctx:expr, $t:ty) => {
{
#[allow(unused_imports)]
use $crate::engine::QueryRunner;
engine::ComponentQuery::<$t>::new().run($ctx)
}
};
($ctx:expr, $($ts:ty),+) => {
{
#[allow(unused_imports)]
use $crate::engine::QueryRunner;
engine::ComponentQuery::<($($ts),+)>::new().run($ctx)
}
};
}
#[macro_export]
macro_rules! spawn {
($ctx:expr, [$($ts:expr),+ $(,)?]) => {
engine::Context::spawn($ctx, vec![$(Box::new($ts)),+])
};
($ctx:expr, $($ts:expr),+ $(,)?) => {
engine::Context::spawn($ctx, vec![$(Box::new($ts)),+])
};
}
impl<'context, 'game> Context<'context, 'game> {
pub fn entities_with_component<T: 'static + Component>(&self) -> Vec<u64> {
let entity_type_id = TypeId::of::<T>();
self.entities
.iter()
.filter_map(|Entity(id, components)| {
let contains_component = components
.iter()
.any(|entity| (*entity).inner_type_id() == entity_type_id);
if contains_component {
Some(*id)
} else {
None
}
})
.collect()
}
pub fn entity_component<T: 'static + Component>(&mut self, entity_id: u64) -> &mut T {
let entity_type_id = TypeId::of::<T>();
let Entity(_id, components) = self
.entities
.iter_mut()
.find(|Entity(id, _)| *id == entity_id)
.unwrap();
let component = components
.iter_mut()
.find_map(|entity| {
let is_id = (*entity).inner_type_id() == entity_type_id;
if is_id {
Some(entity.as_any().downcast_mut::<T>().unwrap())
} else {
None
}
})
.unwrap();
component
}
pub fn load_sprite<P>(&mut self, path: P) -> Result<Sprite, Error>
where
P: AsRef<std::path::Path>,
{
let path = path.as_ref().to_path_buf();
let texture: Texture<'game> = unsafe { (*self.texture_creator).load_texture(&path)? };
let id = *self.id_counter;
*self.id_counter += 1;
self.textures.push((id, texture));
Ok(Sprite(id))
}
pub fn draw_sprite(&mut self, sprite: Sprite, x: i32, y: i32) -> Result<(), Error> {
let texture = self
.textures
.iter()
.find_map(|v| if v.0 == sprite.0 { Some(&v.1) } else { None })
.ok_or("invalid sprite id")?;
self.canvas.copy(
texture,
None,
Rect::new(x, y, texture.query().width, texture.query().height),
)?;
Ok(())
}
pub fn spawn(&mut self, components: Vec<Box<dyn Component>>) {
let id = *self.id_counter;
*self.id_counter += 1;
self.entities.push(Entity(id, components));
}
pub fn despawn(&mut self, entity_id: u64) {
*self.entities = self
.entities
.drain(..)
.filter(|v| v.0 != entity_id)
.collect();
}
pub fn add_system<S: 'static + System>(&mut self, system: S) {
system.on_add(self);
self.systems.push(Rc::new(system))
}
pub fn key_pressed(&self, keycode: Keycode) -> bool {
self.currently_pressed_keys.contains(&keycode)
}
}

3
src/engine/entity.rs Normal file
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@ -0,0 +1,3 @@
use super::{id::Id, Component};
pub struct Entity(pub Id, pub Vec<Box<dyn Component>>);

30
src/engine/error.rs Normal file
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@ -0,0 +1,30 @@
use sdl2::{video::WindowBuildError, IntegerOrSdlError};
#[derive(Debug, Clone)]
pub struct Error(String);
impl std::fmt::Display for Error {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
write!(f, "{}", self.0)
}
}
macro_rules! impl_from_T_for_Error {
($t:ty) => {
impl From<$t> for Error {
fn from(value: $t) -> Self {
Self(value.to_string())
}
}
};
($t:ty, $($ts:ty),+) => {
impl From<$t> for Error {
fn from(value: $t) -> Self {
Self(value.to_string())
}
}
impl_from_T_for_Error!($($ts),+);
