Big bunch of development

master
Levi Pearson 2016-07-30 15:02:27 -06:00
parent f530b31d98
commit 8e3521fe56
10 changed files with 394 additions and 343 deletions

2
Cargo.lock generated
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@ -1,5 +1,5 @@
[root]
name = "getting-started-spinning-square"
name = "rust-pilot"
version = "0.1.0"
dependencies = [
"piston_window 0.40.0 (registry+https://github.com/rust-lang/crates.io-index)",

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@ -1,13 +1,13 @@
[package]
name = "getting-started-spinning-square"
name = "rust-pilot"
version = "0.1.0"
authors = [
"Levi Pearson <levipearson@gmail.com>"
]
[[bin]]
name = "spinning-square"
name = "rust-pilot"
[dependencies]
piston_window = "0.40.0"

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@ -1,339 +0,0 @@
use piston_window::*;
use piston_window::math::*;
use piston_window::draw_state::Blend;
use std::f64::consts::*;
static TURN_RATE: Scalar = 4.0;
static THRUST_RATE: Scalar = 4.0;
struct Controls {
up_d: bool,
down_d: bool,
left_d: bool,
right_d: bool,
fire: bool
}
impl Controls {
fn new() -> Self {
Controls {
up_d: false, down_d: false, left_d: false, right_d: false,
fire: false
}
}
fn update(&mut self, inp: Input) {
match inp {
Input::Press(b) => {
match b {
Button::Keyboard(Key::Up) => { self.up_d = true; }
Button::Keyboard(Key::Down) => { self.down_d = true; }
Button::Keyboard(Key::Left) => { self.left_d = true; }
Button::Keyboard(Key::Right) => { self.right_d = true; }
_ => {}
}
}
Input::Release(b) => {
match b {
Button::Keyboard(Key::Up) => { self.up_d = false; }
Button::Keyboard(Key::Down) => { self.down_d = false; }
Button::Keyboard(Key::Left) => { self.left_d = false; }
Button::Keyboard(Key::Right) => { self.right_d = false; }
Button::Keyboard(Key::Space) => { self.fire = true; }
_ => {}
}
}
_ => {}
}
}
fn velocity_change(&self, rot: Scalar, dt: Scalar) -> Vec2d {
let thrust = if self.up_d {
THRUST_RATE * dt
} else if self.down_d {
-THRUST_RATE * dt
} else {
0.0
};
if thrust != 0.0 {
[rot.cos() * thrust, rot.sin() * thrust]
} else {
[0.0, 0.0]
}
}
fn rotation_change(&self, dt: Scalar) -> Scalar {
if self.left_d {
-TURN_RATE * dt
} else if self.right_d {
TURN_RATE * dt
} else {
0.0
}
}
fn fire_check(&self) -> bool {
self.fire
}
}
const BULLET_POLY: &'static [[Scalar; 2]] = &[
[-1.5, -1.5],
[-1.5, 1.5],
[1.5, 1.5],
[1.5, -1.5]
];
#[derive(Debug)]
pub struct Bullet {
position: Vec2d,
velocity: Vec2d,
ttl: Scalar,
geometry: &'static [[Scalar; 2]]
}
const SHIP_POLY: &'static [[Scalar; 2]] = &[
[-10.0, -8.0],
[10.0, 0.0],
[-10.0, 8.0]
];
impl Bullet {
pub fn new(loc: Vec2d, velocity: Vec2d, ttl: Scalar) -> Self {
Bullet {
position: loc,
velocity: velocity,
ttl: ttl,
geometry: BULLET_POLY
}
}
pub fn update(&mut self, dt: Scalar) -> Scalar {
self.position = add(self.position, self.velocity);
self.ttl -= dt;
self.ttl
}
}
pub struct Ship {
rotation: Scalar,
position: Vec2d,
velocity: Vec2d,
geometry: &'static [[Scalar; 2]]
}
impl Ship {
pub fn new(loc: Vec2d) -> Self {
Ship {
rotation: -FRAC_PI_2,
position: loc,
velocity: [0.0, 0.0],
geometry: SHIP_POLY
}
}
pub fn update(&mut self, dv: Vec2d, dr: Scalar, map: &Map) {
self.rotation += dr;
self.velocity = add(self.velocity, dv);
self.position = add(self.position, self.velocity);
if self.position[0] > map.width {
self.velocity[0] = 0.0;
self.position[0] = map.width;
}
if self.position[0] < 0.0 {
self.velocity[0] = 0.0;
self.position[0] = 0.0;
}
if self.position[1] > map.height {
self.velocity[1] = 0.0;
self.position[1] = map.height;
}
if self.position[1] < 0.0 {
self.velocity[1] = 0.0;
self.position[1] = 0.0;
}
}
pub fn trajectory(&self) -> (Vec2d, Vec2d, Vec2d) {
let nose = self.geometry[1];
let rot = rotate_radians(self.rotation);
let trans = translate(self.position);
let tmat = multiply(trans, rot);
(transform_pos(tmat, nose), transform_vec(rot, [1.0,0.0]), self.velocity)
}
}
pub struct Camera {
position: Vec2d,
height: Scalar,
width: Scalar
}
impl Camera {
pub fn new(pos: Vec2d, width: Scalar, height: Scalar) -> Self {
Camera {
position: pos,
