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Author SHA1 Message Date
9f66e7f563 reviews 2021-10-11 13:19:20 -04:00
0546453fa2
Merge pull request #78 from Ewpratten/space-to-reset
press space to reset on death screen
2021-10-06 08:59:31 -07:00
Luna
f39dfab057 press space to reset on death screen 2021-10-06 02:01:35 -04:00
10ca740496 shhhh 2021-10-04 17:46:32 -04:00
afbde30951
Merge pull request #77 from Ewpratten/levels
Levels Has been successfully completed
2021-10-04 14:14:18 -07:00
8e34905727
Merge branch 'master' into levels 2021-10-04 14:14:09 -07:00
Marcelo Geldres
cfcfcdf04d Merge branch 'levels' of https://github.com/Ewpratten/ludum-dare-49 into levels 2021-10-04 17:09:54 -04:00
Marcelo Geldres
a6e86067ac Last Level Kill Zone Added
Possibly one of the last things to add/correct
2021-10-04 17:09:41 -04:00
eade0b52c9
Merge pull request #76 from Ewpratten/levels
Level 3 is now functional and with the peel
2021-10-04 14:05:22 -07:00
0341c93b53
Merge branch 'master' into levels 2021-10-04 14:05:12 -07:00
Marcelo Geldres
2524e114f1 Level 3 done and Good to go 2021-10-04 17:03:12 -04:00
2a172def02
Merge pull request #75 from Ewpratten/screen_zoom
level 4
2021-10-04 13:50:37 -07:00
8a64bf6f21
Merge branch 'master' into screen_zoom 2021-10-04 13:50:27 -07:00
3197bdc2bc level 4 2021-10-04 16:50:01 -04:00
Marcelo Geldres
e677f0c1be Bug Fix
jaja Salu2
2021-10-04 16:16:42 -04:00
b37499a084
Merge pull request #74 from Ewpratten/screen_zoom
Fix the zoom absurdity
2021-10-04 13:10:17 -07:00
4fa1384f95 Fix the zoom absurdity 2021-10-04 16:09:57 -04:00
Marcelo Geldres
593c041938 Merge branch 'levels' of https://github.com/Ewpratten/ludum-dare-49 into levels 2021-10-04 16:01:44 -04:00
Marcelo Geldres
e4f8a12b8b Level 2 is good to go
Level 2 has received the skins and already has functioning hitboxes/other functionalities
2021-10-04 16:01:28 -04:00
a1feeb9f82
Merge pull request #72 from Ewpratten/levels
All skins and hitboxes added into the first two levels
2021-10-04 12:38:00 -07:00
482dac08b9
Merge branch 'master' into levels 2021-10-04 12:37:54 -07:00
8f8f877b6c
Merge pull request #73 from Ewpratten/new_bgs
Add the new backgrounds
2021-10-04 12:37:36 -07:00
6b2cea2201 Add the new backgrounds 2021-10-04 15:35:13 -04:00
Marcelo Geldres
e0cc6068da Merge branch 'levels' of https://github.com/Ewpratten/ludum-dare-49 into levels 2021-10-04 15:28:21 -04:00
Marcelo Geldres
08bb93c3bf Level 0 and 1 with the "Peel" 2021-10-04 15:27:21 -04:00
84ac0c3edb fix some data storage issues 2021-10-04 15:14:49 -04:00
6ec25e5211
Merge pull request #70 from Ewpratten/levels
Levels Updated
2021-10-04 11:51:53 -07:00
26396ce7db Fix some merge issues 2021-10-04 14:50:55 -04:00
8b158cfa75 Merge branch 'levels' into levels_merge_2 2021-10-04 14:46:21 -04:00
eec97ffb53 README 2021-10-04 14:38:18 -04:00
f2b18e8986 Game image 2021-10-04 14:20:10 -04:00
b1dc4645b0
Merge pull request #71 from Ewpratten/sound
button make sound now :)
2021-10-04 09:54:21 -07:00
Marcelo Geldres
4a068fc45d Merge branch 'levels' of https://github.com/Ewpratten/ludum-dare-49 into levels 2021-10-04 12:44:42 -04:00
Marcelo Geldres
d07a991150 New Map Fully implemented
Hitboxes for the last level
2021-10-04 12:44:38 -04:00
Luna
c49c2fa8c4 button make sound now :) 2021-10-04 11:47:40 -04:00
50cc805ed2
Merge branch 'master' into levels 2021-10-04 08:24:06 -07:00
dd16a0debc
Merge pull request #69 from Ewpratten/level-select-title
fix level select title
2021-10-04 08:23:40 -07:00
cabf1ad7a5
Merge branch 'master' into level-select-title 2021-10-04 08:23:13 -07:00
Marcelo Geldres
8211161f54 Organizational Corrections and Creation of new folder
It´s small commit just to make things a little more tidy.
2021-10-04 08:22:57 -04:00