};
}
impl_from_T_for_Error!(String, WindowBuildError, IntegerOrSdlError, &str);

120
src/engine/game.rs Normal file
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@ -0,0 +1,120 @@
use std::collections::HashSet;
use std::rc::Rc;
use std::time::{Duration, Instant};
use sdl2::keyboard::Keycode;
use sdl2::{
event::Event,
image::{self, Sdl2ImageContext},
pixels::Color,
render::{Canvas, Texture, TextureCreator},
video::{Window, WindowContext},
Sdl, VideoSubsystem,
};
use super::{context::Context, entity::Entity, id::Id, system::System};
use super::{Component, Error};
pub struct Game<'a> {
id_counter: u64,
sdl_context: Sdl,
video_subsystem: VideoSubsystem,
image_context: Sdl2ImageContext,
canvas: Canvas<Window>,
texture_creator: TextureCreator<WindowContext>,
event_pump: sdl2::EventPump,
entities: Vec<Entity>,
components: Vec<(u64, Box<dyn Component>)>,
systems: Vec<Rc<dyn System>>,
textures: Vec<(Id, Texture<'a>)>,
currently_pressed_keys: HashSet<Keycode>,
}
impl<'game> Game<'game> {
pub fn new() -> Result<Self, Error> {
let sdl_context = sdl2::init()?;
let video_subsystem = sdl_context.video()?;
let image_context = image::init(image::InitFlag::PNG)?;
let window = video_subsystem
.window("pvp-game-dilapidation", 1280, 720)
.position_centered()
.build()?;
let mut canvas = window.into_canvas().build()?;
let texture_creator = canvas.texture_creator();
canvas.set_draw_color(Color::BLACK);
canvas.clear();
canvas.present();
let event_pump = sdl_context.event_pump()?;
Ok(Self {
id_counter: 0,
sdl_context,
video_subsystem,
image_context,
canvas,
texture_creator,
event_pump,
entities: vec![],
components: vec![],
systems: vec![],
textures: vec![],
currently_pressed_keys: HashSet::new(),
})
}
pub fn run(&mut self) {
let mut time_before = Instant::now();
'running: loop {
for event in self.event_pump.poll_iter() {
match event {
Event::Quit { .. }
| Event::KeyDown {
keycode: Some(Keycode::Escape),
..
} => break 'running,
Event::KeyDown { keycode, .. } => {
self.currently_pressed_keys.insert(keycode.unwrap());
}
Event::KeyUp { keycode, .. } => {
self.currently_pressed_keys.remove(&keycode.unwrap());
}
_ => {}
}
}
self.canvas.set_draw_color(Color::RGB(60, 180, 180));
self.canvas.clear();
let now = Instant::now();
let delta = (now - time_before).as_nanos() as f64 / 1_000_000_000.0;
time_before = now;
for system in self.systems.clone() {
let Err(err) = system.on_update(&mut self.context(), delta) else {
continue;
};
println!("error occcurred updating system: {err}");
}
self.canvas.present();
std::thread::sleep(Duration::new(0, 1_000_000_000u32 / 60))
}
}
pub fn context<'context>(&'context mut self) -> Context<'context, 'game>
where
'game: 'context,
{
Context {
id_counter: &mut self.id_counter,
canvas: &mut self.canvas,
texture_creator: &self.texture_creator,
entities: &mut self.entities,
systems: &mut self.systems,
textures: &mut self.textures,
currently_pressed_keys: &mut self.currently_pressed_keys,
}
}
pub fn add_system<S: 'static + System>(&mut self, system: S) {
system.on_add(&mut self.context());
self.systems.push(Rc::new(system))
}
}

1
src/engine/id.rs Normal file
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@ -0,0 +1 @@
pub type Id = u64;

15
src/engine/mod.rs Normal file
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@ -0,0 +1,15 @@
mod component;
