without bundle
This commit is contained in:
parent
90010f287a
commit
259006ce56
1
.gitignore
vendored
1
.gitignore
vendored
|
@ -2,3 +2,4 @@
|
|||
/demo/target
|
||||
Cargo.lock
|
||||
.vscode/
|
||||
pkg/
|
|
@ -4,13 +4,18 @@ version = "0.1.1"
|
|||
authors = ["Krzysztof Langner <klangner@gmail.com>"]
|
||||
edition = "2018"
|
||||
|
||||
[dependencies]
|
||||
rand = "0.7"
|
||||
amethyst = {version = "0.15", features = ["tiles", "no-slow-safety-checks"]}
|
||||
log = { version = "0.4.8", features = ["serde"] }
|
||||
mapgen = {path=".."}
|
||||
[lib]
|
||||
crate-type = ["cdylib"]
|
||||
|
||||
[features]
|
||||
default = ["metal"]
|
||||
metal = ["amethyst/metal"]
|
||||
vulkan = ["amethyst/vulkan"]
|
||||
[dependencies]
|
||||
wasm-bindgen = "0.2.68"
|
||||
|
||||
[dependencies.web-sys]
|
||||
version = "0.3.4"
|
||||
features = [
|
||||
'Document',
|
||||
'Element',
|
||||
'HtmlElement',
|
||||
'Node',
|
||||
'Window',
|
||||
]
|
|
@ -1,4 +0,0 @@
|
|||
(
|
||||
title: "mapgen demo",
|
||||
dimensions: Some((840, 520)),
|
||||
)
|
|
@ -1,27 +0,0 @@
|
|||
|
||||
(
|
||||
axes: {
|
||||
"camera_x": Emulated(
|
||||
pos: Key(D),
|
||||
neg: Key(A),
|
||||
),
|
||||
"camera_y": Emulated(
|
||||
pos: Key(W),
|
||||
neg: Key(S),
|
||||
),
|
||||
"camera_scale": Emulated(
|
||||
pos: Key(E),
|
||||
neg: Key(Q),
|
||||
),
|
||||
"camera_z": Emulated(
|
||||
pos: Key(R),
|
||||
neg: Key(F),
|
||||
),
|
||||
},
|
||||
actions: {
|
||||
"camera_switch": [[Key(Space)]],
|
||||
"select": [[Mouse(Left)]],
|
||||
"toggle_rotation": [[Key(Y)]],
|
||||
"toggle_translation": [[Key(T)]],
|
||||
},
|
||||
)
|
59
demo/index.html
Normal file
59
demo/index.html
Normal file
|
@ -0,0 +1,59 @@
|
|||
<html>
|
||||
|
||||
<head>
|
||||
<meta content="text/html;charset=utf-8" http-equiv="Content-Type" />
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<!-- Note the usage of `type=module` here as this is an ES6 module -->
|
||||
<script type="module">
|
||||
// Use ES module import syntax to import functionality from the module
|
||||
// that we have compiled.
|
||||
//
|
||||
// Note that the `default` import is an initialization function which
|
||||
// will "boot" the module and make it ready to use. Currently browsers
|
||||
// don't support natively imported WebAssembly as an ES module, but
|
||||
// eventually the manual initialization won't be required!
|
||||
import init, { add } from './pkg/mapgen_demo.js';
|
||||
|
||||
async function run() {
|
||||
// First up we need to actually load the wasm file, so we use the
|
||||
// default export to inform it where the wasm file is located on the
|
||||
// server, and then we wait on the returned promise to wait for the
|
||||
// wasm to be loaded.
|
||||
//
|
||||
// It may look like this: `await init('./pkg/without_a_bundler_bg.wasm');`,
|
||||
// but there is also a handy default inside `init` function, which uses
|
||||
// `import.meta` to locate the wasm file relatively to js file.
|
||||
//
|
||||
// Note that instead of a string you can also pass in any of the
|
||||
// following things:
|
||||
//
|
||||
// * `WebAssembly.Module`
|
||||
//
|
||||
// * `ArrayBuffer`
|
||||
//
|
||||
// * `Response`
|
||||
//
|
||||
// * `Promise` which returns any of the above, e.g. `fetch("./path/to/wasm")`
|
||||
//
|
||||
// This gives you complete control over how the module is loaded
|
||||
// and compiled.
|
||||
//
|
||||
// Also note that the promise, when resolved, yields the wasm module's
|
||||
// exports which is the same as importing the `*_bg` module in other
|
||||
// modes
|
||||
await init();
|
||||
|
||||
// And afterwards we can use all the functionality defined in wasm.
