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level/tile
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3
.gitignore
vendored
@ -8,3 +8,6 @@ Cargo.lock
|
||||
|
||||
# These are backup files generated by rustfmt
|
||||
**/*.rs.bk
|
||||
|
||||
/*.gif
|
||||
/savegame.json
|
||||
|
2
.vscode/settings.json
vendored
@ -1,8 +1,10 @@
|
||||
{
|
||||
"cSpell.words": [
|
||||
"clippy",
|
||||
"platformer",
|
||||
"raylib",
|
||||
"renderable",
|
||||
"scroller",
|
||||
"vergen",
|
||||
"vsprintf"
|
||||
]
|
||||
|
16
.vscode/tasks.json
vendored
@ -45,6 +45,22 @@
|
||||
"env": {
|
||||
"RUST_LOG": "trace"
|
||||
}
|
||||
},
|
||||
{
|
||||
"type": "cargo",
|
||||
"command": "run",
|
||||
"args": [
|
||||
"--features",
|
||||
"collider_debug"
|
||||
],
|
||||
"problemMatcher": [
|
||||
"$rustc"
|
||||
],
|
||||
"group": "build",
|
||||
"label": "Rust: Run Game - DEBUG COLLIDERS",
|
||||
"env": {
|
||||
"RUST_LOG": "debug"
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
|
@ -1,2 +1,2 @@
|
||||
* @ewpratten
|
||||
game/ @ewpratten @hyperlisk @LuS404 @SNOWZ7Z
|
||||
game/ @ewpratten @hyperliskdev @LuS404 @SNOWZ7Z
|
||||
|
35
README.md
@ -1,28 +1,53 @@
|
||||
# ludum-dare-49 [WIP]
|
||||
|
||||

|
||||
|
||||
[](https://github.com/Ewpratten/ludum-dare-49/actions/workflows/build.yml)
|
||||
[](https://github.com/Ewpratten/ludum-dare-49/actions/workflows/clippy.yml)
|
||||
[](https://ldjam.com/events/ludum-dare/49/$261521)
|
||||
[](https://www.rust-lang.org/)
|
||||
[](https://www.raylib.com/)
|
||||
|
||||
**[data::loss]** is a fast-paced side-scroller platforming game where you navigate a world full of graphical inconsistencies that have a habit of causing physical consequences.
|
||||
|
||||
This game was written purely in [Rust](https://www.rust-lang.org/), and interfaces with bindings to the [`raylib`](https://raylib.com) graphics library. For half the team, this has been their first experience with Rust. The other half have extensive experience in the language.
|
||||
|
||||
## Documentation
|
||||
## Reviews
|
||||
|
||||
All development documentation has been moved to [`DEVELOPERS.md`](./DEVELOPERS.md).
|
||||
> Why would you make this game? Why would you do this to another person? Not everyone chose violence for this game jam. There was a game about a kobold making inventions out of junk to buy a nice rock. There was a physics game about mixing colored beads to make new colors. I saved some pirates from a dragon and some parrots in one game. This game took all my ideas of space and time and called them cringe. I don’t know what pit of hell you came from, but I hope you’re happy. 10/10. - [DragonSheep](https://ldjam.com/users/dragonsheep)
|
||||
|
||||
> ... Overall this is a great game, the art and music is awesome, and there’s a good dose of humor and sass to the game. Awesome job!! - [lukeoco1234](https://ldjam.com/users/lukeoco1234)
|
||||
|
||||
> Great game, really liked the aesthetic, it takes what would be an already cool reflex based autorun game and enhances is it with unique challenges in the levels. - [AidanV03](https://ldjam.com/users/aidanv03)
|
||||
|
||||
## The Team
|
||||
|
||||
This game is developed by a team of 4 students from *Sheridan College* and *Trent University*.
|
||||
This game was developed by a team of 9 students from *Sheridan College* and *Trent University*.
