without bundle
This commit is contained in:
parent
90010f287a
commit
259006ce56
3
.gitignore
vendored
3
.gitignore
vendored
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@ -1,4 +1,5 @@
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/target
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/demo/target
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Cargo.lock
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.vscode/
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.vscode/
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pkg/
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@ -4,13 +4,18 @@ version = "0.1.1"
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authors = ["Krzysztof Langner <klangner@gmail.com>"]
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edition = "2018"
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[dependencies]
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rand = "0.7"
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amethyst = {version = "0.15", features = ["tiles", "no-slow-safety-checks"]}
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log = { version = "0.4.8", features = ["serde"] }
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mapgen = {path=".."}
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[lib]
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crate-type = ["cdylib"]
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[features]
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default = ["metal"]
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metal = ["amethyst/metal"]
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vulkan = ["amethyst/vulkan"]
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[dependencies]
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wasm-bindgen = "0.2.68"
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[dependencies.web-sys]
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version = "0.3.4"
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features = [
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'Document',
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'Element',
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'HtmlElement',
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'Node',
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'Window',
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]
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@ -1,4 +0,0 @@
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(
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title: "mapgen demo",
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dimensions: Some((840, 520)),
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)
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@ -1,27 +0,0 @@
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(
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axes: {
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"camera_x": Emulated(
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pos: Key(D),
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neg: Key(A),
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),
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"camera_y": Emulated(
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pos: Key(W),
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neg: Key(S),
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),
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"camera_scale": Emulated(
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pos: Key(E),
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neg: Key(Q),
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),
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"camera_z": Emulated(
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pos: Key(R),
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neg: Key(F),
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),
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},
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actions: {
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"camera_switch": [[Key(Space)]],
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"select": [[Mouse(Left)]],
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"toggle_rotation": [[Key(Y)]],
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"toggle_translation": [[Key(T)]],
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},
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)
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59
demo/index.html
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59
demo/index.html
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@ -0,0 +1,59 @@
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<html>
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<head>
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<meta content="text/html;charset=utf-8" http-equiv="Content-Type" />
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</head>
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<body>
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<!-- Note the usage of `type=module` here as this is an ES6 module -->
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<script type="module">
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// Use ES module import syntax to import functionality from the module
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// that we have compiled.
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//
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// Note that the `default` import is an initialization function which
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// will "boot" the module and make it ready to use. Currently browsers
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// don't support natively imported WebAssembly as an ES module, but
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// eventually the manual initialization won't be required!
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import init, { add } from './pkg/mapgen_demo.js';
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async function run() {
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// First up we need to actually load the wasm file, so we use the
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// default export to inform it where the wasm file is located on the
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// server, and then we wait on the returned promise to wait for the
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// wasm to be loaded.
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//
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// It may look like this: `await init('./pkg/without_a_bundler_bg.wasm');`,
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// but there is also a handy default inside `init` function, which uses
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// `import.meta` to locate the wasm file relatively to js file.
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//
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// Note that instead of a string you can also pass in any of the
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// following things:
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//
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// * `WebAssembly.Module`
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//
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// * `ArrayBuffer`
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//
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// * `Response`
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//
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// * `Promise` which returns any of the above, e.g. `fetch("./path/to/wasm")`
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//
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// This gives you complete control over how the module is loaded
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// and compiled.
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//
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// Also note that the promise, when resolved, yields the wasm module's
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// exports which is the same as importing the `*_bg` module in other
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// modes
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await init();
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// And afterwards we can use all the functionality defined in wasm.
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const result = add(1, 2);
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console.log(`1 + 2 = ${result}`);
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if (result !== 3)
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throw new Error("wasm addition doesn't work!");
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}
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run();
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</script>
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</body>
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</html>
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24
demo/src/lib.rs
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24
demo/src/lib.rs
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use wasm_bindgen::prelude::*;
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// Called when the wasm module is instantiated
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#[wasm_bindgen(start)]
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pub fn main() -> Result<(), JsValue> {
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// Use `web_sys`'s global `window` function to get a handle on the global
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// window object.