Marcelo Geldres
5449b3aced 4th Level aded withouth skins
The map is ready for testing or whatever in every aspect, except for the skin, it;s lacking it's peal.
2021-10-04 07:47:47 -04:00
Marcelo Geldres
201ad92f74 3rd Level aded
Third level is laking of the "Skin"
Has hitboxes just requieres textures.
2021-10-04 06:22:57 -04:00
Marcelo Geldres
e7a3722cfb Asset adding for Map Creation
The tiles more specifically
2021-10-04 04:10:54 -04:00
Luna
210847204d fix level select title 2021-10-04 01:41:41 -04:00
f153ac3735
Merge pull request #68 from Ewpratten/levels
Levels
2021-10-03 22:41:29 -07:00
beedf7d336
Merge branch 'master' into levels 2021-10-03 22:41:21 -07:00
aefba5a0da aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa 2021-10-04 01:39:29 -04:00
b1caf434fb zone kil 2021-10-04 01:27:34 -04:00
b82cc7e99e level2 2021-10-04 01:26:46 -04:00
59d54a18d6 lvl nums 2021-10-04 01:23:48 -04:00
Marcelo Geldres
9735e6c260 Merge branch 'levels' of https://github.com/Ewpratten/ludum-dare-49 into levels 2021-10-04 01:11:50 -04:00
Marcelo Geldres
1f8ca262d2 Level_3 2021-10-04 01:11:42 -04:00
2ce9927bdd
Merge pull request #66 from Ewpratten/cheater_detection
no cheating, get good
2021-10-03 22:08:06 -07:00
276126bef6
Merge branch 'master' into cheater_detection 2021-10-03 22:07:44 -07:00
Luna
348c928859 no cheating, get good 2021-10-04 01:07:02 -04:00
c6fa61cc12
Merge pull request #65 from Ewpratten/appear_fix
fix block dist detection
2021-10-03 22:01:14 -07:00
a7265e0994 fix block dist detection 2021-10-04 01:00:31 -04:00
Marcelo Geldres
191c5ea0c6 Changes in the photoshop file 2021-10-04 00:52:43 -04:00
eebfe8ec94 new levels 2021-10-04 00:31:53 -04:00
4819fba9ab
Merge pull request #64 from Ewpratten/levels
Levels
2021-10-03 21:24:20 -07:00
bb7b267896
Merge branch 'master' into levels 2021-10-03 21:23:59 -07:00
c7412689be
Merge pull request #63 from Ewpratten/next_level_screen_buttons
Added level select button
2021-10-03 21:23:20 -07:00
0b6babb970
Merge branch 'master' into next_level_screen_buttons 2021-10-03 21:23:13 -07:00
Marcelo Geldres
9f367d39fb New level uploaded
Some bugs to fix later.
As of now 3 working levels
2021-10-04 00:21:16 -04:00
cfd9c77697 8 2021-10-03 23:54:12 -04:00
8f2bda6561 james 2021-10-03 23:53:18 -04:00
b4661a93a6 jj 2021-10-03 23:48:01 -04:00
Luna
b51728ad1d Added level select button 2021-10-03 23:36:43 -04:00
7be250f5b0
Merge pull request #62 from Ewpratten/i_hardly_know_her
it might work!?
2021-10-03 18:43:10 -07:00
a94e71c7ca it might work!? 2021-10-03 21:42:46 -04:00
9108f27b3d
Merge pull request #60 from Ewpratten/timer-fix
fixed timer
2021-10-03 17:44:36 -07:00
bc4a9befc1
Merge branch 'master' into timer-fix 2021-10-03 17:44:29 -07:00
5879f55b68
Merge pull request #61 from Ewpratten/ouchie_blocks
add kill boxes
2021-10-03 17:25:36 -07:00
61b72e903d add kill boxes 2021-10-03 20:25:06 -04:00
Luna
8dded8c4ba fixed timer 2021-10-03 20:21:18 -04:00
Marcelo Geldres
67995833b1 Hitboxes in 3rd level added 2021-10-03 19:11:00 -04:00
Marcelo Geldres
15922e985f Partial Creation of Level 3
It appears as level 2 as the first level technically is level 0.
2021-10-03 18:04:23 -04:00
dea7984e2e
Merge pull request #59 from Ewpratten/titles
glitchy titles go brrrr
2021-10-03 13:21:11 -07:00
92852a720e
Merge branch 'master' into titles 2021-10-03 13:21:04 -07:00
Luna
f287e638c0 glitchy titles go brrrr 2021-10-03 16:19:01 -04:00
cd61e63d55
Merge pull request #58 from Ewpratten/level-select-screen
Level select screen
2021-10-03 13:18:32 -07:00
2ec02bba0d
Merge branch 'master' into level-select-screen 2021-10-03 13:18:22 -07:00
dae003b916 Select dem levelz 2021-10-03 16:17:42 -04:00
f732e7f3ae Merge branch 'master' into level-select-screen 2021-10-03 16:14:50 -04:00
