chore: renamed the resources directory to res

This commit is contained in:
lisk77 2025-07-26 01:22:42 +02:00
parent 05a4679f38
commit 913f200a63
22 changed files with 1273 additions and 1105 deletions

4
.gitignore vendored
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@ -1,2 +1,4 @@
/Cargo.lock
/target
/build.rs
/build.rs
/src/main.rs

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@ -3,9 +3,9 @@ a free and open source games framework
> [!WARNING]
> This project is in early development and is not yet ready for use.
>
>
> It could be potentially used to make something very basic in a very hacky way, but it is not a good experience.
>
>
> Installation is manual as of right now but if it reaches an acceptable state I will publish the crate on crates.
>
> There is a plan for a project creation tool that will automate the project setup process.
@ -20,7 +20,7 @@ project
│ build.rs
│ crates
│ └── comet
│ resources
│ res
│ └── shaders
│ └── textures
│ └── sounds
@ -29,15 +29,15 @@ project
```
```toml
# Cargo.toml
# Cargo.toml
# ...
[dependencies]
comet = { path = "path/of/the/comet/crate" }
comet = { path = "path/of/the/comet/crate" }
# ...
```
```rust
// main.rs example
// main.rs example
use comet::prelude::*;
struct GameState {}
@ -50,17 +50,17 @@ impl GameState {
// This function will be called once before the event loop starts
fn setup(app: &mut App, renderer: &mut Renderer2D) {}
// This function will be called every tick
// This function will be called every tick
fn update(app: &mut App, renderer: &mut Renderer2D, dt: f32) {}
fn main() {
fn main() {
App::new() // Generate a basic 2D app
.with_preset(App2D) // Pre-registers the `Transform2D` component in the scene
.with_title("Comet App") // Sets the window title
.with_icon(r"resources/textures/comet_icon.png") // Sets the window icon
.with_icon(r"res/textures/comet_icon.png") // Sets the window icon
.with_size(1920, 1080) // Sets the window size
.with_game_state(GameState::new()) // Adds a custom game state struct
.run::<Renderer2D>(setup, update) // Starts app with the given
.run::<Renderer2D>(setup, update) // Starts app with the given
}
```
@ -75,41 +75,41 @@ use std::path::PathBuf;
fn main() -> Result<()> {
// Watch resource directories for changes
println!("cargo:rerun-if-changed=resources/materials/*");
println!("cargo:rerun-if-changed=resources/objects/*");
println!("cargo:rerun-if-changed=resources/textures/*");
println!("cargo:rerun-if-changed=resources/shaders/*");
println!("cargo:rerun-if-changed=resources/data/*");
println!("cargo:rerun-if-changed=resources/sounds/*");
println!("cargo:rerun-if-changed=resources/fonts/*");
println!("cargo:rerun-if-changed=res/materials/*");
println!("cargo:rerun-if-changed=res/objects/*");
println!("cargo:rerun-if-changed=res/textures/*");
println!("cargo:rerun-if-changed=res/shaders/*");
println!("cargo:rerun-if-changed=res/data/*");
println!("cargo:rerun-if-changed=res/sounds/*");
println!("cargo:rerun-if-changed=res/fonts/*");
let profile = env::var("PROFILE")?;
let manifest_dir = PathBuf::from(env::var("CARGO_MANIFEST_DIR")?);
let target_dir = manifest_dir.join("target").join(&profile);
let dest_resources_dir = target_dir.join("resources");
let dest_resources_dir = target_dir.join("res");
std::fs::create_dir_all(&dest_resources_dir)?;
let mut copy_options = CopyOptions::new();
copy_options.overwrite = true;
copy_options.copy_inside = true;
let resource_folders = vec![
"resources/materials/",
"resources/objects/",
"resources/textures/",
"resources/shaders/",
"resources/data/",
"resources/sounds/",
"resources/fonts/",
"res/materials/",
"res/objects/",
"res/textures/",
"res/shaders/",
"res/data/",
"res/sounds/",
"res/fonts/",
];
let resource_paths: Vec<PathBuf> = resource_folders
.iter()
.map(|p| manifest_dir.join(p))
.collect();
copy_items(&resource_paths, &dest_resources_dir, &copy_options)?;
Ok(())

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@ -1,313 +1,313 @@
use crate::camera::{CameraUniform, RenderCamera};
use crate::draw_info::DrawInfo;
use crate::render_pass::{RenderPassInfo, RenderPassType};
use crate::renderer::Renderer;
use comet_colors::Color;
use comet_ecs::{Camera2D, Component, Position2D, Render, Render2D, Scene, Text, Transform2D};
use comet_log::*;
use comet_math::{p2, p3, v2, v3};
use comet_resources::texture_atlas::TextureRegion;