width: width,
height: height
}
}
pub fn follow(&mut self, pos: Vec2d, map: &Map) {
let dp = sub(pos, self.position);
let xmargin = self.width / 4.0;
let ymargin = self.height / 4.0;
if dp[0] > xmargin {
self.position[0] += dp[0] - xmargin;
}
if dp[0] < -xmargin {
self.position[0] += dp[0] + xmargin;
}
if dp[1] > ymargin {
self.position[1] += dp[1] - ymargin;
}
if dp[1] < -ymargin {
self.position[1] += dp[1] + ymargin;
}
if self.position[0] + self.width / 2.0 > map.width {
self.position[0] = map.width - self.width / 2.0;
}
if self.position[0] - self.width / 2.0 < 0.0 {
self.position[0] = 0.0 + self.width / 2.0;
}
if self.position[1] + self.height / 2.0 > map.height {
self.position[1] = map.height - self.height / 2.0;
}
if self.position[1] - self.height / 2.0 < 0.0 {
self.position[1] = 0.0 + self.height / 2.0;
}
}
}
pub struct Map {
width: Scalar,
height: Scalar
}
impl Map {
pub fn new(width: Scalar, height: Scalar) -> Self {
Map { width: width, height: height }
}
pub fn center(&self) -> Vec2d {
[self.width / 2.0, self.height / 2.0]
}
pub fn draw_grid<G>(&self, cpos: Vec2d,
cw: Scalar, ch: Scalar,
draw_state: &DrawState,
transform: Matrix2d, g: &mut G)
where G: Graphics {
const GREEN: [f32; 4] = [0.0, 1.0, 0.0, 0.05];
let minx = cpos[0] - cw / 2.0;
let miny = cpos[1] - ch / 2.0;
let xcount = (cw / 100.0).ceil() as u32 + 2;
let ycount = (ch / 100.0).ceil() as u32 + 2;
let firstx = (minx / 100.0).trunc() * 100.0;
let firsty = (miny / 100.0).trunc() * 100.0;
for x in 0..xcount {
let sy = cpos[1] - ch;
let ey = cpos[1] + ch;
let lx = firstx + (100.0 * x as Scalar);
Line::new(GREEN, 1.0)
.draw([lx-cpos[0], sy-cpos[1], lx-cpos[0], ey-cpos[1]],
draw_state, transform, g);
}
for y in 0..ycount {
let sx = cpos[0] - cw;
let ex = cpos[0] + cw;
let ly = firsty + (100.0 * y as Scalar);
Line::new(GREEN, 1.0)
.draw([sx-cpos[0], ly-cpos[1], ex-cpos[0], ly-cpos[1]],
draw_state, transform, g);
}
}
}
pub struct Game {
player: Ship,
bullets: Vec<Bullet>,
map: Map,
camera: Camera,
controls: Controls
}
impl Game {
pub fn new(width: Scalar, height: Scalar) -> Self {
let new_map = Map::new(10000.0, 10000.0);
let center = new_map.center();
Game {
player: Ship::new(center),
bullets: Vec::new(),
map: new_map,
camera: Camera::new(center, width, height),
controls: Controls::new()
}
}
pub fn render(&mut self, args: RenderArgs, w: PistonWindow) {
const BLACK: [f32; 4] = [0.0, 0.0, 0.0, 1.0];
const WHITE: [f32; 4] = [1.0, 1.0, 1.0, 1.0];
const RED: [f32; 4] = [1.0, 0.0, 0.0, 1.0];
let rotation = self.player.rotation;
let cpos = sub(self.player.position, self.camera.position);
let (x, y) = ((args.width / 2) as Scalar + cpos[0],
(args.height / 2) as Scalar + cpos[1]);
w.draw_2d(|c, gl| {
let transform = c.transform
.trans(x, y)
.rot_rad(rotation);
let cp = self.camera.position;
let cw = self.camera.width;
let ch = self.camera.height;
let ct = c.transform.trans((args.width / 2) as Scalar,
(args.height / 2) as Scalar);
let ds = c.draw_state.blend(Blend::Alpha);
clear(BLACK, gl);
self.map.draw_grid(cp, cw, ch, &ds, ct, gl);
for bullet in self.bullets.iter() {
let bpos = sub(bullet.position, self.camera.position);
let (bx, by) = ((args.width / 2) as Scalar + bpos[0],
(args.height / 2) as Scalar + bpos[1]);
let btrans = c.transform.trans(bx, by);
Polygon::new(WHITE).draw(bullet.geometry, &ds, btrans, gl);
}
Polygon::new(RED).draw(self.player.geometry, &ds, transform, gl);
});
}
pub fn update(&mut self, args: UpdateArgs) {
let dv = self.controls.velocity_change(self.player.rotation, args.dt);
let dr = self.controls.rotation_change(args.dt);
let firing = self.controls.fire_check();
self.player.update(dv, dr, &self.map);
for bullet in self.bullets.iter_mut() { bullet.update(args.dt); }
self.bullets.retain(|&ref bullet| bullet.ttl > 0.0);
if firing {
let (nose, dir, vel) = self.player.trajectory();
let bul = Bullet::new(nose, add(vel,mul_scalar(dir, 3.0)), 2.0);
self.bullets.push(bul);
self.controls.fire = false;
}
self.camera.follow(self.player.position, &self.map);
}
pub fn input(&mut self, inp: Input) {
self.controls.update(inp);
}
}

