From 100a54a7cd9c4991666f2f1d48df744d449f8a6b Mon Sep 17 00:00:00 2001 From: Ewpratten Date: Sun, 3 Apr 2022 00:24:28 +0000 Subject: [PATCH] deploy: c80e0a7311716cbe05bdd870c5775f131441fca9 --- .../rendering/utilities/map_render/index.html | 2 +- .../map_render/struct.MapRenderer.html | 4 +- .../scenes/player_interaction/index.html | 2 +- .../struct.PlayableScene.html | 6 +- rustdoc/search-index.js | 2 +- .../rendering/utilities/map_render.rs.html | 196 +++++++++++++++++- .../scenes/player_interaction.rs.html | 30 ++- 7 files changed, 223 insertions(+), 19 deletions(-) diff --git a/rustdoc/game_logic/rendering/utilities/map_render/index.html b/rustdoc/game_logic/rendering/utilities/map_render/index.html index 02242652..bd602123 100644 --- a/rustdoc/game_logic/rendering/utilities/map_render/index.html +++ b/rustdoc/game_logic/rendering/utilities/map_render/index.html @@ -1,6 +1,6 @@ game_logic::rendering::utilities::map_render - Rust

Module game_logic::rendering::utilities::map_render[][src]

Structs

+

Module map_render

Module game_logic::rendering::utilities::map_render[][src]

Structs

Enums

Possible errors generated by the map loading process

diff --git a/rustdoc/game_logic/rendering/utilities/map_render/struct.MapRenderer.html b/rustdoc/game_logic/rendering/utilities/map_render/struct.MapRenderer.html index 8636d511..e4891875 100644 --- a/rustdoc/game_logic/rendering/utilities/map_render/struct.MapRenderer.html +++ b/rustdoc/game_logic/rendering/utilities/map_render/struct.MapRenderer.html @@ -4,8 +4,8 @@ map: Map, tile_textures: HashMap<PathBuf, Texture2D>, world_objects: WorldObjectPackage, -}

Fields

map: Maptile_textures: HashMap<PathBuf, Texture2D>world_objects: WorldObjectPackage

Implementations

Construct a new MapRenderer.

-

Trait Implementations

Formats the value using the given formatter. Read more

+}

Fields

map: Maptile_textures: HashMap<PathBuf, Texture2D>world_objects: WorldObjectPackage

Implementations

Construct a new MapRenderer.

+

Trait Implementations

Formats the value using the given formatter. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

diff --git a/rustdoc/game_logic/scenes/player_interaction/index.html b/rustdoc/game_logic/scenes/player_interaction/index.html index a9d28ba5..bddc93ec 100644 --- a/rustdoc/game_logic/scenes/player_interaction/index.html +++ b/rustdoc/game_logic/scenes/player_interaction/index.html @@ -1,6 +1,6 @@ game_logic::scenes::player_interaction - Rust

Module game_logic::scenes::player_interaction[][src]

Expand description

This scene encompasses all of the game where the player can walk around.

+

Module player_interaction

Module game_logic::scenes::player_interaction[][src]

Expand description

This scene encompasses all of the game where the player can walk around.

Structs

\ No newline at end of file diff --git a/rustdoc/game_logic/scenes/player_interaction/struct.PlayableScene.html b/rustdoc/game_logic/scenes/player_interaction/struct.PlayableScene.html index c9cc3dce..820bbca3 100644 --- a/rustdoc/game_logic/scenes/player_interaction/struct.PlayableScene.html +++ b/rustdoc/game_logic/scenes/player_interaction/struct.PlayableScene.html @@ -7,9 +7,9 @@ camera: Camera2D, last_update: SystemTime, game_soundtrack: Music, -}

Fields

has_updated_discord_rpc: boolplayer: Playerworld_map: MapRenderercamera: Camera2Dlast_update: SystemTimegame_soundtrack: Music

Implementations

Construct a new PlayableScene

-

Handler for each frame

-

Trait Implementations

Formats the value using the given formatter. Read more

+}

Fields

has_updated_discord_rpc: boolplayer: Playerworld_map: MapRenderercamera: Camera2Dlast_update: SystemTimegame_soundtrack: Music

Implementations

Construct a new PlayableScene

+

Handler for each frame

+

Trait Implementations

Formats the value using the given formatter. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