|
||||
|
||||
- [**Evan Pratten**](https://github.com/ewpratten)
|
||||
- Team lead
|
||||
- Software developer
|
||||
- Graphics library maintainer
|
||||
- Other LD games: [*Micromanaged Mike*](https://ldjam.com/events/ludum-dare/46/micromanaged-mike), [*Deep Breath*](https://github.com/ewpratten/ludum-dare-48)
|
||||
- [**Carter Tomlenovich**](https://github.com/hyperliskdev)
|
||||
- Software developer
|
||||
- [**Marcelo**](https://github.com/SNOWZ7Z)
|
||||
- Software developer
|
||||
- [**Luna**](https://github.com/LuS404)
|
||||
- Level design
|
||||
- [**Luna Sicardi**](https://github.com/LuS404)
|
||||
- Software developer
|
||||
- UI design
|
||||
- [**Emilia Frias**](https://www.instagram.com/demilurii/)
|
||||
- Character art
|
||||
- Animations
|
||||
- [**Kori**](https://www.instagram.com/korigama/)
|
||||
- Concept art
|
||||
- Tilesets
|
||||
- **J.J.**
|
||||
- *"Composer? I hardly know her!"*
|
||||
- Playtesting
|
||||
- [**James Feener**](https://twitter.com/jamesmakesgame)
|
||||
- Playtesting
|
||||
- **Taya Armstrong**
|
||||
- Playtesting
|
||||
|
||||
A special thanks goes out to: [James Nickoli](https://github.com/rsninja722/) for insight on 2D collision detection, as well as [Ray](https://github.com/raysan5) and the members of the [raylib community](https://discord.gg/raylib) on discord for their support with the past two game jam projects.
|
||||
|
@ -14,7 +14,7 @@ tracing = { version = "0.1", features = ["log"] }
|
||||
serde = { version = "1.0.126", features = ["derive"] }
|
||||
serde_json = "1.0.64"
|
||||
thiserror = "1.0"
|
||||
chrono = "0.4"
|
||||
chrono = { version = "0.4", features = ["serde"] }
|
||||
rust-embed = "6.2.0"
|
||||
raylib = { version = "3.5", git = "https://github.com/ewpratten/raylib-rs", rev = "2ae949cb3488dd1bb052ece71d61021c8dd6e910", features = [
|
||||
"serde"
|
||||
@ -31,7 +31,9 @@ pkg-version = "1.0"
|
||||
cfg-if = "1.0"
|
||||
num-derive = "0.3"
|
||||
num = "0.4"
|
||||
tiled = { version ="0.9.5", default-features = false }
|
||||
tiled = { version = "0.9.5", default-features = false }
|
||||
async-trait = "0.1.51"
|
||||
webbrowser = "0.5"
|
||||
|
||||
[dev-dependencies]
|
||||
puffin_viewer = "0.6"
|
||||
@ -39,3 +41,7 @@ puffin_viewer = "0.6"
|
||||
[build-dependencies]
|
||||
vergen = "5"
|
||||
anyhow = "1.0"
|
||||
|
||||
[features]
|
||||
default = []
|
||||
collider_debug = []
|
||||
|
BIN
game/assets/audio/button-press.mp3
Normal file
BIN
game/assets/audio/soundtrack.mp3
Normal file
BIN
game/assets/background.png
Normal file
After Width: | Height: | Size: 35 KiB |
BIN
game/assets/character/player_run.png
Normal file
After Width: | Height: | Size: 78 KiB |
BIN
game/assets/character/player_run_old.png
Normal file
After Width: | Height: | Size: 46 KiB |
@ -1,5 +1,5 @@
|
||||
{
|
||||
"name": "Unnamed game",
|
||||
"name": "data::loss",
|
||||
"base_window_size": [
|
||||
1080,
|
||||
720
|
||||
@ -41,6 +41,13 @@
|
||||
20,
|
||||
20,
|
||||
255
|
||||
],
|
||||
"white": [
|
||||
188,
|
||||
188,
|
||||
188,
|
||||
188
|
||||
]
|
||||
}
|
||||
},
|
||||
"animation_fps": 23
|
||||
}
|
||||
|
BIN
game/assets/default-texture.png
Normal file
After Width: | Height: | Size: 46 KiB |
4