use comet_resources::{graphic_resource_manager::GraphicResourceManager, Texture, Vertex};
use comet_structs::ComponentSet;
use std::iter;
use std::path::PathBuf;
use std::sync::Arc;
use std::time::Instant;
use wgpu::BufferUsages;
use wgpu::core::command::DrawKind::Draw;
use wgpu::naga::ShaderStage;
use wgpu::util::DeviceExt;
use wgpu::BufferUsages;
use winit::dpi::PhysicalSize;
use winit::window::Window;
use comet_colors::Color;
use comet_ecs::{Camera2D, Component, Position2D, Render, Render2D, Transform2D, Scene, Text};
use comet_log::*;
use comet_math::{p2, p3, v2, v3};
use comet_resources::{graphic_resource_manager::GraphicResourceManager, Texture, Vertex};
use comet_resources::texture_atlas::TextureRegion;
use comet_structs::ComponentSet;
use crate::camera::{RenderCamera, CameraUniform};
use crate::draw_info::DrawInfo;
use crate::render_pass::{RenderPassInfo, RenderPassType};
use crate::renderer::Renderer;
pub struct Renderer2D<'a> {
surface: wgpu::Surface<'a>,
device: wgpu::Device,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
size: PhysicalSize<u32>,
render_pipeline_layout: wgpu::PipelineLayout,
universal_render_pipeline: wgpu::RenderPipeline,
texture_bind_group_layout: wgpu::BindGroupLayout,
dummy_texture_bind_group: wgpu::BindGroup,
texture_sampler: wgpu::Sampler,
camera: RenderCamera,
camera_uniform: CameraUniform,
camera_buffer: wgpu::Buffer,
camera_bind_group: wgpu::BindGroup,
render_pass: Vec<RenderPassInfo>,
draw_info: Vec<DrawInfo>,
graphic_resource_manager: GraphicResourceManager,
delta_time: f32,
last_frame_time: Instant,
clear_color: wgpu::Color,
surface: wgpu::Surface<'a>,
device: wgpu::Device,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
size: PhysicalSize<u32>,
render_pipeline_layout: wgpu::PipelineLayout,
universal_render_pipeline: wgpu::RenderPipeline,
texture_bind_group_layout: wgpu::BindGroupLayout,
dummy_texture_bind_group: wgpu::BindGroup,
texture_sampler: wgpu::Sampler,
camera: RenderCamera,
camera_uniform: CameraUniform,
camera_buffer: wgpu::Buffer,
camera_bind_group: wgpu::BindGroup,
render_pass: Vec<RenderPassInfo>,
draw_info: Vec<DrawInfo>,
graphic_resource_manager: GraphicResourceManager,
delta_time: f32,
last_frame_time: Instant,
clear_color: wgpu::Color,
}
impl<'a> Renderer2D<'a> {
pub fn new(window: Arc<Window>, clear_color: Option<impl Color>) -> Renderer2D<'a> {
let size = PhysicalSize::<u32>::new(1920, 1080);
let size = PhysicalSize::<u32>::new(1920, 1080);
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: wgpu::Backends::PRIMARY,
..Default::default()
});
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: wgpu::Backends::PRIMARY,
..Default::default()
});
let surface = instance.create_surface(window).unwrap();
let surface = instance.create_surface(window).unwrap();
let adapter = pollster::block_on(instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&surface),
force_fallback_adapter: false,
}))
.unwrap();
let adapter = pollster::block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&surface),
force_fallback_adapter: false,
}))
.unwrap();
let (device, queue) = pollster::block_on(adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
required_features: wgpu::Features::empty(),
required_limits: wgpu::Limits::default(),
memory_hints: Default::default(),
},
None, // Trace path
))
.unwrap();
let (device, queue) = pollster::block_on(adapter.request_device(
&wgpu::DeviceDescriptor {
label: None,
required_features: wgpu::Features::empty(),
required_limits: wgpu::Limits::default(),
memory_hints: Default::default(),
},
None, // Trace path
))
.unwrap();
let surface_caps = surface.get_capabilities(&adapter);
let surface_format = surface_caps
.formats
.iter()
.copied()
.find(|f| f.is_srgb())
.unwrap_or(surface_caps.formats[0]);
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface_format,
width: size.width,
height: size.height,
present_mode: surface_caps.present_modes[0],
alpha_mode: surface_caps.alpha_modes[0],
view_formats: vec![],
desired_maximum_frame_latency: 2,
};
let surface_caps = surface.get_capabilities(&adapter);
let surface_format = surface_caps
.formats
.iter()
.copied()
.find(|f| f.is_srgb())
.unwrap_or(surface_caps.formats[0]);
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface_format,
width: size.width,
height: size.height,
present_mode: surface_caps.present_modes[0],
alpha_mode: surface_caps.alpha_modes[0],