30e900dcfd make level select extendable 2021-10-03 16:14:36 -04:00
Luna
109b04fcb9 created level select screen 2021-10-03 15:58:24 -04:00
31182e7b6d
Merge pull request #57 from Ewpratten/master
Pull up to date
2021-10-03 12:39:37 -07:00
dcdbf48200
Merge pull request #56 from Ewpratten/tiled2
Add basic tiled support
2021-10-03 12:39:14 -07:00
8709f57fb6 Add basic tiled support 2021-10-03 15:38:52 -04:00
f469c70b25 fix character positioning 2021-10-03 14:53:37 -04:00
f3eb6e985d
Merge pull request #55 from Ewpratten/levels_update_img
WIP new level 1
2021-10-03 11:51:39 -07:00
3830ef7b7e
Merge branch 'master' into levels_update_img 2021-10-03 11:51:29 -07:00
e2a93b0232
Merge pull request #53 from Ewpratten/display-best-times
added glitchy effect to title
2021-10-03 11:50:52 -07:00
770c763037
Merge branch 'master' into display-best-times 2021-10-03 11:50:42 -07:00
31a14b8e4e
Merge pull request #54 from Ewpratten/levels_update_img
Levels update img
2021-10-03 11:50:13 -07:00
3b5e55f738 demo tiling 2021-10-03 14:49:47 -04:00
Luna
39992befd1 added glitchy effect to title 2021-10-03 14:43:44 -04:00
41eda20b38 Merge branch 'master' into levels_update_img 2021-10-03 14:42:54 -04:00
18799b6ffd
Merge pull request #52 from Ewpratten/new_player
New player animation
2021-10-03 11:30:39 -07:00
466984588e fix player collider 2021-10-03 14:30:20 -04:00
0d5be8759a new character asset 2021-10-03 14:25:34 -04:00
97644246aa
Merge pull request #51 from Ewpratten/display-best-times
Fix a sound bug
2021-10-03 11:19:46 -07:00
Luna
a338523b23 fix sound 2021-10-03 14:18:39 -04:00
c77ee2c9bf
Merge pull request #50 from Ewpratten/master
update to master
2021-10-03 11:11:29 -07:00
075084cbdf
Merge branch 'display-best-times' into master 2021-10-03 11:10:48 -07:00
Luna
776e190d30 display best times 2021-10-03 14:08:39 -04:00
876235007f
Merge pull request #49 from Ewpratten/sound_design
Sound design
2021-10-03 11:07:40 -07:00
dc284adbd8 Add button sounds 2021-10-03 14:07:23 -04:00
Marcelo Geldres
17c5015e33 Hitboxes of level 2 2021-10-03 14:06:25 -04:00
d640e48996 Add the game soundtrack 2021-10-03 13:46:08 -04:00
82eb78e06c Add emilia's insta 2021-10-03 13:05:21 -04:00
Marcelo Geldres
511f82e101 Maps Updated 2021-10-03 12:57:09 -04:00
Marcelo Geldres
0bc3361e05 Update platforms.png 2021-10-03 12:38:42 -04:00
8a911eaacf
Merge pull request #46 from Ewpratten/world_timer
World timer
2021-10-03 09:28:53 -07:00
2bfdc35ab3 implement the rest of the level timers
Co-authored-by: Luna <LuS404@users.noreply.github.com>
2021-10-03 12:28:34 -04:00
Marcelo Geldres
b0d841bb70 New Level Created (2)
Clone of the first one, To be edited
2021-10-03 12:27:22 -04:00
17049c7fa9 rm savegame 2021-10-03 12:15:44 -04:00
583ece9c12 Loading and saving time data
Co-authored-by: Luna <LuS404@users.noreply.github.com>
2021-10-03 12:12:06 -04:00
7f8b24e328
Merge pull request #45 from Ewpratten/menu_upgrades
menu thingies
2021-10-03 08:51:43 -07:00
fe42b962f0 menu thingies 2021-10-03 11:51:25 -04:00
f549cab250 persist level timer 2021-10-03 11:26:07 -04:00
f77373df62 Add kori's instagram 2021-10-03 11:02:42 -04:00
78b10a077f more credits 2021-10-03 10:52:20 -04:00
2f0b2dbceb Add more to the credits 2021-10-03 10:43:55 -04:00
a70c886d74
Merge pull request #44 from Ewpratten/level_test
Add a test level
2021-10-03 07:37:38 -07:00
7f02d09e13 Add a test level and fix a ton of bugs 2021-10-03 10:37:16 -04:00
71513ab501 rpc and stuff 2021-10-03 10:29:20 -04:00
80c27ddc7e img 2021-10-03 00:48:40 -04:00
2774335596 colliders 2021-10-03 00:47:52 -04:00
986fcca851 Working on lvl0 2021-10-03 00:42:55 -04:00
075c0b4886
Merge pull request #42 from Ewpratten/win_game
Let the user win the game