game/assets/levels/common/tiles/Platform.tsx
Normal file
@ -0,0 +1,4 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<tileset version="1.5" tiledversion="1.7.2" name="Platform" tilewidth="64" tileheight="64" tilecount="4" columns="4">
|
||||
<image source="platform.png" trans="000000" width="256" height="64"/>
|
||||
</tileset>
|
BIN
game/assets/levels/common/tiles/Sin título-1.png
Normal file
After Width: | Height: | Size: 3.6 KiB |
BIN
game/assets/levels/common/tiles/Sin título-3.psd
Normal file
BIN
game/assets/levels/common/tiles/Sin título-4.psd
Normal file
BIN
game/assets/levels/common/tiles/bottom_left.png
Normal file
After Width: | Height: | Size: 3.9 KiB |
BIN
game/assets/levels/common/tiles/bottom_tile.png
Normal file
After Width: | Height: | Size: 3.9 KiB |
BIN
game/assets/levels/common/tiles/corner_r_bottomtile.png
Normal file
After Width: | Height: | Size: 3.7 KiB |
BIN
game/assets/levels/common/tiles/glitch_platform_1.png
Normal file
After Width: | Height: | Size: 18 KiB |
BIN
game/assets/levels/common/tiles/moreFullyTiles.png
Normal file
After Width: | Height: | Size: 84 KiB |
BIN
game/assets/levels/common/tiles/platform.png
Normal file
After Width: | Height: | Size: 9.0 KiB |
BIN
game/assets/levels/common/tiles/testingTiles.png
Normal file
After Width: | Height: | Size: 22 KiB |
BIN
game/assets/levels/common/tiles/tile1.png
Normal file
After Width: | Height: | Size: 13 KiB |
BIN
game/assets/levels/common/tiles/topTile.png
Normal file
After Width: | Height: | Size: 4.3 KiB |
BIN
game/assets/levels/common/tiles/top_left.png
Normal file
After Width: | Height: | Size: 3.7 KiB |
4
game/assets/levels/level_0/Glitch Platform 1.tsx
Normal file
@ -0,0 +1,4 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<tileset version="1.5" tiledversion="1.7.2" name="Glitch Platform 1" tilewidth="64" tileheight="64" tilecount="4" columns="4">
|
||||
<image source="../common/tiles/glitch_platform_1.png" trans="000000" width="256" height="64"/>
|
||||
</tileset>
|
BIN
game/assets/levels/level_0/Level_0.psd
Normal file
BIN
game/assets/levels/level_0/appearing_platforms.png
Normal file
After Width: | Height: | Size: 213 KiB |
BIN
game/assets/levels/level_0/background.png
Normal file
After Width: | Height: | Size: 265 KiB |
86
game/assets/levels/level_0/colliders.json
Normal file
@ -0,0 +1,86 @@
|
||||
[
|
||||
{
|
||||
"x": -500,
|
||||
"y": 800,
|
||||
"width": 16000,
|
||||
"height": 10
|
||||
},
|
||||
{
|
||||
"x": 576,
|
||||
"y": 512,
|
||||
"width": 352,
|
||||
"height": 32
|
||||
},
|
||||
{
|
||||
"x": 960,
|
||||
"y": 352,
|
||||
"width": 352,
|
||||
"height": 32
|
||||
},
|
||||
{
|
||||
"x": 1728,
|
||||
"y": 352,
|
||||
"width": 352,
|
||||
"height": 32
|
||||
},
|
||||
{
|
||||
"x": 2112,
|
||||
"y": 512,
|
||||
"width": 352,
|
||||
"height": 32
|
||||
},
|
||||
{
|
||||
"x": 4256,
|
||||
"y": 544,
|
||||
"width": 352,
|
||||
"height": 32
|
||||
},
|
||||
{
|
||||
"x": 4608,
|
||||
"y": 480,
|
||||
"width": 352,
|
||||
"height": 96
|
||||
},
|
||||
{
|
||||
"x": 5632,
|
||||
"y": 288,
|
||||
"width": 608,
|
||||
"height": 64
|
||||
},
|
||||
{
|
||||
"x": 6976,
|
||||
"y": 480,
|
||||
"width": 608,
|
||||
"height": 64
|
||||
},
|
||||
{
|