mod context;
mod entity;
mod error;
mod game;
mod id;
mod sprite;
mod system;
pub use self::{
component::Component, context::ComponentQuery, context::Context, context::QueryRunner,
error::Error, game::Game, sprite::Sprite, system::System,
};
pub use component_macro::Component;
pub use sdl2::keyboard::Keycode;

4
src/engine/sprite.rs Normal file
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@ -0,0 +1,4 @@
use super::id::Id;
#[derive(Clone, Copy)]
pub struct Sprite(pub Id);

8
src/engine/system.rs Normal file
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@ -0,0 +1,8 @@
use super::{context::Context, Error};
pub trait System {
fn on_add(&self, _ctx: &mut Context) {}
fn on_update(&self, _ctx: &mut Context, _delta: f64) -> Result<(), Error> {
Ok(())
}
}

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@ -13,8 +13,8 @@ struct Sprite {
struct RigidBody {
pos: (f64, f64),
vel: (f64, f64),
rect: (f64, f64),
gravity: bool,
cowision: bool,
}
struct VelocitySystem;
@ -29,48 +29,26 @@ impl System for VelocitySystem {
}
}
#[derive(Component, Clone)]
struct Rect {
width: f64,
height: f64,
fn rects_collide(
rect: (f64, f64),
pos: (f64, f64),
other_rect: (f64, f64),
other_pos: (f64, f64),
) -> bool {
pos.0 + rect.0 > other_pos.0
&& pos.0 < other_pos.0 + other_rect.0
&& pos.1 + rect.1 > other_pos.1
&& pos.1 < other_pos.1 + other_rect.1
}
impl Rect {
pub fn rect_collides(&self, pos: (f64, f64), other: &Rect, other_pos: (f64, f64)) -> bool {
pos.0 + self.width > other_pos.0
&& pos.0 < other_pos.0 + other.width
&& pos.1 + self.height > other_pos.1
&& pos.1 < other_pos.1 + other.height
fn rec_point_collides(rect: (f64, f64), pos: (f64, f64), point: (f64, f64)) -> bool {
pos.0 + rect.0 < point.0 && pos.0 > point.0 && pos.1 + rect.1 < point.1 && pos.1 > point.1
}
pub fn point_collides(&self, pos: (f64, f64), point: (f64, f64)) -> bool {
pos.0 + self.width < point.0
&& pos.0 > point.0
&& pos.1 + self.height < point.1
&& pos.1 > point.1
}
}
//
// enum CollisionGroup {
// Player,
// World,
// }
//
// impl CollisionGroup {
// pub fn should_collide(&self, other: &Self) -> bool {
// match (self, other) {
// (CollisionGroup::Player, CollisionGroup::Player) => todo!(),
// (CollisionGroup::Player, CollisionGroup::World) => todo!(),
// (CollisionGroup::World, CollisionGroup::Player) => todo!(),
// (CollisionGroup::World, CollisionGroup::World) => todo!(),
// }
// }
// }
//
#[derive(Component, Clone, Default)]
struct Collider {
resolve: bool,
colliding_surface: Option<Surface>,
}
fn horizontal_line_intersect(p0: (f64, f64), vel: (f64, f64), line_y: f64) -> Option<(f64, f64)> {
@ -106,7 +84,7 @@ fn vertical_line_intersect(p0: (f64, f64), vel: (f64, f64), line_x: f64) -> Opti
Some((line_x, y))
}
#[derive(Debug)]
#[derive(Clone, Debug)]
enum Surface {
Top,
Bottom,
@ -118,35 +96,35 @@ fn point_distance(a: (f64, f64), b: (f64, f64)) -> f64 {
((a.0 - b.0).abs().powi(2) + (a.1 - b.1).abs().powi(2)).sqrt()
}
fn closest_surface_for_point_and_rectangle_and_your_mom(
fn point_rect_closest_surface(
p0: (f64, f64),
vel: (f64, f64),
rect_pos: (f64, f64),
rect: &Rect,
rect: (f64, f64),
) -> Option<(f64, Surface)> {
let closest_horizontal_intersect = [
(horizontal_line_intersect(p0, vel, rect_pos.1), Surface::Top),
(
horizontal_line_intersect(p0, vel, rect_pos.1 + rect.height),
