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level_timi
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0d4d149b0b |
1
.gitignore
vendored
@ -10,4 +10,3 @@ Cargo.lock
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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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11
.vscode/tasks.json
vendored
@ -48,19 +48,12 @@
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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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"subcommand": "build",
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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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"label": "Rust: cargo build - ludum-dare-49"
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}
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]
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}
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35
README.md
@ -1,53 +1,28 @@
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# [data::loss]
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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 +31,8 @@ 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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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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[dev-dependencies]
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puffin_viewer = "0.6"
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@ -41,7 +40,3 @@ 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 After Width: | Height: | Size: 46 KiB |
Before Width: | Height: | Size: 46 KiB After Width: | Height: | Size: 138 KiB |
@ -49,5 +49,5 @@
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188
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]
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},
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"animation_fps": 23
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"animation_fps": 15
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}
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@ -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>
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Before Width: | Height: | Size: 3.6 KiB |
Before Width: | Height: | Size: 3.9 KiB |
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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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<?xml version="1.0" encoding="UTF-8"?>
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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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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
||||
</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 +1,3 @@
|
||||
[
|
||||
|
||||
"level_0",
|
||||
"level_1",
|
||||
"level_2",
|
||||
"level_4"
|
||||
|
||||
"level_0"
|
||||
]
|
||||
|
Before Width: | Height: | Size: 520 KiB |
Before Width: | Height: | Size: 654 KiB |
Before Width: | Height: | Size: 250 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);
|
||||
}
|
||||
|
@ -1,7 +1,6 @@
|
||||
use std::ops::Mul;
|
||||
|
||||
use raylib::math::{Rectangle, Vector2};
|
||||
use tracing::trace;
|
||||
|
||||
use crate::scenes::ingame_scene::world::WORLD_LEVEL_X_OFFSET;
|
||||
|
||||
@ -13,11 +12,8 @@ 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;
|
||||
@ -32,50 +28,28 @@ pub fn modify_player_based_on_forces(
|
||||
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,
|
||||
);
|
||||
|
||||
// Calculate a generic "floor" to always collide with
|
||||
let floor_rect = Rectangle::new(f32::MIN, 0.0, f32::MAX, 1.0);
|
||||
|
||||
// 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 player.velocity.y != 0.0
|
||||
&& (check_player_colliding_with_colliders()
|
||||
|| check_player_colliding_with_colliders_forwards())
|
||||
if (check_player_colliding_with_floor()
|
||||
|| check_player_colliding_with_floor_next_frame()
|
||||
|| check_player_colliding_with_colliders())
|
||||
&& player.velocity.y != 0.0
|
||||
{
|
||||
player.velocity.y = 0.0;
|
||||
|
||||
@ -86,39 +60,18 @@ pub fn modify_player_based_on_forces(
|
||||
return player.update_player(
|
||||
Some(CharacterState::Running),
|
||||
colliders,
|
||||
killers,
|
||||
level_height_offset,
|
||||
);
|
||||
}
|
||||
} else if player.current_state == CharacterState::Running {
|
||||
player.override_state(CharacterState::Jumping);
|
||||
}
|
||||
|
||||
// Check sideways collisions
|
||||
if player.velocity.y == 0.0 && check_player_colliding_with_colliders(){
|
||||
return Err(());
|
||||
}
|
||||
|
||||
// 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(())
|
||||
}
|
||||
|
@ -21,7 +21,6 @@ pub enum CharacterState {
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct MainCharacter {
|
||||
pub start_position: Vector2,
|
||||
pub position: Vector2,
|
||||
pub movement_force: Vector2,
|
||||
pub base_velocity: Vector2,