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src/game/bullet.rs Normal file
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use piston_window::math::*;
const BULLET_POLY: &'static [[Scalar; 2]] = &[
[-1.5, -1.5],
[-1.5, 1.5],
[1.5, 1.5],
[1.5, -1.5]
];
#[derive(Debug)]
pub struct Bullet {
pub position: Vec2d,
pub velocity: Vec2d,
pub ttl: Scalar,
pub geometry: &'static [[Scalar; 2]]
}
impl Bullet {
pub fn new(loc: Vec2d, velocity: Vec2d, ttl: Scalar) -> Self {
Bullet {
position: loc,
velocity: velocity,
ttl: ttl,
geometry: BULLET_POLY
}
}
pub fn update(&mut self, dt: Scalar) -> Scalar {
self.position = add(self.position, self.velocity);
self.ttl -= dt;
self.ttl
}
}

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src/game/camera.rs Normal file
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use piston_window::math::*;
use super::map::Map;
pub struct Camera {
pub position: Vec2d,
pub height: Scalar,
pub width: Scalar
}
impl Camera {
pub fn new(pos: Vec2d, width: Scalar, height: Scalar) -> Self {
Camera {
position: pos,
width: width,
height: height
}
}
pub fn follow(&mut self, pos: Vec2d, map: &Map) {
let dp = sub(pos, self.position);
let xmargin = self.width / 4.0;
let ymargin = self.height / 4.0;
if dp[0] > xmargin {
self.position[0] += dp[0] - xmargin;
}
if dp[0] < -xmargin {
self.position[0] += dp[0] + xmargin;
}
if dp[1] > ymargin {
self.position[1] += dp[1] - ymargin;
}
if dp[1] < -ymargin {
self.position[1] += dp[1] + ymargin;
}
if self.position[0] + self.width / 2.0 > map.width {
self.position[0] = map.width - self.width / 2.0;
}
if self.position[0] - self.width / 2.0 < 0.0 {
self.position[0] = 0.0 + self.width / 2.0;
}
if self.position[1] + self.height / 2.0 > map.height {
self.position[1] = map.height - self.height / 2.0;
}
if self.position[1] - self.height / 2.0 < 0.0 {
self.position[1] = 0.0 + self.height / 2.0;
}
}
}