view_formats: vec![],
desired_maximum_frame_latency: 2,
};
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("base2d.wgsl").into()),
});
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("base2d.wgsl").into()),
});
let graphic_resource_manager = GraphicResourceManager::new();
let graphic_resource_manager = GraphicResourceManager::new();
let diffuse_bytes = include_bytes!(r"../../../resources/textures/comet_icon.png");
let diffuse_texture =
Texture::from_bytes(&device, &queue, diffuse_bytes, "comet_icon.png", false).unwrap();
let diffuse_bytes = include_bytes!(r"../../../res/textures/comet_icon.png");
let diffuse_texture =
Texture::from_bytes(&device, &queue, diffuse_bytes, "comet_icon.png", false).unwrap();
let texture_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
label: Some("texture_bind_group_layout"),
});
let texture_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
label: Some("texture_bind_group_layout"),
});
let camera = RenderCamera::new(1.0, v2::new(2.0, 2.0), v3::new(0.0, 0.0, 0.0));
let camera = RenderCamera::new(1.0, v2::new(2.0, 2.0), v3::new(0.0, 0.0, 0.0));
let mut camera_uniform = CameraUniform::new();
camera_uniform.update_view_proj(&camera);
let mut camera_uniform = CameraUniform::new();
camera_uniform.update_view_proj(&camera);
let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Camera Buffer"),
contents: bytemuck::cast_slice(&[camera_uniform]),
usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
});
let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Camera Buffer"),
contents: bytemuck::cast_slice(&[camera_uniform]),
usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
});
let camera_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
label: Some("camera_bind_group_layout"),
});
let camera_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
label: Some("camera_bind_group_layout"),
});
let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &camera_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: camera_buffer.as_entire_binding(),
}],
label: Some("camera_bind_group"),
});
let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &camera_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: camera_buffer.as_entire_binding(),
}],
label: Some("camera_bind_group"),
});
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[
&texture_bind_group_layout,
&camera_bind_group_layout,
],
push_constant_ranges: &[],
});
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[&texture_bind_group_layout, &camera_bind_group_layout],
push_constant_ranges: &[],
});
let universal_render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[Vertex::desc()],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
}),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
cache: None,
});
let universal_render_pipeline =
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[Vertex::desc()],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
}),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
cache: None,
});
let mut render_pass: Vec<RenderPassInfo> = Vec::new();
/*render_pass.push(RenderPassInfo::new_engine_pass(
&device,
"Standard Render Pass".to_string(),
&texture_bind_group_layout,
&diffuse_texture,
vec![],
vec![],
));*/
let mut render_pass: Vec<RenderPassInfo> = Vec::new();
/*render_pass.push(RenderPassInfo::new_engine_pass(
&device,
"Standard Render Pass".to_string(),
&texture_bind_group_layout,
&diffuse_texture,
vec![],
vec![],
));*/
let clear_color = match clear_color {
Some(color) => color.to_wgpu(),
None => wgpu::Color {
r: 0.0,
g: 0.0,
b: 0.0,
a: 1.0,
}
};
let clear_color = match clear_color {
Some(color) => color.to_wgpu(),
None => wgpu::Color {
r: 0.0,
g: 0.0,
b: 0.0,
a: 1.0,
},
};
let texture_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Linear,
lod_min_clamp: 0.0,
lod_max_clamp: 100.0,
compare: None,
anisotropy_clamp: 16,
border_color: None,
..Default::default()
});
let texture_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Linear,
lod_min_clamp: 0.0,
lod_max_clamp: 100.0,
compare: None,
anisotropy_clamp: 16,
border_color: None,
..Default::default()
});
let empty_texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("Empty Texture"),
size: wgpu::Extent3d {
width: config.width,
height: config.height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Bgra8UnormSrgb,