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Despite being async, …","Global resources","","This module contains the datastructure backing persistent …","The rust side of the dist/project-constants.json file","This module contains lower level rendering logic.","The render code for various scenes","Access to the game’s embedded files.","Utilities for loading JSON from the embedded filesystem.","","Code for loading textures from RAM to VRAM","This structure is dynamically packed with the contents of …","","","","","","Get an embedded file and its metadata.","","","Iterates over the file paths in the folder.","","","","","","","The JSON data was not found in the internal data store","Possible errors generated when deserializing JSON data …","An error occurred with the JSON data itself","","","","","","","","","","Load an embedded JSON file","","","","","","","","","","The structure backing the dist/known-sprite-types.json file","","","","","","","Sprite long name","","","","","Loads a list of all known sprite types from the …","Sprite short name (used in filenames)","","","","","","","","","","","","","","","","","","","","","","Loads an embedded texture into VRAM.","","","","","","","","","","","Converts from the game coordinate system to the tiled …","Converts from the tiled coordinate system to the game …","How long to wait before we give up on connecting to …","A cross-thread communication channel for sending Discord …","","Run the inner communication task in an async context","","","","","Get access to the inter-thread channel for communicating …","","","Discord Rich Presence utilities","","Construct a new DiscordRpcThreadHandle","","This file contains a system for signaling Discord RPC …","","","","","","","","","","","","The client wrapper for Discord RPC","","","","","","Clears the user rich presence","","","","","","","","","","","","","","","Creates a new DiscordRpcClient","Sets the user rich presence","","","","","","","","","","","","","","","","","","Signal to begin a game timer (Discord will display …","Signal to change the graphical assets in the info card","Signal to set the details in the info card","Signal to clear the game remaining timer","Definitions of signals that can be sent to the Discord RPC …","Signal to end a game timer","Signal to begin a countdown timer (Discord will display …","A struct that can keep track of incoming signals and their …","Apply a signal to generate a new activity","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","What the player is doing, eg. “Exploring the Wilds of …","The user’s currenty party status, eg. “Playing Solo”.","Global resource package","","","","","","","","Load the resources (blocking)","","","","","","","","","","","","","","","","","","","Construct a new player.","","","","","","","","","","Defines a collider in object space.","","Definition of an object. 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Returns when the window …","Handles loading the global resources and playing an intro …","","","","","","","","","","Construct a new LoadingScreen","","","","","","","","","","","","","","","","","Construct a new SmFailureScreen","","","","","","","This module handles the code for rendering …","","","Possible errors to be thrown during the animation texture …","Definition for the metadata structure attached to each …","Definition for the structure describing a frame’s size …","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","Get the current frame index","","","","","","","","","","","Construct a new AnimatedTexture","Render the animation based on timestamp","Render a single frame to the screen","Clear the internal tracker for when the animation started","","","","","The animation start timestamp","The whole internal spritesheet","The metadata describing the spritesheet","a list of source rects to reduce memory allocation needs …","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","Possible errors generated by the map loading process","","","","","","","","","","","","","","","","","","","","","","Load the tileset. First attempts to pull from an in-RAM …","","","","","","","","","","Construct a new MapRenderer.","","","","","","","","","","","","","","","","","","","","","","","","","","Delegate for handling rendering. This is a struct to allow …","","","","If you need anything to happen when the game closes, stick …","","","","","This scene encompasses the main menu system","","","This is called when the game first loads","This scene encompasses all of the game where the player …","This is called every frame once the game has started.","","","","This “scene” is used only for testing animation and …","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","Construct a new MainMenu","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","Construct a new PlayableScene","","Handler for each frame","","","","","","","","","","","","","","","","","","","Construct a new TestFoxScene","Handler for each 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Must match the name of the texture","Object name","Colliders for physics","Position, relative to the object’s center (north east is …","Object position (tile-space not pixel-space). 1,1 being up …","Possible radius","Object rotation, positive is clockwise","Possible sizing","Temperature","","","","","","","","","","","","","The object’s top texture","","","","","","","","","","","","","","","A simply interface for the madness","","","","","","Bottom animated textures","Bottom static textures","","","","","","","","","","","","","","","The object definitions","The object references","","","","","","","Top animated textures","Top static textures","","","","","","","","","","","Game save state.","","","","","","","","","","Returns the optimal path for storing settings data.","","","Loads the savestate from disk.","Saves the savestate to disk.","","","","","","","","Settings for the game.","","","","","","","","","","Returns the optimal path for storing settings data.","","","Loads the settings from disk.","Saves the settings to disk.","","","","","","","","Constants relating to Discord","Constants relating to the Player","This structure is filled with the contents of …","Acceleration, tiles per second per second","The Discord application ID","Artwork name mapping","The window size to use on launch","","","","","","","Deceleration, tiles per second per second","","","","The Discord constants","","","","","","","","","","The name of the game","","","","","","","Maximum velocity, tiles per second","The Player constants","Starting size of player in tiles","Strings","The target framerate of the game","The size of the game tiles","","","","","","","","","","","","","","","","This module contains state machine definitions for the …","The Event Loop module","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","Will begin rendering graphics. Returns when the window …","Handles loading the global resources and playing an intro …","","","","","","","","","","Construct a new LoadingScreen","","","","","","","","","","","","","","","","","Construct a new SmFailureScreen","","","","","","","This module handles the code for rendering …","","","Possible errors to be thrown during the animation texture …","Definition for the metadata structure attached to each …","Definition for the structure describing a frame’s size …","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","Get the current frame index","","","","","","","","","","","Construct a new AnimatedTexture","Render the animation based on timestamp","Render a single frame to the screen","Clear the internal tracker for when the animation started","","","","","The animation start timestamp","The whole internal spritesheet","The metadata describing the spritesheet","a list of source rects to reduce memory allocation needs …","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","Possible errors generated by the map loading process","","","","","","","","","","","","","","","","","","","","","","Load the tileset. First attempts to pull from an in-RAM …","","","","","","","","","","Construct a new MapRenderer.","","","","","","","","","","","","","","","","","","","","","","","","","","Delegate for handling rendering. This is a struct to allow …","","","","If you need anything to happen when the game closes, stick …","","","","","This scene encompasses the main menu system","","","This is called when the game first loads","This scene encompasses all of the game where the player …","This is called every frame once the game has started.","","","","This “scene” is used only for testing animation and …","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","Construct a new MainMenu","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","Construct a new PlayableScene","","Handler for each frame","","","","","","","","","","","","","","","","","","","Construct a new TestFoxScene","Handler for each 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}'); if (window.initSearch) {window.initSearch(searchIndex)}; \ No newline at end of file diff --git a/rustdoc/src/game_logic/rendering/utilities/map_render.rs.html b/rustdoc/src/game_logic/rendering/utilities/map_render.rs.html index 9f90d45f..af740ac6 100644 --- a/rustdoc/src/game_logic/rendering/utilities/map_render.rs.html +++ b/rustdoc/src/game_logic/rendering/utilities/map_render.rs.html @@ -371,6 +371,98 @@ 369 370 371 +372 +373 +374 +375 +376 +377 +378 +379 +380 +381 +382 +383 +384 +385 +386 +387 +388 +389 +390 +391 +392 +393 +394 +395 +396 +397 +398 +399 +400 +401 +402 +403 +404 +405 +406 +407 +408 +409 +410 +411 +412 +413 +414 +415 +416 +417 +418 +419 +420 +421 +422 +423 +424 +425 +426 +427 +428 +429 +430 +431 +432 +433 +434 +435 +436 +437 +438 +439 +440 +441 +442 +443 +444 +445 +446 +447 +448 +449 +450 +451 +452 +453 +454 +455 +456 +457 +458 +459 +460 +461 +462 +463
use std::{collections::HashMap, path::PathBuf, sync::Arc};
 
