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3 Commits
master
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level/tile
Author | SHA1 | Date | |
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e1d05516f9 | |||
1a94016a11 | |||
ae75f99bc2 |
3
.gitignore
vendored
@ -8,6 +8,3 @@ Cargo.lock
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# These are backup files generated by rustfmt
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**/*.rs.bk
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/*.gif
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/savegame.json
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2
.vscode/settings.json
vendored
@ -1,10 +1,8 @@
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{
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"cSpell.words": [
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"clippy",
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"platformer",
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"raylib",
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"renderable",
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"scroller",
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"vergen",
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"vsprintf"
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]
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16
.vscode/tasks.json
vendored
@ -45,22 +45,6 @@
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"env": {
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"RUST_LOG": "trace"
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}
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},
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{
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"type": "cargo",
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"command": "run",
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"args": [
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"--features",
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"collider_debug"
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],
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"problemMatcher": [
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"$rustc"
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],
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"group": "build",
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"label": "Rust: Run Game - DEBUG COLLIDERS",
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"env": {
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"RUST_LOG": "debug"
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}
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}
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]
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}
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@ -1,2 +1,2 @@
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* @ewpratten
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game/ @ewpratten @hyperliskdev @LuS404 @SNOWZ7Z
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game/ @ewpratten @hyperlisk @LuS404 @SNOWZ7Z
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35
README.md
@ -1,53 +1,28 @@
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# ludum-dare-49 [WIP]
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[](https://github.com/Ewpratten/ludum-dare-49/actions/workflows/build.yml)
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[](https://github.com/Ewpratten/ludum-dare-49/actions/workflows/clippy.yml)
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[](https://ldjam.com/events/ludum-dare/49/$261521)
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[](https://www.rust-lang.org/)
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[](https://www.raylib.com/)
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**[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.
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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.
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## Reviews
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## Documentation
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> 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)
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> ... 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)
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> 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)
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All development documentation has been moved to [`DEVELOPERS.md`](./DEVELOPERS.md).
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## The Team
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This game was developed by a team of 9 students from *Sheridan College* and *Trent University*.
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This game is developed by a team of 4 students from *Sheridan College* and *Trent University*.
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- [**Evan Pratten**](https://github.com/ewpratten)
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- Team lead
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- Software developer
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- Graphics library maintainer
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- Other LD games: [*Micromanaged Mike*](https://ldjam.com/events/ludum-dare/46/micromanaged-mike), [*Deep Breath*](https://github.com/ewpratten/ludum-dare-48)
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- [**Carter Tomlenovich**](https://github.com/hyperliskdev)
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- Software developer
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- [**Marcelo**](https://github.com/SNOWZ7Z)
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- Software developer
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- Level design
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- [**Luna Sicardi**](https://github.com/LuS404)
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- [**Luna**](https://github.com/LuS404)
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- Software developer
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- UI design
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- [**Emilia Frias**](https://www.instagram.com/demilurii/)
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- Character art
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- Animations
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- [**Kori**](https://www.instagram.com/korigama/)
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- Concept art
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- Tilesets
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- **J.J.**
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- *"Composer? I hardly know her!"*
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- Playtesting
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- [**James Feener**](https://twitter.com/jamesmakesgame)
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- Playtesting
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- **Taya Armstrong**
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- Playtesting
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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"] }