|
||||
const result = add(1, 2);
|
||||
console.log(`1 + 2 = ${result}`);
|
||||
if (result !== 3)
|
||||
throw new Error("wasm addition doesn't work!");
|
||||
}
|
||||
|
||||
run();
|
||||
</script>
|
||||
</body>
|
||||
|
||||
</html>
|
24
demo/src/lib.rs
Normal file
24
demo/src/lib.rs
Normal file
|
@ -0,0 +1,24 @@
|
|||
use wasm_bindgen::prelude::*;
|
||||
|
||||
// Called when the wasm module is instantiated
|
||||
#[wasm_bindgen(start)]
|
||||
pub fn main() -> Result<(), JsValue> {
|
||||
// Use `web_sys`'s global `window` function to get a handle on the global
|
||||
// window object.
|
||||
let window = web_sys::window().expect("no global `window` exists");
|
||||
let document = window.document().expect("should have a document on window");
|
||||
let body = document.body().expect("document should have a body");
|
||||
|
||||
// Manufacture the element we're gonna append
|
||||
let val = document.create_element("p")?;
|
||||
val.set_inner_html("Hello from Rust!");
|
||||
|
||||
body.append_child(&val)?;
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
#[wasm_bindgen]
|
||||
pub fn add(a: u32, b: u32) -> u32 {
|
||||
a + b
|
||||
}
|
179
demo/src/main.rs
179
demo/src/main.rs
|
@ -1,179 +0,0 @@
|
|||
use amethyst::{
|
||||
assets::{AssetStorage, Loader},
|
||||
core::{
|
||||
math::{Point3, Vector3},
|
||||
Transform, TransformBundle,
|
||||
},
|
||||
ecs::Entity,
|
||||
input::{is_close_requested, is_key_down, InputBundle, StringBindings},
|
||||
prelude::*,
|
||||
renderer::{
|
||||
camera::Camera,
|
||||
formats::texture::ImageFormat,
|
||||
sprite::{SpriteSheet, SpriteSheetFormat, SpriteSheetHandle},
|
||||
types::DefaultBackend,
|
||||
RenderFlat2D, RenderToWindow, RenderingBundle, Texture,
|
||||
palette::Srgba,
|
||||
},
|
||||
tiles::{MortonEncoder, RenderTiles2D, Tile, TileMap},
|
||||
utils::application_root_dir,
|
||||
window::ScreenDimensions,
|
||||
winit,
|
||||
};
|
||||
use mapgen::dungeon::{
|
||||
MapBuilder,
|
||||
map::{Map, Point, TileType},
|
||||
cellular_automata::CellularAutomataGen,
|
||||
starting_point::{AreaStartingPosition, XStart, YStart},
|
||||
cull_unreachable::CullUnreachable,
|
||||
distant_exit::DistantExit,
|
||||
};
|
||||
|
||||
|
||||
#[derive(Default, Clone)]
|
||||
struct MapTiles ;
|
||||
|
||||
impl Tile for MapTiles {
|
||||
fn sprite(&self, p: Point3<u32>, world: &World) -> Option<usize> {
|
||||
let map = world.read_resource::<Map>();
|
||||
let pos = Point::new(p.x as usize, p.y as usize);
|
||||
if map.starting_point == Some(pos) {
|
||||
Some(160)
|
||||
} else if map.exit_point == Some(pos) {
|
||||
Some(12)
|
||||
} else if map.at(p.x as usize, p.y as usize) == TileType::Wall {
|
||||
Some(140)
|
||||
} else {
|
||||
Some(19)
|
||||
}
|
||||
}
|
||||
|
||||
fn tint(&self, p: Point3<u32>, world: &World) -> Srgba {
|
||||
let map = world.read_resource::<Map>();
|
||||
let pos = Some(Point::new(p.x as usize, p.y as usize));
|
||||
if map.starting_point == pos || map.exit_point == pos {
|
||||
Srgba::new(1.0, 1.0, 0.0, 1.0)
|
||||
} else {
|
||||
Srgba::new(1.0, 1.0, 1.0, 1.0)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn load_tiles_sprite_sheet(world: &mut World, png_path: &str, ron_path: &str) -> SpriteSheetHandle {
|
||||
let texture_handle = {
|
||||
let loader = world.read_resource::<Loader>();
|
||||
let texture_storage = world.read_resource::<AssetStorage<Texture>>();
|
||||
loader.load(png_path, ImageFormat::default(), (), &texture_storage)
|
||||
};
|
||||
let loader = world.read_resource::<Loader>();
|
||||
let sprite_sheet_store = world.read_resource::<AssetStorage<SpriteSheet>>();
|
||||
loader.load(
|
||||
ron_path,
|
||||
SpriteSheetFormat(texture_handle),
|
||||
(),
|
||||