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src/game/controls.rs Normal file
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use piston_window::*;
use piston_window::math::*;
static TURN_RATE: Scalar = 4.0;
static THRUST_RATE: Scalar = 4.0;
pub struct Controls {
up_d: bool,
down_d: bool,
left_d: bool,
right_d: bool,
fire: bool
}
impl Controls {
pub fn new() -> Self {
Controls {
up_d: false, down_d: false, left_d: false, right_d: false,
fire: false
}
}
pub fn update(&mut self, inp: Input) {
match inp {
Input::Press(b) => {
match b {
Button::Keyboard(Key::Up) => { self.up_d = true; }
Button::Keyboard(Key::Down) => { self.down_d = true; }
Button::Keyboard(Key::Left) => { self.left_d = true; }
Button::Keyboard(Key::Right) => { self.right_d = true; }
_ => {}
}
}
Input::Release(b) => {
match b {
Button::Keyboard(Key::Up) => { self.up_d = false; }
Button::Keyboard(Key::Down) => { self.down_d = false; }
Button::Keyboard(Key::Left) => { self.left_d = false; }
Button::Keyboard(Key::Right) => { self.right_d = false; }
Button::Keyboard(Key::Space) => { self.fire = true; }
_ => {}
}
}
_ => {}
}
}
pub fn velocity_change(&self, rot: Scalar, dt: Scalar) -> Vec2d {
let thrust = if self.up_d {
THRUST_RATE * dt
} else if self.down_d {
-THRUST_RATE * dt
} else {
0.0
};
if thrust != 0.0 {
[rot.cos() * thrust, rot.sin() * thrust]
} else {
[0.0, 0.0]
}
}
pub fn rotation_change(&self, dt: Scalar) -> Scalar {
if self.left_d {
-TURN_RATE * dt
} else if self.right_d {
TURN_RATE * dt
} else {
0.0
}
}
pub fn fire_check(&mut self) -> bool {
let firing = self.fire;
self.fire = false;
firing
}
}

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src/game/map.rs Normal file
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use piston_window::*;
use piston_window::math::*;
const GREEN: [f32; 4] = [0.0, 1.0, 0.0, 0.05];
pub struct Map {
pub width: Scalar,
pub height: Scalar
}
impl Map {
pub fn new(width: Scalar, height: Scalar) -> Self {
Map { width: width, height: height }
}
pub fn center(&self) -> Vec2d {
[self.width / 2.0, self.height / 2.0]
}
pub fn draw_grid<G>(&self,
cam_pos: Vec2d,
cam_width: Scalar,
cam_height: Scalar,
draw_state: &DrawState,
transform: Matrix2d,
g: &mut G)
where G: Graphics
{
let xcount = (cam_width / 100.0).ceil() as u32 + 2;
let ycount = (cam_height / 100.0).ceil() as u32 + 2;
let min_x = cam_pos[0] - cam_width / 2.0;
let min_y = cam_pos[1] - cam_height / 2.0;
let first_x = (min_x / 100.0).trunc() * 100.0;
let first_y = (min_y / 100.0).trunc() * 100.0;
let start_y = cam_pos[1] - cam_height;
let end_y = cam_pos[1] + cam_height;
for x in 0..xcount {
let line_x = first_x + (100.0 * x as Scalar);
let p1 = sub([line_x, start_y], cam_pos);
let p2 = sub([line_x, end_y], cam_pos);
Line::new(GREEN, 1.0)
.draw([p1[0], p1[1], p2[0], p2[1]],
draw_state, transform, g);
}
let start_x = cam_pos[0] - cam_width;
let end_x = cam_pos[0] + cam_width;
for y in 0..ycount {
let line_y = first_y + (100.0 * y as Scalar);
let p1 = sub([start_x, line_y], cam_pos);
let p2 = sub([end_x, line_y], cam_pos);
Line::new(GREEN, 1.0)
.draw([p1[0], p1[1], p2[0], p2[1]],
draw_state, transform, g);
}
}
}