usage: wgpu::TextureUsages::COPY_SRC | wgpu::TextureUsages::COPY_DST | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[wgpu::TextureFormat::Bgra8UnormSrgb],
});
let empty_texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("Empty Texture"),
size: wgpu::Extent3d {
width: config.width,
height: config.height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Bgra8UnormSrgb,
usage: wgpu::TextureUsages::COPY_SRC
| wgpu::TextureUsages::COPY_DST
| wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[wgpu::TextureFormat::Bgra8UnormSrgb],
});
let dummy_texture_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&empty_texture.create_view(&wgpu::TextureViewDescriptor::default())),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&texture_sampler),
},
],
label: Some("dummy_texture_bind_group"),
});
let mut draw_info: Vec<DrawInfo> = Vec::new();
let dummy_texture_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(
&empty_texture.create_view(&wgpu::TextureViewDescriptor::default()),
),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&texture_sampler),
},
],
label: Some("dummy_texture_bind_group"),
});
Self {
surface,
device,
queue,
config,
size,
render_pipeline_layout,
universal_render_pipeline,
texture_bind_group_layout,
dummy_texture_bind_group,
texture_sampler,
camera,
camera_uniform,
camera_buffer,
camera_bind_group,
render_pass,
draw_info,
graphic_resource_manager,
delta_time: 0.0,
last_frame_time: Instant::now(),
clear_color,
}
}
}
let mut draw_info: Vec<DrawInfo> = Vec::new();
Self {
surface,
device,
queue,
config,
size,
render_pipeline_layout,
universal_render_pipeline,
texture_bind_group_layout,
dummy_texture_bind_group,
texture_sampler,
camera,
camera_uniform,
camera_buffer,
camera_bind_group,
render_pass,
draw_info,
graphic_resource_manager,
delta_time: 0.0,
last_frame_time: Instant::now(),
clear_color,
}
}
}

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@ -1,73 +1,73 @@
use comet::prelude::*;
use winit_input_helper::WinitInputHelper;
use comet_input::keyboard::Key;
use winit_input_helper::WinitInputHelper;
fn setup(app: &mut App, renderer: &mut Renderer2D) {
// Takes all the textures from resources/textures and puts them into a texture atlas
renderer.initialize_atlas();
// Takes all the textures from res/textures and puts them into a texture atlas
renderer.initialize_atlas();
let camera = app.new_entity();
app.add_component(camera, Transform2D::new());
app.add_component(camera, Camera2D::new(v2::new(2.0, 2.0), 1.0, 1));
let camera = app.new_entity();
app.add_component(camera, Transform2D::new());
app.add_component(camera, Camera2D::new(v2::new(2.0, 2.0), 1.0, 1));
let e1 = app.new_entity();
let e1 = app.new_entity();
app.add_component(e1, Transform2D::new());
app.add_component(e1, Transform2D::new());
let mut renderer2d = Render2D::new();
renderer2d.set_texture(r"resources/textures/comet_icon.png");
renderer2d.set_visibility(true);
let mut renderer2d = Render2D::new();
renderer2d.set_texture(r"res/textures/comet_icon.png");
renderer2d.set_visibility(true);
app.add_component(e1, renderer2d);
app.add_component(e1, renderer2d);
}
fn update(app: &mut App, renderer: &mut Renderer2D, dt: f32) {
handle_input(app, dt);
handle_input(app, dt);
renderer.render_scene_2d(app.scene());
renderer.render_scene_2d(app.scene());
}
fn handle_input(app: &mut App, dt: f32) {
if app.key_held(Key::KeyW)
|| app.key_held(Key::KeyA)
|| app.key_held(Key::KeyS)
|| app.key_held(Key::KeyD)
{
update_position(
app.input_manager().clone(),
app.get_component_mut::<Transform2D>(1).unwrap(),
dt
);
}
if app.key_held(Key::KeyW)
|| app.key_held(Key::KeyA)
|| app.key_held(Key::KeyS)
|| app.key_held(Key::KeyD)
{
update_position(
app.input_manager().clone(),
app.get_component_mut::<Transform2D>(1).unwrap(),
dt,
);
}
}
fn update_position(input: WinitInputHelper, transform: &mut Transform2D, dt: f32) {
let mut direction = v2::ZERO;
let mut direction = v2::ZERO;
if input.key_held(Key::KeyW) {
direction += v2::Y;
}
if input.key_held(Key::KeyA) {
direction -= v2::X;
}
if input.key_held(Key::KeyS) {
direction -= v2::Y;
}
if input.key_held(Key::KeyD) {
direction += v2::X;
}
if input.key_held(Key::KeyW) {
direction += v2::Y;
}
if input.key_held(Key::KeyA) {
direction -= v2::X;
}
if input.key_held(Key::KeyS) {
direction -= v2::Y;
}
if input.key_held(Key::KeyD) {
direction += v2::X;
}
// If check to prevent division by zero and the comet to fly off into infinity...