&sprite_sheet_store,
|
||||
)
|
||||
}
|
||||
|
||||
fn init_camera(world: &mut World, transform: Transform, camera: Camera) -> Entity {
|
||||
world
|
||||
.create_entity()
|
||||
.with(transform)
|
||||
.with(camera)
|
||||
.named("camera")
|
||||
.build()
|
||||
}
|
||||
|
||||
fn init_map(world: &mut World) {
|
||||
let map = MapBuilder::new(Box::new(CellularAutomataGen::new(80, 50)))
|
||||
.with(AreaStartingPosition::new(XStart::CENTER, YStart::CENTER))
|
||||
.with(CullUnreachable::new())
|
||||
.with(DistantExit::new())
|
||||
.build_map();
|
||||
world.insert(map);
|
||||
}
|
||||
|
||||
|
||||
struct PlayState;
|
||||
impl SimpleState for PlayState {
|
||||
fn on_start(&mut self, data: StateData<'_, GameData<'_, '_>>) {
|
||||
|
||||
let mut world = data.world;
|
||||
|
||||
// Create map
|
||||
init_map(&mut world);
|
||||
|
||||
let map_sprite_sheet_handle =
|
||||
load_tiles_sprite_sheet(world, "texture/basic.png", "texture/basic.ron");
|
||||
|
||||
let (width, height) = {
|
||||
let dim = world.read_resource::<ScreenDimensions>();
|
||||
(dim.width(), dim.height())
|
||||
};
|
||||
|
||||
let _camera = init_camera(
|
||||
world,
|
||||
Transform::from(Vector3::new(-10.0, 10.0, 1.1)),
|
||||
Camera::standard_2d(width, height),
|
||||
);
|
||||
|
||||
let tile_map = TileMap::<MapTiles, MortonEncoder>::new(
|
||||
Vector3::new(80, 50, 1),
|
||||
Vector3::new(20, 20, 1),
|
||||
Some(map_sprite_sheet_handle),
|
||||
);
|
||||
|
||||
let _map_entity = world
|
||||
.create_entity()
|
||||
.with(tile_map)
|
||||
.with(Transform::default())
|
||||
.build();
|
||||
}
|
||||
|
||||
fn handle_event(
|
||||
&mut self,
|
||||
data: StateData<'_, GameData<'_, '_>>,
|
||||
event: StateEvent,
|
||||
) -> SimpleTrans {
|
||||
let StateData { .. } = data;
|
||||
if let StateEvent::Window(event) = &event {
|
||||
if is_close_requested(&event) || is_key_down(&event, winit::VirtualKeyCode::Escape) {
|
||||
Trans::Quit
|
||||
} else {
|
||||
Trans::None
|
||||
}
|
||||
} else {
|
||||
Trans::None
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn main() -> amethyst::Result<()> {
|
||||
amethyst::Logger::from_config(Default::default())
|
||||
.level_for("demo", log::LevelFilter::Warn)
|
||||
.start();
|
||||
|
||||
let app_root = application_root_dir()?;
|
||||
let assets_directory = app_root.join("assets");
|
||||
let display_config_path = app_root.join("config/display.ron");
|
||||
|
||||
let game_data = GameDataBuilder::default()
|
||||
.with_bundle(TransformBundle::new())?
|
||||
.with_bundle(
|
||||
InputBundle::<StringBindings>::new()
|
||||
.with_bindings_from_file("config/input.ron")?,
|
||||
)?
|
||||
.with_bundle(
|
||||
RenderingBundle::<DefaultBackend>::new()
|
||||
.with_plugin(
|
||||
RenderToWindow::from_config_path(display_config_path)?
|
||||
.with_clear([0.0, 0.0, 0.0, 1.0]),
|
||||
)
|
||||
.with_plugin(RenderFlat2D::default())
|
||||
.with_plugin(RenderTiles2D::<MapTiles, MortonEncoder>::default()),
|
||||
)?;
|
||||
|
||||
let mut game = Application::build(assets_directory, PlayState)?.build(game_data)?;
|
||||
game.run();
|
||||
Ok(())
|
||||
}
|
12
demo/src/utils.rs
Normal file
12
demo/src/utils.rs
Normal file
|
@ -0,0 +1,12 @@
|
|||
|
||||
pub fn set_panic_hook() {
|
||||
// When the `console_error_panic_hook` feature is enabled, we can call the
|
||||
// `set_panic_hook` function at least once during initialization, and then
|
||||
// we will get better error messages if our code ever panics.
|
||||
//
|
||||
// For more details see
|
||||
// https://github.com/rustwasm/console_error_panic_hook#readme
|
||||
#[cfg(feature = "console_error_panic_hook")]
|
||||
console_error_panic_hook::set_once();
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user