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src/game/mod.rs Normal file
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mod controls;
mod bullet;
mod ship;
mod camera;
mod map;
use piston_window::*;
use piston_window::math::*;
use piston_window::draw_state::Blend;
use self::ship::Ship;
use self::bullet::Bullet;
use self::camera::Camera;
use self::map::Map;
use self::controls::Controls;
const BLACK: [f32; 4] = [0.0, 0.0, 0.0, 1.0];
const RED: [f32; 4] = [1.0, 0.0, 0.0, 1.0];
const WHITE: [f32; 4] = [1.0, 1.0, 1.0, 1.0];
pub struct Game {
player: Ship,
bullets: Vec<Bullet>,
map: Map,
camera: Camera,
pub controls: Controls
}
fn draw_background<G>(g: &mut G) where G: Graphics {
clear(BLACK, g);
}
fn draw_player<G>(player: &Ship, ds: &DrawState, trans: Matrix2d, g: &mut G)
where G: Graphics {
let trans = trans
.append_transform(translate(player.position))
.rot_rad(player.rotation);
Polygon::new(RED).draw(player.geometry, ds, trans, g);
}
fn draw_bullet<G>(bullet: &Bullet, ds: &DrawState, trans: Matrix2d, g: &mut G)
where G: Graphics {
let trans = trans
.append_transform(translate(bullet.position));
Polygon::new(WHITE).draw(bullet.geometry, &ds, trans, g);
}
impl Game {
pub fn new(width: Scalar, height: Scalar) -> Self {
let new_map = Map::new(10000.0, 10000.0);
let center = new_map.center();
Game {
player: Ship::new(center),
bullets: Vec::new(),
map: new_map,
camera: Camera::new(center, width, height),
controls: Controls::new()
}
}
pub fn render(&mut self, args: RenderArgs, w: PistonWindow) {
w.draw_2d(|context, gl| {
draw_background(gl);
let ds = context.draw_state.blend(Blend::Alpha);
let ct = context.transform.trans((args.width / 2) as Scalar,
(args.height / 2) as Scalar);
let cam_pos = self.camera.position;
let cam_width = self.camera.width;
let cam_height = self.camera.height;
self.map.draw_grid(cam_pos, cam_width, cam_height, &ds, ct, gl);
let cam_trans = ct.append_transform(translate(mul_scalar(cam_pos, -1.0)));
for bullet in self.bullets.iter() {
draw_bullet(&bullet, &ds, cam_trans, gl);
}
draw_player(&self.player, &ds, cam_trans, gl);
});
}
pub fn update(&mut self, args: UpdateArgs) {
let dv = self.controls.velocity_change(self.player.rotation, args.dt);
let dr = self.controls.rotation_change(args.dt);
let firing = self.controls.fire_check();
self.player.update(dv, dr, &self.map);
for bullet in self.bullets.iter_mut() { bullet.update(args.dt); }
self.bullets.retain(|&ref bullet| bullet.ttl > 0.0);
if firing {
let (nose, dir, vel) = self.player.trajectory();
let bul = Bullet::new(nose, add(vel,mul_scalar(dir, 3.0)), 2.0);
self.bullets.push(bul);
}
self.camera.follow(self.player.position, &self.map);
}
pub fn input(&mut self, inp: Input) {
self.controls.update(inp);
}
}

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src/game/ship.rs Normal file
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use piston_window::math::*;
use std::f64::consts::*;
use super::map::Map;
const SHIP_POLY: &'static [[Scalar; 2]] = &[
[-10.0, -8.0],
[10.0, 0.0],
[-10.0, 8.0]
];
pub struct Ship {
pub rotation: Scalar,
pub position: Vec2d,
pub velocity: Vec2d,
pub geometry: &'static [[Scalar; 2]]
}
impl Ship {
pub fn new(loc: Vec2d) -> Self {
Ship {
rotation: -FRAC_PI_2,
position: loc,
velocity: [0.0, 0.0],
geometry: SHIP_POLY
}
}
pub fn update(&mut self, dv: Vec2d, dr: Scalar, map: &Map) {
self.rotation += dr;
self.velocity = add(self.velocity, dv);
self.position = add(self.position, self.velocity);
if self.position[0] > map.width {
self.velocity[0] = 0.0;
self.position[0] = map.width;
}
if self.position[0] < 0.0 {
self.velocity[0] = 0.0;
self.position[0] = 0.0;
}
if self.position[1] > map.height {
self.velocity[1] = 0.0;
self.position[1] = map.height;
}
if self.position[1] < 0.0 {
self.velocity[1] = 0.0;
self.position[1] = 0.0;
}
}
pub fn trajectory(&self) -> (Vec2d, Vec2d, Vec2d) {
let nose = self.geometry[1];
let rot = rotate_radians(self.rotation);
let trans = translate(self.position);
let tmat = multiply(trans, rot);
(transform_pos(tmat, nose), transform_vec(rot, [1.0,0.0]), self.velocity)
}
}

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@ -10,7 +10,7 @@ const YDIM: u32 = 600;
fn main() {
let window: PistonWindow = WindowSettings::new(
"spinning-square",
"rust-pilot",
[XDIM, YDIM]
)
.exit_on_esc(true)