||||
"x": 7968,
|
||||
"y": 480,
|
||||
"width": 608,
|
||||
"height": 64
|
||||
},
|
||||
{
|
||||
"x": 1344,
|
||||
"y": 512,
|
||||
"width": 352,
|
||||
"height": 32
|
||||
},
|
||||
{
|
||||
"x": 4928,
|
||||
"y": 544,
|
||||
"width": 5280,
|
||||
"height": 32
|
||||
},
|
||||
{
|
||||
"x": 2496,
|
||||
"y": 736,
|
||||
"width": 640,
|
||||
"height": 64
|
||||
},
|
||||
{
|
||||
"x": 4608,
|
||||
"y": 768,
|
||||
"width": 5376,
|
||||
"height": 32
|
||||
}
|
||||
]
|
BIN
game/assets/levels/level_0/disappearing_platforms.png
Normal file
After Width: | Height: | Size: 253 KiB |
BIN
game/assets/levels/level_0/level0.xcf
Normal file
32
game/assets/levels/level_0/level_0.tmx
Normal file
@ -0,0 +1,32 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.5" tiledversion="1.7.2" orientation="orthogonal" renderorder="right-down" width="187" height="25" tilewidth="64" tileheight="64" infinite="0" nextlayerid="2" nextobjectid="1">
|
||||
<layer id="1" name="Tile Layer 1" width="187" height="25">
|
||||
<data encoding="csv">
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Normal file
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Normal file
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Normal file
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Normal file
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Normal file
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4
game/assets/levels/level_2/Glitch Platform 1.tsx
Normal file
@ -0,0 +1,4 @@
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Normal file
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Normal file
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Normal file
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Normal file
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Normal file
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Normal file
@ -0,0 +1,4 @@
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Normal file
After Width: | Height: | Size: 401 KiB |
4
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Normal file
@ -0,0 +1,4 @@
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Normal file
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Normal file
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Normal file
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Normal file
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4
game/assets/levels/level_4/Glitch Platform 1.tsx
Normal file
@ -0,0 +1,4 @@
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BIN
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Normal file
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BIN
game/assets/levels/level_4/background.png
Normal file
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game/assets/levels/level_4/colliders.json
Normal file
@ -0,0 +1,81 @@
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BIN
game/assets/levels/level_4/disappearing_platforms.png
Normal file
After Width: | Height: | Size: 61 KiB |
BIN
game/assets/levels/level_4/level0.xcf
Normal file
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game/assets/levels/level_4/level_0.tmx
Normal file
@ -0,0 +1,92 @@
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