2021-10-02 21:13:36 -07:00
9c9e339d7f
Merge branch 'master' into win_game 2021-10-02 21:12:57 -07:00
38e9ed5fb4
Merge pull request #41 from Ewpratten/arrows
added arrows to menu buttons >:(
2021-10-02 21:12:47 -07:00
72a8b85ca5
Merge branch 'master' into arrows 2021-10-02 21:12:40 -07:00
52b9cdd9b9 Let the user win the game 2021-10-03 00:12:18 -04:00
81c3fa7078 disable vsync 2021-10-03 00:01:40 -04:00
Luna
69dfbf24d6 added arrows to menu buttons >:( 2021-10-02 23:50:29 -04:00
1351fcd537
Merge pull request #40 from Ewpratten/wonky_blocks
Add appearing and disappearing boxes
2021-10-02 20:49:30 -07:00
e690f3dde5
Merge branch 'master' into wonky_blocks 2021-10-02 20:49:13 -07:00
f53dc8122e Add appearing and disappearing boxes 2021-10-02 23:48:30 -04:00
0c96c1ac35
Merge pull request #39 from Ewpratten/next_level_screen
created next level screen
2021-10-02 20:39:12 -07:00
27db69441f
Merge branch 'master' into next_level_screen 2021-10-02 20:39:06 -07:00
e61f67ee30 eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee 2021-10-02 23:38:28 -04:00
f31a32c7ec Appearing platforms 2021-10-02 23:36:30 -04:00
Luna
00ffc23e81 created next level screen 2021-10-02 23:31:48 -04:00
cdb8b8dd83 Add fall through floor checks 2021-10-02 23:11:26 -04:00
82c5836cfc Merge branch 'master' of github.com:Ewpratten/ludum-dare-49 2021-10-02 23:06:34 -04:00
7bd62b15da add level swith controls to mpsc 2021-10-02 23:06:29 -04:00
23892fe7d2
Merge pull request #38 from Ewpratten/win_screen
created win screen
2021-10-02 20:04:59 -07:00
50125401d5
Merge branch 'master' into win_screen 2021-10-02 20:04:00 -07:00
Luna
fccb47491a created win screen 2021-10-02 23:00:59 -04:00
1c761e97b8 new death text 2021-10-02 22:51:09 -04:00
7d97701bfa
Merge pull request #37 from Ewpratten/rickroll
we gottem bois
2021-10-02 19:46:21 -07:00
7eecc79f84 we gottem bois 2021-10-02 22:45:43 -04:00
251df8b0ea
Merge pull request #36 from Ewpratten/interaction_bugfixes
Interaction bugfixes
2021-10-02 19:30:15 -07:00
46bd7b1916 Fixed gravity bug 2021-10-02 22:29:54 -04:00
35f41d3e51 Fix forward colliders 2021-10-02 22:26:16 -04:00
22b93a02cf collider debugging 2021-10-02 22:17:21 -04:00
7246238aa5
Merge pull request #35 from Ewpratten/death_screen
made death screen
2021-10-02 17:51:03 -07:00
4c70d78efb
Merge branch 'master' into death_screen 2021-10-02 17:50:56 -07:00
Luna
f12816ce2f made death screen 2021-10-02 20:50:03 -04:00
ab2e64c111
Merge pull request #34 from Ewpratten/better_physics
Better physics
2021-10-02 17:48:55 -07:00
48d3b421b4 slightly less janky physics 2021-10-02 20:48:31 -04:00
d3464f0919 fix player render height 2021-10-02 20:38:40 -04:00
ad059325cd
Merge pull request #33 from Ewpratten/better_bloom
funky edge shading
2021-10-02 17:32:20 -07:00
06fd369eec funky edge shading 2021-10-02 20:32:04 -04:00
bf1852eee3
Merge pull request #32 from Ewpratten/no_loading_screen
Remove and replace some UI elements
2021-10-02 17:26:58 -07:00
44927d3afa redo a bunch of ui code 2021-10-02 20:26:28 -04:00
9b74b42554 Load new background art and how to play info 2021-10-02 19:42:22 -04:00
3370b924be border the menu screens 2021-10-02 19:18:33 -04:00
df7f80e31c
Merge pull request #30 from Ewpratten/pause_menu
Pause menu
2021-10-02 16:15:42 -07:00
74170f8876 working on redoing the loading sequence 2021-10-02 19:15:07 -04:00
Marcelo Geldres
27abfcd149 Push Comment
just to make sure I commit and push the code
2021-10-02 18:54:46 -04:00
Marcelo Geldres
9af1683801 Fixes to the Pause menu
Centering the hitbox of main menu and the hitbox of resume
2021-10-02 18:50:40 -04:00
d995480530
Merge pull request #26 from Ewpratten/master
pull origin
2021-10-02 14:50:30 -07:00
122 changed files with 3468 additions and 820 deletions

