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1 Commits

Author SHA1 Message Date
0d4d149b0b init branch 2021-10-02 20:06:05 -04:00
122 changed files with 823 additions and 3471 deletions

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

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

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

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@ -1,53 +1,28 @@
![](./game/assets/logos/game-banner.png)
# [data::loss]
[![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 +31,8 @@ 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"
@ -41,7 +40,3 @@ puffin_viewer = "0.6"
[build-dependencies]
vergen = "5"
anyhow = "1.0"
[features]
default = []
collider_debug = []

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@ -49,5 +49,5 @@
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[
"level_0",
"level_1",
"level_2",
"level_4"
"level_0"
]

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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);
}

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@ -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(())
}

View File

@ -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();

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 => 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,
);
}
}

View File

@ -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
// }
// }
// }

View File

@ -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(())
}

View File

@ -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()
}
}

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