|
||||
@ -35,58 +34,51 @@ 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(85.0, 100.0),
|
||||
size: Vector2::new(80.0, 100.0),
|
||||
sprite_sheet: AnimatedSpriteSheet::new(
|
||||
sprite_sheet,
|
||||
Vector2::new(258.0, 277.0),
|
||||
4,
|
||||
15,
|
||||
0,
|
||||
Vector2::new(300.0, 300.0),
|
||||
3,
|
||||
8,
|
||||
6,
|
||||
),
|
||||
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(10.0, 0.0),
|
||||
CharacterState::Jumping => Vector2::new(10.0, -40.0),
|
||||
self.movement_force = match state {
|
||||
CharacterState::Running => Vector2::new(12.0, 0.0),
|
||||
CharacterState::Jumping => Vector2::new(12.0, -30.0),
|
||||
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)
|
||||
modify_player_based_on_forces(self, colliders, level_height_offset)
|
||||
}
|
||||
|
||||
pub fn reset(&mut self) {
|
||||
self.position = self.start_position;
|
||||
self.position = Vector2::new(0.0, 0.0);
|
||||
self.velocity = Vector2::zero();
|
||||
self.movement_force = Vector2::zero();
|
||||
self.current_state = CharacterState::default();
|
||||
|
@ -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 => 6,
|
||||
crate::character::CharacterState::Jumping => 4,
|
||||
_ => (frames_since_state_change % player.sprite_sheet.sprite_count as f32).floor() as usize,
|
||||
};
|
||||
|
||||
@ -33,16 +33,13 @@ pub fn render_character_in_camera_space(
|
||||
);
|
||||
player.sprite_sheet.render(
|
||||
raylib,
|
||||
player
|
||||
.position
|
||||
.sub(Vector2::new(player.size.y, player.size.y).div(3.0)),
|
||||
player.position.sub(player.size.div(2.0)),
|
||||
Some(Vector2::new(player.size.y, player.size.y)),
|
||||
Some(frame_id),
|
||||
);
|
||||
|
||||
// Possibly render a debug vector
|
||||
#[cfg(all(debug_assertions, feature = "collider_debug"))]
|
||||
{
|
||||
if config.debug_view {
|
||||
raylib.draw_line_v(
|
||||
player.position.sub(player.size.div(2.0)),
|
||||
player
|
||||
@ -51,15 +48,5 @@ 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,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
@ -1,36 +1,22 @@
|
||||
use std::{cell::RefCell, collections::HashMap, sync::mpsc::Sender};
|
||||
use std::{cell::RefCell, sync::mpsc::Sender};
|
||||
|
||||
use chrono::{DateTime, Duration, Utc};
|
||||
use discord_sdk::activity::ActivityBuilder;
|
||||
use raylib::audio::Sound;
|
||||
|
||||
use crate::{
|
||||
progress::ProgressData,
|
||||
utilities::{audio_player::AudioPlayer, non_ref_raylib::HackedRaylibHandle},
|
||||
GameConfig,
|
||||
};
|
||||
use crate::{GameConfig, utilities::non_ref_raylib::HackedRaylibHandle};
|
||||
|
||||
#[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 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>>,
|
||||
pub discord_rpc_send: Sender<Option<ActivityBuilder>>
|
||||
}
|
||||
|
||||
// impl GameContext {
|
||||
// /// Construct a new game context.
|
||||
// pub fn new(raylib: RefCell<HackedRaylibHandle>) -> Self {
|
||||
// Self {
|
||||
// renderer: raylib
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
@ -70,9 +70,8 @@
|
||||
)]
|
||||
#![clippy::msrv = "1.57.0"]
|
||||
|
||||
use std::{borrow::BorrowMut, cell::RefCell, collections::HashMap, sync::mpsc::TryRecvError};
|
||||
use std::{cell::RefCell, sync::mpsc::TryRecvError};
|
||||
|
||||
use chrono::Utc;
|
||||
use discord_sdk::activity::ActivityBuilder;
|
||||
use raylib::prelude::*;
|
||||
use tracing::{error, info, warn};
|
||||
@ -81,11 +80,8 @@ use utilities::discord::DiscordConfig;
|
||||
use crate::{
|
||||
context::GameContext,
|
||||
discord_rpc::{maybe_set_discord_presence, try_connect_to_local_discord},
|
||||
progress::ProgressData,
|
||||
scenes::{build_screen_state_machine, ingame_scene::level::loader::load_all_levels, Scenes},
|
||||
scenes::{build_screen_state_machine, Scenes},
|
||||
utilities::{
|
||||
audio_player::AudioPlayer,
|
||||
datastore::{load_music_from_internal_data, load_sound_from_internal_data},
|
||||
game_config::FinalShaderConfig,
|
||||
shaders::{
|
||||
shader::ShaderWrapper,
|
||||
@ -111,7 +107,6 @@ 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>> {
|
||||
@ -149,13 +144,7 @@ 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();
|
||||
|
||||
// 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 context;
|
||||
let raylib_thread;
|
||||
{
|
||||
// Set up FFI access to raylib
|
||||
@ -166,62 +155,28 @@ 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, levels)
|
||||
.unwrap();
|
||||
build_screen_state_machine(&mut context.renderer.borrow_mut(), &raylib_thread).unwrap();
|
||||
game_state_machine
|
||||
.force_change_state(Scenes::MainMenuScreen)
|
||||
.force_change_state(Scenes::LoadingScreen)
|
||||
.unwrap();
|
||||
|
||||
// Create a dynamic texture to draw to for processing by shaders
|
||||
@ -255,12 +210,6 @@ 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)
|
||||
@ -355,41 +304,6 @@ 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(())
|
||||
}
|
||||
|
@ -1,44 +0,0 @@
|
||||
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()
|
||||
}
|
||||
}
|