1
.gitignore vendored
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@ -10,3 +10,4 @@ Cargo.lock
**/*.rs.bk
/*.gif
/savegame.json

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@ -1,8 +1,10 @@
{
"cSpell.words": [
"clippy",
"platformer",
"raylib",
"renderable",
"scroller",
"vergen",
"vsprintf"
]

11
.vscode/tasks.json vendored
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@ -48,12 +48,19 @@
},
{
"type": "cargo",
"subcommand": "build",
"command": "run",
"args": [
"--features",
"collider_debug"
],
"problemMatcher": [
"$rustc"
],
"group": "build",
"label": "Rust: cargo build - ludum-dare-49"
"label": "Rust: Run Game - DEBUG COLLIDERS",
"env": {
"RUST_LOG": "debug"
}
}
]
}

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@ -1,28 +1,53 @@
# [data::loss]
![](./game/assets/logos/game-banner.png)
[![Build](https://github.com/Ewpratten/ludum-dare-49/actions/workflows/build.yml/badge.svg)](https://github.com/Ewpratten/ludum-dare-49/actions/workflows/build.yml)
[![Clippy check](https://github.com/Ewpratten/ludum-dare-49/actions/workflows/clippy.yml/badge.svg)](https://github.com/Ewpratten/ludum-dare-49/actions/workflows/clippy.yml)
[![Ludum Dare 49](https://img.shields.io/badge/Ludum%20Dare-49-orange)](https://ldjam.com/events/ludum-dare/49/$261521)
[![Rust 1.57 nightly](https://img.shields.io/badge/Rust-1.57%20nightly-orange)](https://www.rust-lang.org/)
[![Made with Raylib](https://img.shields.io/badge/Made%20With-raylib-blue)](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 dont know what pit of hell you came from, but I hope youre happy. 10/10. - [DragonSheep](https://ldjam.com/users/dragonsheep)
> ... Overall this is a great game, the art and music is awesome, and theres 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.