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let window = web_sys::window().expect("no global `window` exists");
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let document = window.document().expect("should have a document on window");
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let body = document.body().expect("document should have a body");
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// Manufacture the element we're gonna append
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let val = document.create_element("p")?;
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val.set_inner_html("Hello from Rust!");
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body.append_child(&val)?;
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Ok(())
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}
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#[wasm_bindgen]
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pub fn add(a: u32, b: u32) -> u32 {
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a + b
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}
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179
demo/src/main.rs
179
demo/src/main.rs
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use amethyst::{
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assets::{AssetStorage, Loader},
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core::{
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math::{Point3, Vector3},
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Transform, TransformBundle,
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},
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ecs::Entity,
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input::{is_close_requested, is_key_down, InputBundle, StringBindings},
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prelude::*,
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renderer::{
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camera::Camera,
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formats::texture::ImageFormat,
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sprite::{SpriteSheet, SpriteSheetFormat, SpriteSheetHandle},
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types::DefaultBackend,
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RenderFlat2D, RenderToWindow, RenderingBundle, Texture,
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palette::Srgba,
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},
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tiles::{MortonEncoder, RenderTiles2D, Tile, TileMap},
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utils::application_root_dir,
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window::ScreenDimensions,
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winit,
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};
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use mapgen::dungeon::{
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MapBuilder,
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map::{Map, Point, TileType},
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cellular_automata::CellularAutomataGen,
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starting_point::{AreaStartingPosition, XStart, YStart},
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cull_unreachable::CullUnreachable,
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distant_exit::DistantExit,
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};
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#[derive(Default, Clone)]
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struct MapTiles ;
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impl Tile for MapTiles {
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fn sprite(&self, p: Point3<u32>, world: &World) -> Option<usize> {
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let map = world.read_resource::<Map>();
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let pos = Point::new(p.x as usize, p.y as usize);
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if map.starting_point == Some(pos) {
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Some(160)
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} else if map.exit_point == Some(pos) {
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Some(12)
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} else if map.at(p.x as usize, p.y as usize) == TileType::Wall {
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Some(140)
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} else {
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Some(19)
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}
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}
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fn tint(&self, p: Point3<u32>, world: &World) -> Srgba {
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let map = world.read_resource::<Map>();
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let pos = Some(Point::new(p.x as usize, p.y as usize));
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if map.starting_point == pos || map.exit_point == pos {
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Srgba::new(1.0, 1.0, 0.0, 1.0)
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} else {
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Srgba::new(1.0, 1.0, 1.0, 1.0)
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}
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}
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}
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fn load_tiles_sprite_sheet(world: &mut World, png_path: &str, ron_path: &str) -> SpriteSheetHandle {
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let texture_handle = {
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let loader = world.read_resource::<Loader>();
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let texture_storage = world.read_resource::<AssetStorage<Texture>>();
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loader.load(png_path, ImageFormat::default(), (), &texture_storage)
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};
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let loader = world.read_resource::<Loader>();
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let sprite_sheet_store = world.read_resource::<AssetStorage<SpriteSheet>>();
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loader.load(
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ron_path,
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SpriteSheetFormat(texture_handle),
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(),
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&sprite_sheet_store,
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)
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}
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fn init_camera(world: &mut World, transform: Transform, camera: Camera) -> Entity {
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world
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.create_entity()
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.with(transform)
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.with(camera)
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.named("camera")
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.build()
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}
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fn init_map(world: &mut World) {
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let map = MapBuilder::new(Box::new(CellularAutomataGen::new(80, 50)))
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.with(AreaStartingPosition::new(XStart::CENTER, YStart::CENTER))
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.with(CullUnreachable::new())
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.with(DistantExit::new())
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.build_map();
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world.insert(map);
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}
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struct PlayState;
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impl SimpleState for PlayState {
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fn on_start(&mut self, data: StateData<'_, GameData<'_, '_>>) {
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let mut world = data.world;
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// Create map
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init_map(&mut world);
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let map_sprite_sheet_handle =
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load_tiles_sprite_sheet(world, "texture/basic.png", "texture/basic.ron");
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let (width, height) = {
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let dim = world.read_resource::<ScreenDimensions>();
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(dim.width(), dim.height())
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};
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let _camera = init_camera(
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world,
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Transform::from(Vector3::new(-10.0, 10.0, 1.1)),
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Camera::standard_2d(width, height),
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);
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let tile_map = TileMap::<MapTiles, MortonEncoder>::new(
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Vector3::new(80, 50, 1),
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Vector3::new(20, 20, 1),
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Some(map_sprite_sheet_handle),
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);
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let _map_entity = world
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.create_entity()
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.with(tile_map)
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.with(Transform::default())
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.build();
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}
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fn handle_event(
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&mut self,
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data: StateData<'_, GameData<'_, '_>>,
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event: StateEvent,
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) -> SimpleTrans {
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let StateData { .. } = data;
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if let StateEvent::Window(event) = &event {
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if is_close_requested(&event) || is_key_down(&event, winit::VirtualKeyCode::Escape) {
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Trans::Quit
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} else {
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Trans::None
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}
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} else {
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Trans::None
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}
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}
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}
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fn main() -> amethyst::Result<()> {
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amethyst::Logger::from_config(Default::default())
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.level_for("demo", log::LevelFilter::Warn)
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.start();
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let app_root = application_root_dir()?;
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let assets_directory = app_root.join("assets");
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let display_config_path = app_root.join("config/display.ron");
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let game_data = GameDataBuilder::default()
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.with_bundle(TransformBundle::new())?
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.with_bundle(
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InputBundle::<StringBindings>::new()
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.with_bindings_from_file("config/input.ron")?,
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)?
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.with_bundle(
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RenderingBundle::<DefaultBackend>::new()
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.with_plugin(
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RenderToWindow::from_config_path(display_config_path)?
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.with_clear([0.0, 0.0, 0.0, 1.0]),
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)
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.with_plugin(RenderFlat2D::default())
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.with_plugin(RenderTiles2D::<MapTiles, MortonEncoder>::default()),
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)?;
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let mut game = Application::build(assets_directory, PlayState)?.build(game_data)?;
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game.run();
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Ok(())
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}
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12
demo/src/utils.rs
Normal file
12
demo/src/utils.rs
Normal file
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@ -0,0 +1,12 @@
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pub fn set_panic_hook() {
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// When the `console_error_panic_hook` feature is enabled, we can call the
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// `set_panic_hook` function at least once during initialization, and then
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// we will get better error messages if our code ever panics.
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//
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// For more details see
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// https://github.com/rustwasm/console_error_panic_hook#readme
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#[cfg(feature = "console_error_panic_hook")]
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console_error_panic_hook::set_once();
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}
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Reference in New Issue
Block a user