Commit graph

165 commits

Author SHA1 Message Date
Jay Oster 28f927e153
Switch from rand_core to randomize (#31)
- For #7
2019-11-02 15:29:09 -07:00
Jay Oster 113ffafced Use TextureFormat to show the example iterates one-byte-per-pixel 2019-10-31 20:35:54 -07:00
Jay Oster de50b40d41 Add license 2019-10-30 23:30:09 -07:00
Jay Oster 27c4309223 Fix typo 2019-10-29 20:49:25 -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 109d115997 Document rounding the screen size to account for non-integer HiDPI scaling factors 2019-10-27 20:36:49 -07:00
Jay Oster 4bbf9770bc Document accessing wgpu through pixels 2019-10-27 20:34:48 -07:00
Jay Oster b7e751b507 Fix typo in docs 2019-10-27 20:28:06 -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 5795fa7943
Add include_spv!() macro, donated by Ralith (#26) 2019-10-27 19:50:15 -07:00
Jay Oster 994cc9a03c Fix typo 2019-10-27 16:36:47 -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 a7802453ec
Update dependencies (#17)
* Update dependencies. Fixed #14

* Fix CI

* Update locked dependencies
2019-10-20 17:32:11 -07:00
Jay Oster 3102b5b485 Update README 2019-10-15 18:43:01 -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 383b0d83ff
Replace vk-shader-macros with pre-compiled GLSL. Fixes #9 (#10) 2019-10-13 21:43:30 -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 31bc8c7614
Refactor animations (#5)
- `SpriteRef` impls `Animation`, `Sprite` does not
- Animation duration and delta time now lives on the struct that handles the animation "state machine"
- Tweak the player animation to 100ms frame duration (was 50ms)
2019-10-08 19:54:57 -07:00
Jay Oster d0a16f9a71
Add player controls and shields (#4) 2019-10-08 00:35:53 -07:00
Jay Oster d7fc1eca3c
Refactor SpriteCache and animation (#3)
* Refactor SpriteCache and animations

- Animation frames are now enumerated
- Renamed the `Sprites` trait into the more apt `Drawable`
- Moved animation to a default impl on `Drawable`
- Added the Cthulhu invader
- Clarify that `World::step_invaders()` is only needed for handling the invader grid
- Renamed `Cannon` to `Bullet`

* Improve readability of some `SpriteCache` uses.
2019-10-07 20:22:34 -07:00
Jay Oster e4249ed766 Update README 2019-10-07 01:17:36 -07:00
Jay Oster 2767d47d67 Fix for MSRV 2019-10-07 01:11:20 -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 960bfb9b3f clippy 2019-10-07 00:31:49 -07:00
Jay Oster d815bb464b Refactor simple-invaders 2019-10-06 13:53:08 -07:00
Jay Oster 1e5621c820 Refactor the stepper 2019-10-06 03:31:16 -07:00
Jay Oster 63369b8fe0 Fix CI
- `--workspace` is a nightly-only arg
2019-10-06 02:41:41 -07:00
Jay Oster aa9fdf56bf Enable clippy and tests on the entire workspace 2019-10-06 02:31:29 -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 2847a8bd39 Update docs 2019-10-04 22:48:29 -07:00
Jay Oster b7d1623e67 Include missing module 2019-10-04 22:45:30 -07:00
Jay Oster 4d2d313faa Implement Renderer::factory() as a client would
- I had to move the texture state back to `Pixels` for now ... not satusfied with this yet
2019-10-04 22:43:45 -07:00
Jay Oster 8dc33fcf4e
Enable clippy in CI (#2)
* Enable clippy in CI

- Removed beta and nightly channels to prevent build breakage
- Fixed some lints noted by `pedantic` and `nursery` level (but not denying these levels by default)
2019-10-04 21:35:00 -07:00
Jay Oster 889d1ae44a clippy 2019-10-04 21:08:24 -07:00
Jay Oster c994b35a5c Settle on an interface for PixelsBuilder::add_render_pass()
- Accepts a closure (factory function) which itself accepts references to the `wgpu` instances needed for rendering
- This solves a need for creating `RenderPass` objects with a lot of `Option` types and trying to update them dynamically after the fact
- In other words, this is an RAII implementation
- `RenderPass` objects are created during the `PixelsBuilder` build stage
- It should prevent patterns where half-created `RenderPass` objects are necessary
2019-10-04 20:52:32 -07:00
Jay Oster 26860496a8 Consolidate Renderer state and support multiple render passes 2019-10-04 00:59:40 -07:00
Jay Oster ac400f6122 Remove redundant fields 2019-10-03 23:28:13 -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 7a858089bf
First pass at CI support (#1)
* First pass at CI support

* Fix MSRV (required by wgpu)

* Winit requires MSRV 1.36.0 on Linux, add rustfmt to CI, add CI badge to README

* Don't forget to install rustfmt
2019-10-03 22:59:54 -07:00
Jay Oster 300b51a342 Update README 2019-10-02 21:11:33 -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 38ce5c186d Rewrite all doc comments to wrap at 100 characters (was 80) 2019-10-02 01:07:11 -07:00
Jay Oster 70306c5cfd Add RenderPass trait and refactor PixelsBuilder 2019-10-02 00:53:41 -07:00