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@ -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 = [
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@ -31,8 +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"
@ -40,3 +41,7 @@ puffin_viewer = "0.6"
[build-dependencies]
vergen = "5"
anyhow = "1.0"
[features]
default = []
collider_debug = []

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[
"level_0"
"level_0",
"level_1",
"level_2",
"level_4"
]

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@ -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;
}

View File

@ -1,6 +1,7 @@
use std::ops::Mul;
use raylib::math::{Rectangle, Vector2};
use tracing::trace;
use crate::scenes::ingame_scene::world::WORLD_LEVEL_X_OFFSET;
@ -12,8 +13,11 @@ pub const GRAVITY_PPS: f32 = 2.0;
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;
@ -28,28 +32,50 @@ pub fn modify_player_based_on_forces(
player.size.x,
player.size.y,
);
// Calculate a generic "floor" to always collide with
let floor_rect = Rectangle::new(f32::MIN, 0.0, f32::MAX, 1.0);
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_floor = || floor_rect.check_collision_recs(&player_rect);
let check_player_colliding_with_floor_next_frame =
|| player_rect.y + player_rect.height > floor_rect.y;
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 (check_player_colliding_with_floor()
|| check_player_colliding_with_floor_next_frame()
|| check_player_colliding_with_colliders())
&& player.velocity.y != 0.0
if player.velocity.y != 0.0
&& (check_player_colliding_with_colliders()
|| check_player_colliding_with_colliders_forwards())
{
player.velocity.y = 0.0;
@ -60,18 +86,39 @@ pub fn modify_player_based_on_forces(
return player.update_player(
Some(CharacterState::Running),
colliders,
killers,
level_height_offset,
);
}
}
// Check sideways collisions
if player.velocity.y == 0.0 && check_player_colliding_with_colliders(){
return Err(());
} 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(())
}

View File

@ -21,6 +21,7 @@ pub enum CharacterState {
#[derive(Debug)]
pub struct MainCharacter {
pub start_position: Vector2,
pub position: Vector2,
pub movement_force: Vector2,
pub base_velocity: Vector2,
@ -34,51 +35,58 @@ pub struct MainCharacter {
impl MainCharacter {
pub fn new(position: Vector2, sprite_sheet: Texture2D) -> Self {
Self {
start_position: position.clone(),
position,
movement_force: Vector2::zero(),
velocity: Vector2::zero(),
base_velocity: Vector2::new(0.0, GRAVITY_PPS),
size: Vector2::new(80.0, 100.0),
size: Vector2::new(85.0, 100.0),
sprite_sheet: AnimatedSpriteSheet::new(
sprite_sheet,
Vector2::new(300.0, 300.0),
3,
8,
6,
Vector2::new(258.0, 277.0),
4,
15,
0,
),
current_state: CharacterState::default(),
state_set_timestamp: Utc::now(),
}
}
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 {
// Update the internal state
if state != self.current_state {
self.current_state = state.clone();
self.state_set_timestamp = Utc::now();
}
// Handle extra external forces based on the character state
self.movement_force = match state {
CharacterState::Running => Vector2::new(12.0, 0.0),
CharacterState::Jumping => Vector2::new(12.0, -30.0),
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, level_height_offset)
modify_player_based_on_forces(self, colliders, killers, level_height_offset)
}
pub fn reset(&mut self) {
self.position = Vector2::new(0.0, 0.0);
self.position = self.start_position;
self.velocity = Vector2::zero();
self.movement_force = Vector2::zero();
self.current_state = CharacterState::default();

View File

@ -22,7 +22,7 @@ pub fn render_character_in_camera_space(
// Calculate the frame ID to render
let frame_id = match player.current_state {
crate::character::CharacterState::Jumping => 4,
crate::character::CharacterState::Jumping => 6,
_ => (frames_since_state_change % player.sprite_sheet.sprite_count as f32).floor() as usize,
};
@ -33,13 +33,16 @@ pub fn render_character_in_camera_space(
);
player.sprite_sheet.render(
raylib,
player.position.sub(player.size.div(2.0)),
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
if config.debug_view {
#[cfg(all(debug_assertions, feature = "collider_debug"))]
{
raylib.draw_line_v(
player.position.sub(player.size.div(2.0)),
player
@ -48,5 +51,15 @@ pub fn render_character_in_camera_space(
.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,
);
}
}