||||
</data>
|
||||
</layer>
|
||||
</map>
|
106
game/assets/levels/level_4/zones.json
Normal file
@ -0,0 +1,106 @@
|
||||
{
|
||||
"appear": [
|
||||
{
|
||||
"x": 1376,
|
||||
"y": 416,
|
||||
"width": 64,
|
||||
"height": 384
|
||||
},
|
||||
{
|
||||
"x": 1792,
|
||||
"y": 672,
|
||||
"width": 864,
|
||||
"height": 64
|
||||
},
|
||||
{
|
||||
"x": 2400,
|
||||
"y": -32,
|
||||
"width": 64,
|
||||
"height": 512
|
||||
},
|
||||
{
|
||||
"x": 5824,
|
||||
"y": 256,
|
||||
"width": 480,
|
||||
"height": 64
|
||||
},
|
||||
{
|
||||
"x": 6016,
|
||||
"y": 320,
|
||||
"width": 64,
|
||||
"height": 480
|
||||
},
|
||||
{
|
||||
"x": 7040,
|
||||
"y": 704,
|
||||
"width": 480,
|
||||
"height": 64
|
||||
},
|
||||
{
|
||||
"x": 7648,
|
||||
"y": 704,
|
||||
"width": 1472,
|
||||
"height": 64
|
||||
},
|
||||
{
|
||||
"x": 10176,
|
||||
"y": 0,
|
||||
"width": 64,
|
||||
"height": 416
|
||||
}
|
||||
],
|
||||
"disappear": [
|
||||
{
|
||||
"x": 2016,
|
||||
"y": 288,
|
||||
"width": 384,
|
||||
"height": 64
|
||||
},
|
||||
{
|
||||
"x": 4224,
|
||||
"y": 416,
|
||||
"width": 64,
|
||||
"height": 384
|
||||
},
|
||||
{
|
||||
"x": 7104,
|
||||
"y": 416,
|
||||
"width": 322,
|
||||
"height": 64
|
||||
}
|
||||
],
|
||||
"kill": [
|
||||
|
||||
{
|
||||
"x": 416,
|
||||
"y": 192,
|
||||
"width": 544,
|
||||
"height": 32
|
||||
},
|
||||
{
|
||||
"x": 576,
|
||||
"y": 768,
|
||||
"width": 2876,
|
||||
"height": 32
|
||||
},
|
||||
{
|
||||
"x": 4000,
|
||||
"y": 728,
|
||||
"width": 224,
|
||||
"height": 32
|
||||
},
|
||||
{
|
||||
"x": 6080,
|
||||
"y": 768,
|
||||
"width": 2976,
|
||||
"height": 32
|
||||
}
|
||||
|
||||
],
|
||||
"win": {
|
||||
"x": 12000,
|
||||
"y": 0,
|
||||
"width": 100,
|
||||
"height": 3000
|
||||
}
|
||||
}
|
8
game/assets/levels/levels.json
Normal file
@ -0,0 +1,8 @@
|
||||
[
|
||||
|
||||
"level_0",
|
||||
"level_1",
|
||||
"level_2",
|
||||
"level_4"
|
||||
|
||||
]
|
BIN
game/assets/logos/game-banner-5x4.png
Normal file
After Width: | Height: | Size: 520 KiB |
BIN
game/assets/logos/game-banner.png
Normal file
After Width: | Height: | Size: 654 KiB |
BIN
game/assets/logos/game-logo-small-new.png
Normal file
After Width: | Height: | Size: 250 KiB |
BIN
game/assets/logos/game-logo-small.png
Normal file
After Width: | Height: | Size: 63 KiB |
@ -56,10 +56,10 @@ void main() {
|
||||
warpedUV.y += 0.5;
|
||||
|
||||
// If the UV is outside the texture, return black
|
||||
vec4 finalColorModifier = vec4(1.0);
|
||||
if (warpedUV.x < 0.0 || warpedUV.x > 1.0 || warpedUV.y < 0.0 ||
|
||||
warpedUV.y > 1.0) {
|
||||
finalColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
return;
|
||||
finalColorModifier = vec4(0.15);
|
||||
}
|
||||
|
||||
// --- BEGIN BLOOM EFFECT ---
|
||||
@ -82,5 +82,5 @@ void main() {
|
||||
vec4 texWithBloom =
|
||||
((textureSum / (bloomSamples * bloomSamples)) + texture(texture0, warpedUV)) * colDiffuse;
|
||||
finalColor = vec4(
|
||||
mix(texWithBloom.rgb, vec3(0.0), scanlineFactor), 1.0);
|
||||
mix(texWithBloom.rgb, vec3(0.0), scanlineFactor), 1.0) * finalColorModifier;
|
||||
}
|
||||
|
124
game/src/character/collisions.rs
Normal file
@ -0,0 +1,124 @@
|
||||
use std::ops::Mul;
|
||||
|
||||
