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134 changed files with 323 additions and 4465 deletions

3
.gitignore vendored
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@ -8,6 +8,3 @@ Cargo.lock
# These are backup files generated by rustfmt
**/*.rs.bk
/*.gif
/savegame.json

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

16
.vscode/tasks.json vendored
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@ -45,22 +45,6 @@
"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"
}
}
]
}

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@ -1,2 +1,2 @@
* @ewpratten
game/ @ewpratten @hyperliskdev @LuS404 @SNOWZ7Z
game/ @ewpratten @hyperlisk @LuS404 @SNOWZ7Z

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@ -1,53 +1,28 @@
![](./game/assets/logos/game-banner.png)
# ludum-dare-49 [WIP]
[![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.
## Reviews
## Documentation
> 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)
All development documentation has been moved to [`DEVELOPERS.md`](./DEVELOPERS.md).
## The Team
This game was developed by a team of 9 students from *Sheridan College* and *Trent University*.
This game is developed by a team of 4 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
- Level design
- [**Luna Sicardi**](https://github.com/LuS404)
- [**Luna**](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 = { version = "0.4", features = ["serde"] }
chrono = "0.4"
rust-embed = "6.2.0"
raylib = { version = "3.5", git = "https://github.com/ewpratten/raylib-rs", rev = "2ae949cb3488dd1bb052ece71d61021c8dd6e910", features = [
"serde"
@ -31,9 +31,7 @@ pkg-version = "1.0"
cfg-if = "1.0"
num-derive = "0.3"
num = "0.4"
tiled = { version = "0.9.5", default-features = false }
async-trait = "0.1.51"
webbrowser = "0.5"
tiled = { version ="0.9.5", default-features = false }
[dev-dependencies]
puffin_viewer = "0.6"
@ -41,7 +39,3 @@ puffin_viewer = "0.6"
[build-dependencies]
vergen = "5"
anyhow = "1.0"
[features]
default = []
collider_debug = []

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@ -1,5 +1,5 @@
{
"name": "data::loss",
"name": "Unnamed game",
"base_window_size": [
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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) {
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);
}

View File

@ -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(())
}

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