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serde = { version = "1.0.126", features = ["derive"] }
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serde_json = "1.0.64"
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thiserror = "1.0"
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chrono = { version = "0.4", features = ["serde"] }
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chrono = "0.4"
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rust-embed = "6.2.0"
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raylib = { version = "3.5", git = "https://github.com/ewpratten/raylib-rs", rev = "2ae949cb3488dd1bb052ece71d61021c8dd6e910", features = [
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"serde"
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@ -31,9 +31,7 @@ pkg-version = "1.0"
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cfg-if = "1.0"
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num-derive = "0.3"
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num = "0.4"
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tiled = { version = "0.9.5", default-features = false }
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async-trait = "0.1.51"
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webbrowser = "0.5"
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tiled = { version ="0.9.5", default-features = false }
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[dev-dependencies]
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puffin_viewer = "0.6"
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@ -41,7 +39,3 @@ puffin_viewer = "0.6"
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[build-dependencies]
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vergen = "5"
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anyhow = "1.0"
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[features]
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default = []
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collider_debug = []
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|
Before Width: | Height: | Size: 35 KiB |
Before Width: | Height: | Size: 78 KiB |
Before Width: | Height: | Size: 46 KiB |
@ -1,5 +1,5 @@
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{
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"name": "data::loss",
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"name": "Unnamed game",
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"base_window_size": [
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1080,
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720
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@ -41,13 +41,6 @@
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20,
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20,
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255
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],
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"white": [
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188,
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188,
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188,
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188
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]
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},
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"animation_fps": 23
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}
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}
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Before Width: | Height: | Size: 46 KiB |
@ -1,4 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<tileset version="1.5" tiledversion="1.7.2" name="Platform" tilewidth="64" tileheight="64" tilecount="4" columns="4">
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<image source="platform.png" trans="000000" width="256" height="64"/>
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</tileset>
|
Before Width: | Height: | Size: 3.6 KiB |
Before Width: | Height: | Size: 3.9 KiB |
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Before Width: | Height: | Size: 3.7 KiB |
@ -1,4 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<tileset version="1.5" tiledversion="1.7.2" name="Glitch Platform 1" tilewidth="64" tileheight="64" tilecount="4" columns="4">
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<image source="../common/tiles/glitch_platform_1.png" trans="000000" width="256" height="64"/>
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</tileset>
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Before Width: | Height: | Size: 213 KiB |
Before Width: | Height: | Size: 265 KiB |
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|
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<image source="../common/tiles/moreFullyTiles.png" trans="000000" width="512" height="64"/>
|
||||
</tileset>
|
Before Width: | Height: | Size: 82 KiB |
@ -1,4 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<tileset version="1.5" tiledversion="1.7.2" name="tiles" tilewidth="64" tileheight="64" tilecount="16" columns="16">
|
||||
<image source="../common/tiles/moreFullyTiles.png" trans="000000" width="1024" height="64"/>
|
||||
</tileset>
|
@ -1,19 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.5" tiledversion="1.7.2" orientation="orthogonal" renderorder="right-down" width="180" height="12" tilewidth="64" tileheight="64" infinite="0" nextlayerid="2" nextobjectid="1">
|
||||
<layer id="1" name="Tile Layer 1" width="180" height="12">
|
||||
<data encoding="csv">
|
||||
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|
||||
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|
||||
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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,
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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,
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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,
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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
|
||||
</data>
|
||||
</layer>
|
||||
</map>
|
@ -1,106 +0,0 @@
|
||||
{
|
||||
"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
|
||||
}
|
||||
}
|
@ -1,8 +0,0 @@
|
||||
[
|
||||
|
||||
"level_0",
|
||||
"level_1",
|
||||
"level_2",
|
||||
"level_4"
|
||||
|
||||
]
|
11
game/assets/levels_tmx/test_map.tmx
Normal file
4
game/assets/levels_tmx/tilemap1.tsx
Normal file
@ -0,0 +1,4 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<tileset version="1.5" tiledversion="1.7.2" name="tilemap1" tilewidth="32" tileheight="32" tilecount="864" columns="36">
|
||||
<image source="../../../../../../Downloads/abwsx3mzcgs21.png" width="1152" height="768"/>
|
||||
</tileset>
|
Before Width: | Height: | Size: 520 KiB |
Before Width: | Height: | Size: 654 KiB |
Before Width: | Height: | Size: 250 KiB |
Before 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) {
|
||||
finalColorModifier = vec4(0.15);
|
||||
finalColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
return;
|
||||
}
|
||||
|
||||
// --- 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) * finalColorModifier;
|
||||
mix(texWithBloom.rgb, vec3(0.0), scanlineFactor), 1.0);
|
||||
}
|
||||
|
@ -1,124 +0,0 @@
|
||||
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(())
|
||||
}
|