use raylib::math::{Rectangle, Vector2};
|
||||
use tracing::trace;
|
||||
|
||||
use crate::scenes::ingame_scene::world::WORLD_LEVEL_X_OFFSET;
|
||||
|
||||
use super::{CharacterState, MainCharacter};
|
||||
|
||||
pub const GRAVITY_PPS: f32 = 2.0;
|
||||
|
||||
#[must_use]
|
||||
pub fn modify_player_based_on_forces(
|
||||
player: &mut MainCharacter,
|
||||
colliders: &Vec<Rectangle>,
|
||||
killers: &Vec<Rectangle>,
|
||||
level_height_offset: f32,
|
||||
) -> Result<(), ()> {
|
||||
trace!("Player state: {:?}", player.current_state);
|
||||
|
||||
// Modify the player's velocity by the forces
|
||||
player.movement_force += player.base_velocity;
|
||||
player.velocity = player.movement_force;
|
||||
|
||||
// Predict the player's position next frame
|
||||
let predicted_player_position = player.position + player.velocity;
|
||||
|
||||
// Calculate a bounding rect around the player both now, and one frame in the future
|
||||
let player_rect = Rectangle::new(
|
||||
predicted_player_position.x - (player.size.x / 2.0),
|
||||
predicted_player_position.y - (player.size.x / 2.0),
|
||||
player.size.x,
|
||||
player.size.y,
|
||||
);
|
||||
let predicted_player_rect = Rectangle::new(
|
||||
predicted_player_position.x - (player.size.x / 2.0),
|
||||
predicted_player_position.y - (player.size.x / 2.0),
|
||||
player.size.x,
|
||||
player.size.y,
|
||||
);
|
||||
|
||||
// Check collision conditions
|
||||
let check_player_colliding_with_colliders = || {
|
||||
colliders.iter().any(|rect| {
|
||||
let mut translated_rect = rect.clone();
|
||||
translated_rect.y += level_height_offset;
|
||||
translated_rect.x += WORLD_LEVEL_X_OFFSET;
|
||||
translated_rect.check_collision_recs(&player_rect)
|
||||
|| translated_rect.check_collision_recs(&predicted_player_rect)
|
||||
})
|
||||
};
|
||||
let check_player_colliding_with_killers = || {
|
||||
killers.iter().any(|rect| {
|
||||
let mut translated_rect = rect.clone();
|
||||
translated_rect.y += level_height_offset;
|
||||
translated_rect.x += WORLD_LEVEL_X_OFFSET;
|
||||
translated_rect.check_collision_recs(&player_rect.clone())
|
||||
|| translated_rect.check_collision_recs(&predicted_player_rect)
|
||||
})
|
||||
};
|
||||
let check_player_colliding_with_colliders_forwards = || {
|
||||
colliders.iter().any(|rect| {
|
||||
let mut translated_rect = rect.clone();
|
||||
translated_rect.y += level_height_offset;
|
||||
translated_rect.x += WORLD_LEVEL_X_OFFSET;
|
||||
translated_rect.check_collision_recs(&Rectangle {
|
||||
x: player_rect.x + 1.0,
|
||||
y: player_rect.y - 1.0,
|
||||
width: player_rect.width,
|
||||
height: player_rect.height,
|
||||
})
|
||||
})
|
||||
};
|
||||
|
||||
// If the player is colliding, only apply the x force
|
||||
if player.velocity.y != 0.0
|
||||
&& (check_player_colliding_with_colliders()
|
||||
|| check_player_colliding_with_colliders_forwards())
|
||||
{
|
||||
player.velocity.y = 0.0;
|
||||
|
||||
// Handle ending a jump
|
||||
if player.current_state == CharacterState::Jumping
|
||||
|| player.current_state == CharacterState::Dashing
|
||||
{
|
||||
return player.update_player(
|
||||
Some(CharacterState::Running),
|
||||
colliders,
|
||||
killers,
|
||||