horizontal_line_intersect(p0, vel, rect_pos.1 + rect.1),
Surface::Bottom,
),
]
.into_iter()
.filter_map(|(intersect, surface)| intersect.map(|intersect| (intersect, surface)))
.map(|(point, surface)| (point_distance(p0, point), surface))
.min_by(|(dist_a, _), (dist_b, _)| dist_a.total_cmp(&dist_b));
.min_by(|(dist_a, _), (dist_b, _)| dist_a.total_cmp(dist_b));
let closest_vertical_intersect = [
(vertical_line_intersect(p0, vel, rect_pos.0), Surface::Left),
(
vertical_line_intersect(p0, vel, rect_pos.0 + rect.width),
vertical_line_intersect(p0, vel, rect_pos.0 + rect.0),
Surface::Right,
),
]
.into_iter()
.filter_map(|(intersect, surface)| intersect.map(|intersect| (intersect, surface)))
.map(|(point, surface)| (point_distance(p0, point), surface))
.min_by(|(dist_a, _), (dist_b, _)| dist_a.total_cmp(&dist_b));
.min_by(|(dist_a, _), (dist_b, _)| dist_a.total_cmp(dist_b));
match (closest_horizontal_intersect, closest_vertical_intersect) {
(Some(left), Some(right)) => {
@ -163,60 +141,61 @@ fn closest_surface_for_point_and_rectangle_and_your_mom(
struct CollisionSystem;
impl System for CollisionSystem {
fn on_update(&self, ctx: &mut engine::Context, delta: f64) -> Result<(), engine::Error> {
for id in query!(ctx, RigidBody, Rect, Collider) {
for id in query!(ctx, RigidBody, Collider) {
let collider = ctx.entity_component::<Collider>(id);
collider.colliding_surface = None;
let collider = ctx.entity_component::<Collider>(id).clone();
if !collider.resolve {
continue;
}
let body = ctx.entity_component::<RigidBody>(id).clone();
let rect = ctx.entity_component::<Rect>(id).clone();
let vel = body.vel.clone();
for other_id in query!(ctx, RigidBody, Rect, Collider) {
for other_id in query!(ctx, RigidBody, Collider) {
if id == other_id {
continue;
}
let other_rect = ctx.entity_component::<Rect>(other_id).clone();
let other_body = ctx.entity_component::<RigidBody>(other_id).clone();
if rect.rect_collides(body.pos, &other_rect, other_body.pos) {
let last_pos = (body.pos.0 - vel.0 * delta, body.pos.1 - vel.1 * delta);
if rects_collide(body.rect, body.pos, other_body.rect, other_body.pos) {
let last_pos = (
body.pos.0 - body.vel.0 * delta,
body.pos.1 - body.vel.1 * delta,
);
if rects_collide(body.rect, last_pos, other_body.rect, other_body.pos) {
panic!()
}
let closest_surface = [
(last_pos.0, last_pos.1),
(last_pos.0, last_pos.1 + rect.height),
(last_pos.0 + rect.width, last_pos.1),
(last_pos.0 + rect.width, last_pos.1 + rect.height),
(last_pos.0, last_pos.1 + body.rect.1),
(last_pos.0 + body.rect.0, last_pos.1),
(last_pos.0 + body.rect.0, last_pos.1 + body.rect.1),
]
.into_iter()
.map(|p0| {
closest_surface_for_point_and_rectangle_and_your_mom(
p0,
vel,
other_body.pos,
&other_rect,
)
.filter_map(|p0| {
point_rect_closest_surface(p0, body.vel, other_body.pos, other_body.rect)
})
.filter_map(std::convert::identity)
.min_by(|(dist_a, _), (dist_b, _)| dist_a.total_cmp(&dist_b))
.min_by(|(dist_a, _), (dist_b, _)| dist_a.total_cmp(dist_b))
.map(|(_, surface)| surface)
.ok_or_else(|| "we already checked if collision happens")?;
.ok_or("we already checked if collision happens")?;
let collider = ctx.entity_component::<Collider>(id);
collider.colliding_surface = Some(closest_surface.clone());
let body = ctx.entity_component::<RigidBody>(id);
println!("closest: {closest_surface:?} | vel: {:?}", vel);