View File

@ -1,22 +1,36 @@
use std::{cell::RefCell, sync::mpsc::Sender};
use std::{cell::RefCell, collections::HashMap, sync::mpsc::Sender};
use chrono::{DateTime, Duration, Utc};
use discord_sdk::activity::ActivityBuilder;
use raylib::audio::Sound;
use crate::{GameConfig, utilities::non_ref_raylib::HackedRaylibHandle};
use crate::{
progress::ProgressData,
utilities::{audio_player::AudioPlayer, non_ref_raylib::HackedRaylibHandle},
GameConfig,
};
#[derive(Debug)]
pub enum ControlFlag {
Quit,
BeginLevel(usize),
EndLevel,
// UpdateLevelStart(DateTime<Utc>),
// SaveProgress,
// MaybeUpdateHighScore(usize, Duration),
SoundTrigger(String),
}
#[derive(Debug)]
pub struct GameContext {
pub renderer: RefCell<HackedRaylibHandle>,
pub audio: AudioPlayer,
pub sounds: HashMap<String, Sound>,
pub config: GameConfig,
pub discord_rpc_send: Sender<Option<ActivityBuilder>>
pub player_progress: ProgressData,
pub current_level: usize,
pub total_levels: usize,
pub level_start_time: DateTime<Utc>,
pub discord_rpc_send: Sender<Option<ActivityBuilder>>,
pub flag_send: Sender<Option<ControlFlag>>,
}
// impl GameContext {
// /// Construct a new game context.
// pub fn new(raylib: RefCell<HackedRaylibHandle>) -> Self {
// Self {
// renderer: raylib
// }
// }
// }