level_height_offset,
|
||||
);
|
||||
}
|
||||
} else if player.current_state == CharacterState::Running {
|
||||
player.override_state(CharacterState::Jumping);
|
||||
}
|
||||
|
||||
// Finally apply the velocity to the player
|
||||
player.position += player.velocity;
|
||||
|
||||
// Re-calculate the player rect
|
||||
let player_rect = Rectangle::new(
|
||||
player.position.x - (player.size.x / 2.0),
|
||||
player.position.y - (player.size.x / 2.0),
|
||||
player.size.x,
|
||||
player.size.y,
|
||||
);
|
||||
|
||||
if player.position.y > 50.0
|
||||
|| colliders.iter().any(|rect| {
|
||||
let mut translated_rect = rect.clone();
|
||||
translated_rect.y += level_height_offset;
|
||||
translated_rect.x += WORLD_LEVEL_X_OFFSET;
|
||||
translated_rect.check_collision_recs(&player_rect)
|
||||
})
|
||||
{
|
||||
return Err(());
|
||||
}
|
||||
|
||||
if check_player_colliding_with_killers() {
|
||||
return Err(());
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
@ -1,22 +1,95 @@
|
||||
pub mod collisions;
|
||||
pub mod render;
|
||||
|
||||
use raylib::math::Vector2;
|
||||
use chrono::{DateTime, Utc};
|
||||
use raylib::{
|
||||
math::{Rectangle, Vector2},
|
||||
texture::Texture2D,
|
||||
};
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
use crate::utilities::anim_render::AnimatedSpriteSheet;
|
||||
|
||||
use self::collisions::{modify_player_based_on_forces, GRAVITY_PPS};
|
||||
|
||||
#[derive(Debug, Default, PartialEq, Eq, Clone)]
|
||||
pub enum CharacterState {
|
||||
#[default]
|
||||
Running,
|
||||
Jumping,
|
||||
Dashing,
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct MainCharacter {
|
||||
pub start_position: Vector2,
|
||||
pub position: Vector2,
|
||||
pub movement_force: Vector2,
|
||||
pub base_velocity: Vector2,
|
||||
pub velocity: Vector2,
|
||||
pub size: Vector2,
|
||||
pub sprite_sheet: AnimatedSpriteSheet,
|
||||
pub current_state: CharacterState,
|
||||
pub state_set_timestamp: DateTime<Utc>,
|
||||
}
|
||||
|
||||
impl MainCharacter {
|
||||
pub fn new(position: Vector2) -> Self {
|
||||
pub fn new(position: Vector2, sprite_sheet: Texture2D) -> Self {
|
||||
Self {
|
||||
start_position: position.clone(),
|
||||
position,
|
||||
size: Vector2::new(60.0, 80.0),
|
||||
movement_force: Vector2::zero(),
|
||||
velocity: Vector2::zero(),
|
||||
base_velocity: Vector2::new(0.0, GRAVITY_PPS),
|
||||
size: Vector2::new(85.0, 100.0),
|
||||
sprite_sheet: AnimatedSpriteSheet::new(
|
||||
sprite_sheet,
|
||||
Vector2::new(258.0, 277.0),
|
||||
4,
|
||||
15,
|
||||
0,
|
||||
),
|
||||
current_state: CharacterState::default(),
|
||||
state_set_timestamp: Utc::now(),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn apply_force(&mut self, force: Vector2) {
|
||||
self.position += force;
|
||||
pub fn override_state(&mut self, state: CharacterState) {
|
||||
// Update the internal state
|
||||
if state != self.current_state {
|
||||
self.current_state = state.clone();
|
||||
self.state_set_timestamp = Utc::now();
|
||||
}
|
||||
}
|
||||
|
||||
#[must_use]
|
||||
pub fn update_player(
|
||||
&mut self,
|
||||
state: Option<CharacterState>,
|
||||
colliders: &Vec<Rectangle>,
|
||||
killers: &Vec<Rectangle>,
|
||||