 use crate::{
@@ -386,7 +478,7 @@
     texture::Texture2D,
     RaylibHandle, RaylibThread,
 };
-use tiled::{Loader, Map, ResourceCache, ResourcePath, ResourcePathBuf, Tileset};
+use tiled::{Loader, Map, PropertyValue, ResourceCache, ResourcePath, ResourcePathBuf, Tileset};
 
 /// Possible errors generated by the map loading process
 #[derive(Debug, thiserror::Error)]
@@ -504,22 +596,114 @@
         })
     }
 
-    pub fn sample_friction_at(&self, world_position: na::Vector2<f32>) -> f32 {
+    pub fn sample_friction_at(&self, world_position: na::Vector2<f32>) -> Option<f32> {
         // Convert to a tile position
         let tile_position = na::Vector2::new(
             (world_position.x / 128.0).floor() as i32,
             (world_position.y / 128.0).floor() as i32,
         );
-        todo!()
+
+        // If there is an object here, let it override the output
+        for obj_ref in &self.world_objects.object_references {
+            if obj_ref.position.x == tile_position.x as f32
+                && obj_ref.position.y == tile_position.y as f32
+            {
+                // Get access to the actual object definition
+                let object_key = format!("{}:{}", obj_ref.kind, obj_ref.name);
+                let obj_def = self
+                    .world_objects
+                    .object_definitions
+                    .get(&object_key)
+                    .unwrap();
+
+                // Check if there is a friction property
+                if let Some(friction) = obj_def.friction {
+                    return Some(friction);
+                }
+            }
+        }
+
+        // Get the first layer
+        let layer = self.map.layers().next().unwrap();
+
+        // Handle the layer type
+        match layer.layer_type() {
+            tiled::LayerType::TileLayer(layer) => {
+                // Get the tile
+                if let Some(tile) = layer.get_tile(tile_position.x, tile_position.y) {
+                    if let Some(tile) = tile.get_tile() {
+                        if let Some(data) = tile.data.properties.get("friction") {
+                            match data {
+                                PropertyValue::FloatValue(f) => Some(*f),
+                                _ => None,
+                            }
+                        } else {
+                            None
+                        }
+                    } else {
+                        None
+                    }
+                } else {
+                    None
+                }
+            }
+            _ => None,
+        }
     }
 