View File

@ -70,8 +70,9 @@
)]
#![clippy::msrv = "1.57.0"]
use std::{cell::RefCell, sync::mpsc::TryRecvError};
use std::{borrow::BorrowMut, cell::RefCell, collections::HashMap, sync::mpsc::TryRecvError};
use chrono::Utc;
use discord_sdk::activity::ActivityBuilder;
use raylib::prelude::*;
use tracing::{error, info, warn};
@ -80,8 +81,11 @@ use utilities::discord::DiscordConfig;
use crate::{
context::GameContext,
discord_rpc::{maybe_set_discord_presence, try_connect_to_local_discord},
scenes::{build_screen_state_machine, Scenes},
progress::ProgressData,
scenes::{build_screen_state_machine, ingame_scene::level::loader::load_all_levels, Scenes},
utilities::{
audio_player::AudioPlayer,
datastore::{load_music_from_internal_data, load_sound_from_internal_data},
game_config::FinalShaderConfig,
shaders::{
shader::ShaderWrapper,
@ -107,6 +111,7 @@ mod scenes;
mod utilities;
pub use utilities::{datastore::StaticGameData, game_config::GameConfig};
mod character;
mod progress;
/// The game entrypoint
pub async fn game_begin(game_config: &mut GameConfig) -> Result<(), Box<dyn std::error::Error>> {
@ -144,7 +149,13 @@ pub async fn game_begin(game_config: &mut GameConfig) -> Result<(), Box<dyn std:
// Build an MPSC for the game to send rich presence data to discord
let (send_discord_rpc, recv_discord_rpc) = std::sync::mpsc::channel();
let context;
// Build an MPSC for signaling the control thread
let (send_control_signal, recv_control_signal) = std::sync::mpsc::channel();
// Load the savefile
let mut save_file = ProgressData::load_from_file();
let mut context;
let raylib_thread;
{
// Set up FFI access to raylib
@ -155,28 +166,62 @@ pub async fn game_begin(game_config: &mut GameConfig) -> Result<(), Box<dyn std:
game_config.base_window_size.1,
)
.title(&format!("[{}]", game_config.name))
.vsync()
.msaa_4x()
.resizable()
.replace_logger()
.build();
rl.set_exit_key(None);
rl.set_target_fps(60);
raylib_thread = thread;
// Init the audio subsystem
let mut audio_system = AudioPlayer::new(RaylibAudio::init_audio_device());
audio_system.set_master_volume(0.4);
// Load any other sounds
let mut sounds = HashMap::new();
sounds.insert(
"button-press".to_string(),
load_sound_from_internal_data("audio/button-press.mp3").unwrap(),
);
// Build the game context
context = Box::new(GameContext {
renderer: RefCell::new(rl.into()),
config: game_config.clone(),
audio: audio_system,
sounds,
total_levels: 0,
current_level: 0,
player_progress: save_file,
level_start_time: Utc::now(),
discord_rpc_send: send_discord_rpc,
flag_send: send_control_signal,
});
}
// Load the game's main song
let mut main_song = load_music_from_internal_data(
&mut context.renderer.borrow_mut(),
&raylib_thread,
"audio/soundtrack.mp3",
)
.unwrap();
// Start the song
context.audio.play_music_stream(&mut main_song);
// Load all levels
let levels = load_all_levels(&mut context.renderer.borrow_mut(), &raylib_thread).unwrap();
context.total_levels = levels.len();
// Get the main state machine
info!("Setting up the scene management state machine");
let mut game_state_machine =
build_screen_state_machine(&mut context.renderer.borrow_mut(), &raylib_thread).unwrap();
build_screen_state_machine(&mut context.renderer.borrow_mut(), &raylib_thread, levels)
.unwrap();
game_state_machine
.force_change_state(Scenes::LoadingScreen)
.force_change_state(Scenes::MainMenuScreen)
.unwrap();
// Create a dynamic texture to draw to for processing by shaders
@ -210,6 +255,12 @@ pub async fn game_begin(game_config: &mut GameConfig) -> Result<(), Box<dyn std:
puffin::profile_scope!("main_loop");
puffin::GlobalProfiler::lock().new_frame();
// Update the audio
context.audio.update_music_stream(&mut main_song);
if !context.audio.is_music_playing(&main_song) {
context.audio.play_music_stream(&mut main_song);
}
// Update the GPU texture that we draw to. This handles screen resizing and some other stuff
dynamic_texture
.update(&mut context.renderer.borrow_mut(), &raylib_thread)
@ -304,6 +355,41 @@ pub async fn game_begin(game_config: &mut GameConfig) -> Result<(), Box<dyn std:
continue;
}
}
// Handle control flags
match recv_control_signal.try_recv() {
Ok(flag) => {
if let Some(flag) = flag {
match flag {
context::ControlFlag::Quit => break,
context::ControlFlag::BeginLevel(level) => {
context.as_mut().current_level = level;
context.as_mut().level_start_time = Utc::now();
}
context::ControlFlag::EndLevel => {
let now = Utc::now();
let elapsed = now - context.as_mut().level_start_time;
if elapsed.num_seconds().abs() > 1 {
let current_level = context.as_mut().current_level;
context
.as_mut()
.player_progress
.maybe_write_new_time(current_level, &elapsed);
context.as_mut().player_progress.save();
}
}
context::ControlFlag::SoundTrigger(name) => {
context.audio.play_sound(context.sounds.get(&name).unwrap());
}
}
}
}
Err(TryRecvError::Empty) => {}
Err(TryRecvError::Disconnected) => {
break;
}
}
}
context.as_mut().player_progress.save();
Ok(())
}

44
game/src/progress.rs Normal file
View File

@ -0,0 +1,44 @@
use std::collections::HashMap;
use chrono::Duration;
use tracing::info;
#[derive(Debug, Deserialize, Serialize, Default)]
pub struct ProgressData {
pub level_best_times: HashMap<usize, i64>,
}
impl ProgressData {
pub fn get_level_best_time(&self, level: usize) -> Option<Duration> {
let level_best_time = self.level_best_times.get(&level);
match level_best_time {
Some(time) => Some(Duration::seconds(*time)),
None => None,
}
}
pub fn maybe_write_new_time(&mut self, level: usize, time: &Duration) {
let time_in_seconds = time.num_seconds();
if let Some(best_time) = self.get_level_best_time(level) {
if best_time.num_seconds() > time_in_seconds {
self.level_best_times.insert(level, time_in_seconds);
}
} else {
self.level_best_times.insert(level, time_in_seconds);
}
}
pub fn load_from_file() -> Self {
info!("Loading progress data from file");
serde_json::from_str(
&std::fs::read_to_string("./savegame.json")
.unwrap_or("{\"level_best_times\":{}}".to_string()),
)
.unwrap_or(Self::default())
}
pub fn save(&self) {
info!("Saving progress data to file");
std::fs::write("./savegame.json", serde_json::to_string(self).unwrap()).unwrap()
}
}

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