level_height_offset: f32,
|
||||
) -> Result<(), ()> {
|
||||
if let Some(state) = state {
|
||||
// Handle extra external forces based on the character state
|
||||
self.movement_force = match &state {
|
||||
CharacterState::Running => Vector2::new(10.0, 0.0),
|
||||
CharacterState::Jumping => Vector2::new(10.0, -40.0),
|
||||
CharacterState::Dashing => Vector2::new(30.0, -20.0),
|
||||
};
|
||||
|
||||
// Update the internal state
|
||||
self.override_state(state);
|
||||
}
|
||||
|
||||
// Update the player based on the new velocity
|
||||
modify_player_based_on_forces(self, colliders, killers, level_height_offset)
|
||||
}
|
||||
|
||||
pub fn reset(&mut self) {
|
||||
self.position = self.start_position;
|
||||
self.velocity = Vector2::zero();
|
||||
self.movement_force = Vector2::zero();
|
||||
self.current_state = CharacterState::default();
|
||||
self.state_set_timestamp = Utc::now();
|
||||
}
|
||||
}
|
||||
|
@ -1,15 +1,65 @@
|
||||
use std::ops::{Div, Sub};
|
||||
use std::ops::{Add, Div, Mul, Sub};
|
||||
|
||||
use chrono::Utc;
|
||||
use raylib::prelude::*;
|
||||
use tracing::log::trace;
|
||||
|
||||
use crate::utilities::non_ref_raylib::HackedRaylibHandle;
|
||||
use crate::{utilities::non_ref_raylib::HackedRaylibHandle, GameConfig};
|
||||
|
||||
use super::MainCharacter;
|
||||
|
||||
pub fn render_character_in_camera_space(
|
||||
raylib: &mut RaylibMode2D<'_, HackedRaylibHandle>,
|
||||
player: &MainCharacter,
|
||||
config: &GameConfig,
|
||||
) {
|
||||
// Calculate the time since the start of the state
|
||||
let time_since_state_change = Utc::now() - player.state_set_timestamp;
|
||||
|
||||
raylib.draw_rectangle_v(player.position.sub(player.size.div(2.0)), player.size, Color::WHITE);
|
||||
// Calculate the number of frames since state change
|
||||
let frames_since_state_change = ((time_since_state_change.num_milliseconds() as f64 / 1000.0)
|
||||
* config.animation_fps as f64) as f32;
|
||||
|
||||
// Calculate the frame ID to render
|
||||
let frame_id = match player.current_state {
|
||||
crate::character::CharacterState::Jumping => 6,
|
||||
_ => (frames_since_state_change % player.sprite_sheet.sprite_count as f32).floor() as usize,
|
||||
};
|
||||
|
||||
trace!(
|
||||
"Rendering player frame: {} ({})",
|
||||
frame_id,
|
||||
frames_since_state_change
|
||||
);
|
||||
player.sprite_sheet.render(
|
||||
raylib,
|
||||
player
|
||||
.position
|
||||
.sub(Vector2::new(player.size.y, player.size.y).div(3.0)),
|
||||
Some(Vector2::new(player.size.y, player.size.y)),
|
||||
Some(frame_id),
|
||||
);
|
||||
|
||||
// Possibly render a debug vector
|
||||
#[cfg(all(debug_assertions, feature = "collider_debug"))]
|
||||
{
|
||||
raylib.draw_line_v(
|
||||
player.position.sub(player.size.div(2.0)),
|
||||
player
|
||||
.position
|
||||
.sub(player.size.div(2.0))
|
||||
.add(player.velocity.mul(10.0).add(Vector2::new(0.0, 100.0))),
|
||||
Color::RED,
|
||||
);
|
||||
raylib.draw_rectangle_lines_ex(
|
||||
Rectangle::new(
|
||||
player.position.x - (player.size.x / 2.0),
|
||||
player.position.y - (player.size.x / 2.0),
|
||||
player.size.x,
|
||||
player.size.y,
|
||||
),
|
||||
2,
|
||||
Color::RED,
|
||||
);
|
||||
}
|
||||
}
|
||||
|