Commit graph

131 commits

Author SHA1 Message Date
Jay Oster bb898d78de
Add minimal-sdl2 example (#48) 2019-11-19 19:58:21 -08:00
Jay Oster 8061ce0ea4
Reorganize dependencies (#46)
* Reorganize dependencies

* Enable logging in the minimal-winit example

* Fix a very minor bug in the minimal-winit example
2019-11-19 19:37:36 -08:00
Jay Oster cb14f2d977
Add minimal example with winit (#45)
- Closes #44
2019-11-09 23:32:37 -08:00
Jay Oster 98983d201d Fix doc comment 2019-11-06 23:15:28 -08:00
Jay Oster d56625577d
Update READMEs (#42) 2019-11-06 22:37:16 -08:00
Jay Oster a92adf1b12
Add explicit clippy deny all, and forbid unsafe code (where possible) (#38) 2019-11-06 21:16:25 -08:00
Thom Chiovoloni e0225c145d Add a conways game of life example (#37)
* Add a conways game of life example

* Rustfmt conway example

* Respond to review feedback (p_width/p_height)

* Use line_drawing instead of manual bresenham

* Optimize count_neibs

* Remove inline(never) leftover from when profiling

* Bring back wrapping behavior (without regressing perf)

* Fix missing bounds check
2019-11-05 23:15:58 -08:00
Jay Oster 28f927e153
Switch from rand_core to randomize (#31)
- For #7
2019-11-02 15:29:09 -07:00
Jay Oster 7844c15a77
Add gamepad support (#28)
* Add gamepad support

* Try to fix the build
2019-10-28 01:03:03 -07:00
Jay Oster 6392ff9481
Fix syntax in the example (#27)
- This works because `wgpu` is a dependency for `pixels`
- But this example should be demonstrating how to ony depend on `pixels` ... And whatever windowing system and event-loop you might want.
2019-10-27 20:27:42 -07:00
Jay Oster 8bebb29a06
Fix screen scaling when window is resized (#25)
* Refactor window creation and size handling

* Require pixel aspect ratio to be > 0

* Fix screen scaling when window is resized

- Ensure the screen retains its correct pixel aspect ratio
- Updated public API on `RenderPass` ... this will continue to be unstable until the initial release
- Add build instructions for the internal shaders
2019-10-27 16:35:22 -07:00
Jay Oster cc04f14a3d
Controls should not be mutable (#24) 2019-10-26 22:03:12 -07:00
Jay Oster 31225385c7
Improve syntax slightly when handling RedrawRequested (#23) 2019-10-23 19:31:42 -07:00
Jay Oster 8801bad58a
Update public API to provide &mut [u8] instead of accepting &[u8] from the app (#22)
- Closes #19
2019-10-21 23:17:58 -07:00
Jay Oster b18690f19f
Clean up event handling with winit_input_helper (#21)
* Clean up event handling with winit_input_helper

- Closes #20

* QoL improvements
2019-10-21 22:34:12 -07:00
Jay Oster ea4e2aafc1
Track hidpi_factor, and properly round the physical pixel size (#15) 2019-10-15 01:09:33 -07:00
Jay Oster 6f0b1e0102
Support resize (#12)
- `Pixels` now takes ownership of the `Surface`. Deal with it. CBF to mess around with weird static lifetime requirements that don't make sense.
2019-10-14 22:17:42 -07:00
Jay Oster 076e4e519e
Implement collision detection (#8)
* Implement collision detection

* Minor cleanups.

* Add laser/player collisions

* Add laser collision with bullets and fix fire button repeating

* Add basic shield collisions

* Refactor collision and debug

* Simplify collision and debug by not tracking laser indices

- We don't care about which laser collided, because they get destroyed immediately.

* Don't track laser indicies against bullets either

* DRY and docs

* Adjust the fleet bounding box as invaders are shot
2019-10-13 19:48:20 -07:00
Jay Oster a793787292 Update README 2019-10-13 18:35:47 -07:00
Jay Oster b6fcf803e7
Invader AI (#6)
* WIP: Invader AI

- Adds debug mode for visualizing bounding boxes
- Adds rectangle and line drawing (for debug mode)
- Invaders move as a close approximation to the original game
- TODO: Demonstrates that the blit function needs to ignore black pixels (or "transparency")
- TODO: The invader movement code is really bad

* clippy and fmt

* Refactor Invader movement

* Support "transparency" in blit function

* Scale player movement to 60 pixels per second, regardless of frame rate.

* Add assertions in blit to prevent drawing out of bounds

* Add bullets, shoot with space

* Add lasers, and improve the bullet animation a little bit

* fmt
2019-10-12 14:26:47 -07:00
Jay Oster d0a16f9a71
Add player controls and shields (#4) 2019-10-08 00:35:53 -07:00
Jay Oster 348533ee9a Add delta time steps and a placeholder for control inputs 2019-10-07 01:00:33 -07:00
Jay Oster d815bb464b Refactor simple-invaders 2019-10-06 13:53:08 -07:00
Jay Oster 3b7638a012 Initial simple-invaders WIP
- Currently animates two flavors of invader in their usual formation
- Lots left to do, but this is a good start
2019-10-06 02:24:07 -07:00
Jay Oster 64cd487c37 Merge Pixels::update() with Pixels::render()
- Adds `PixelsBuilder::texture_format()` to configure the format for the pixel buffer
2019-10-03 23:16:23 -07:00
Jay Oster d0391be62a Initial pass with texture rendering
- The example app generates a scaled version of pixel Ferris as a test.
- TODO:
  - Pixel aspect ratio is still unsupported
  - The `RenderPass` trait is incomplete
2019-10-02 20:22:20 -07:00
Jay Oster 2ec43fccd1 Cleanly separate the two texture dimensions
- The pixel buffer dimensions
- The surface texture dimensions
2019-10-01 22:00:37 -07:00
Jay Oster 5519aafd18 Use RedrawRequested
- THis will likely change after https://github.com/rust-windowing/winit/issues/1082 lands
2019-09-29 18:42:31 -07:00
Jay Oster c4d762d5f5 Rename the Error type and add docs for the variants. 2019-09-25 23:47:04 -07:00
Jay Oster f0d7c84a3f Minor code hygiene. 2019-09-25 23:11:36 -07:00
Jay Oster cc4976079b Initial commit.
- Just a copy of the wgpu `hello-triangle` example for now... more to come!
2019-09-25 23:07:30 -07:00