-    pub fn sample_temperature_at(&self, world_position: na::Vector2<f32>) -> f32 {
+    pub fn sample_temperature_at(&self, world_position: na::Vector2<f32>) -> Option<f32> {
         // Convert to a tile position
         let tile_position = na::Vector2::new(
             (world_position.x / 128.0).floor() as i32,
             (world_position.y / 128.0).floor() as i32,
         );
-        todo!()
+
+        // If there is an object here, let it override the output
+        for obj_ref in &self.world_objects.object_references {
+            if obj_ref.position.x == tile_position.x as f32
+                && obj_ref.position.y == tile_position.y as f32
+            {
+                // Get access to the actual object definition
+                let object_key = format!("{}:{}", obj_ref.kind, obj_ref.name);
+                let obj_def = self
+                    .world_objects
+                    .object_definitions
+                    .get(&object_key)
+                    .unwrap();
+
+                // Check if there is a temperature property
+                if let Some(temperature) = obj_def.temperature {
+                    return Some(temperature);
+                }
+            }
+        }
+
+        // Get the first layer
+        let layer = self.map.layers().next().unwrap();
+
+        // Handle the layer type
+        match layer.layer_type() {
+            tiled::LayerType::TileLayer(layer) => {
+                // Get the tile
+                if let Some(tile) = layer.get_tile(tile_position.x, tile_position.y) {
+                    if let Some(tile) = tile.get_tile() {
+                        if let Some(data) = tile.data.properties.get("temperature") {
+                            match data {
+                                PropertyValue::FloatValue(f) => Some(*f),
+                                _ => None,
+                            }
+                        } else {
+                            None
+                        }
+                    } else {
+                        None
+                    }
+                } else {
+                    None
+                }
+            }
+            _ => None,
+        }
     }
 
     pub fn render_map(
@@ -703,7 +887,7 @@
                                                         width: tex.width as f32,
                                                         height: tex.height as f32,
                                                     };
-    
+
                                                     draw_handle.draw_texture_pro(
                                                         &tex,
                                                         r1,
diff --git a/rustdoc/src/game_logic/scenes/player_interaction.rs.html b/rustdoc/src/game_logic/scenes/player_interaction.rs.html
index aabff2d3..e69507b3 100644
--- a/rustdoc/src/game_logic/scenes/player_interaction.rs.html
+++ b/rustdoc/src/game_logic/scenes/player_interaction.rs.html
@@ -192,6 +192,16 @@
 190
 191
 192
+193
+194
+195
+196
+197
+198
+199
+200
+201
+202
 
//! This scene encompasses all of the game where the player can walk around.
 
 use nalgebra as na;
@@ -224,8 +234,13 @@
         thread: &raylib::RaylibThread,
         constants: &ProjectConstants,
     ) -> Self {
-
-        let map_renderer = MapRenderer::new("map_gameMap.tmx", "map_gameMap.objects.json", raylib_handle, thread).unwrap();
+        let map_renderer = MapRenderer::new(
+            "map_gameMap.tmx",
+            "map_gameMap.objects.json",
+            raylib_handle,
+            thread,
+        )
+        .unwrap();
 
         // Load the game music
         let game_soundtrack =
@@ -299,10 +314,15 @@
         let mut ctx2d = draw.begin_mode2D(self.camera);
 
         // Render the map
+        self.world_map
+            .render_map(&mut ctx2d, &self.camera, true, self.player.position);
 
-        self.world_map.render_map(&mut ctx2d, &self.camera, true, self.player.position);
-       
-        let player_size = (constants.tile_size as f32 * constants.player.start_size * self.player.size) as i32;
+        // NOTE: This is how to check friction and temperature
+        let current_friction = self.world_map.sample_friction_at(self.player.position);
+        let current_temperature = self.world_map.sample_temperature_at(self.player.position);
+
+        let player_size =
+            (constants.tile_size as f32 * constants.player.start_size * self.player.size) as i32;
 
         ctx2d.draw_rectangle(
             self.player.position[0] as i32 - player_size / 2,