println!("closest: {closest_surface:?} | vel: {:?}", body.vel);
match closest_surface {
Surface::Top => {
body.vel.1 = 0.0;
body.pos.1 = other_body.pos.1 - rect.height;
body.pos.1 = other_body.pos.1 - body.rect.1;
}
Surface::Bottom => {
body.vel.1 = 0.0;
body.pos.1 = other_body.pos.1 + other_rect.height;
body.pos.1 = other_body.pos.1 + other_body.rect.1;
}
Surface::Left => {
body.vel.0 = 0.0;
body.pos.0 = other_body.pos.0 - rect.width;
body.pos.0 = other_body.pos.0 - body.rect.0;
}
Surface::Right => {
body.vel.0 = 0.0;
body.pos.0 = other_body.pos.0 + other_rect.width;
body.pos.0 = other_body.pos.0 + other_body.rect.0;
}
}
}
@ -234,7 +213,7 @@ impl System for GravitySystem {
continue;
}
body.vel.1 = if body.vel.1 < 800.0 {
body.vel.1 + 400.0 * delta
body.vel.1 + 1600.0 * delta
} else {
body.vel.1
};
@ -300,11 +279,12 @@ struct PlayerMovement;
struct PlayerMovementSystem;
impl System for PlayerMovementSystem {
fn on_update(&self, ctx: &mut engine::Context, delta: f64) -> Result<(), engine::Error> {
for id in query!(ctx, PlayerMovement, RigidBody) {
fn on_update(&self, ctx: &mut engine::Context, _delta: f64) -> Result<(), engine::Error> {
for id in query!(ctx, PlayerMovement, RigidBody, Collider) {
let d_down = ctx.key_pressed(engine::Keycode::D);
let a_down = ctx.key_pressed(engine::Keycode::A);
let w_down = ctx.key_pressed(engine::Keycode::W);
let collider = ctx.entity_component::<Collider>(id).clone();
let body = ctx.entity_component::<RigidBody>(id);
body.vel.0 = if d_down && !a_down {
400.0
@ -313,8 +293,8 @@ impl System for PlayerMovementSystem {
} else {
0.0
};
if w_down {
body.vel.1 -= 1000.0 * delta;
if let (Some(Surface::Top), true) = (collider.colliding_surface, w_down) {
body.vel.1 = -1000.0;
}
}
Ok(())
@ -328,8 +308,8 @@ fn main() {
context.add_system(VelocitySystem);
context.add_system(CollisionSystem);
context.add_system(SpriteRenderer);
context.add_system(GravitySystem);
context.add_system(PlayerMovementSystem);
context.add_system(GravitySystem);
context.add_system(CloudSystem);
let player = context.load_sprite("textures/player.png").unwrap();
let background = context.load_sprite("textures/literally_dprk.png").unwrap();
@ -346,14 +326,14 @@ fn main() {
Sprite { sprite: player },
RigidBody {
pos: (400.0, 400.0),
rect: (128.0, 128.0),
gravity: true,
..Default::default()
},
Rect {
width: 128.0,
height: 128.0
Collider {
resolve: true,
..Default::default()
},
Collider { resolve: true },
PlayerMovement,
);
@ -361,54 +341,33 @@ fn main() {
&mut context,
RigidBody {
pos: (184.0, 540.0),
rect: (960.0, 128.0),
..Default::default()
},
Rect {
width: 960.0,
height: 128.0
},
Collider { resolve: false },
Collider::default(),
);
spawn!(
&mut context,
RigidBody {
pos: (500.0, 200.0),
pos: (300.0, 200.0),
rect: (32.0, 32.0),
..Default::default()
},
Rect {
width: 32.0,
height: 32.0
},
Collider { resolve: false },
Collider::default(),
Sprite { sprite: nope },
);
spawn!(
&mut context,
RigidBody {
pos: (872.0, 450.0),
pos: (900.0, 400.0),
rect: (32.0, 32.0),
..Default::default()
},
Rect {
width: 32.0,
height: 32.0
},
Collider { resolve: false },
Collider::default(),
Sprite { sprite: nope },
);
// spawn!(
// &mut context,
// RigidBody {
// pos: (872.0, 360.0),
// ..Default::default()
// },
// Rect {
// width: 388.0,
// height: 48.0
// },
// Collider { resolve: false },
// );
game.run();
}