if direction != v2::ZERO {
let normalized_dir = direction.normalize();
let displacement = normalized_dir * 777.7 * dt;
transform.translate(displacement);
}
// If check to prevent division by zero and the comet to fly off into infinity...
if direction != v2::ZERO {
let normalized_dir = direction.normalize();
let displacement = normalized_dir * 777.7 * dt;
transform.translate(displacement);
}
}
fn main() {
App::new()
.with_title("Simple Move 2D")
.with_preset(App2D)
.run::<Renderer2D>(setup, update);
}
App::new()
.with_title("Simple Move 2D")
.with_preset(App2D)
.run::<Renderer2D>(setup, update);
}

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@ -1,42 +1,45 @@
use comet::prelude::*;
fn setup(app: &mut App, renderer: &mut Renderer2D) {
// Loading the font from the resources/fonts directory with a rendered size of 77px
renderer.load_font("./resources/fonts/PressStart2P-Regular.ttf", 77.0);
// Loading the font from the res/fonts directory with a rendered size of 77px
renderer.load_font("./res/fonts/PressStart2P-Regular.ttf", 77.0);
// Setting up camera
let camera = app.new_entity();
app.add_component(camera, Transform2D::new());
app.add_component(camera, Camera2D::new(v2::new(2.0, 2.0), 1.0, 1));
// Creating the text entity
let text = app.new_entity();
app.add_component(text, Transform2D::new());
app.add_component(text, Text::new(
"comet", // The content of the text
"./resources/fonts/PressStart2P-Regular.ttf", // The used font (right now exact to the font path)
77.0, // Pixel size at which the font will be drawn
true, // Should the text be visible
sRgba::<f32>::from_hex("#abb2bfff") // Color of the text
));
app.add_component(
text,
Text::new(
"comet", // The content of the text
"./res/fonts/PressStart2P-Regular.ttf", // The used font (right now exact to the font path)
77.0, // Pixel size at which the font will be drawn
true, // Should the text be visible
sRgba::<f32>::from_hex("#abb2bfff"), // Color of the text
),
);
}
fn update(app: &mut App, renderer: &mut Renderer2D, dt: f32) {
// Getting the windows size
let size = renderer.size();
// Recalculating the position of the text every frame to ensure the same relative position
let transform = app.get_component_mut::<Transform2D>(1).unwrap();
transform.position_mut().set_x(-((size.width-50) as f32));
transform.position_mut().set_y((size.height-100) as f32);
transform.position_mut().set_x(-((size.width - 50) as f32));
transform.position_mut().set_y((size.height - 100) as f32);
renderer.render_scene_2d(app.scene());
}
fn main() {
App::new()
App::new()
.with_preset(App2D)
.with_title("Simple Text")
.run::<Renderer2D>(setup, update);
}
.with_title("Simple Text")
.run::<Renderer2D>(setup, update);
}

View file

@ -1,32 +1,32 @@
use comet::prelude::*;
fn setup(app: &mut App, renderer: &mut Renderer2D) {
// Creating a texture atlas from the provided textures in the vector
renderer.set_texture_atlas_by_paths(vec!["./resources/textures/comet_icon.png".to_string()]);
// Creating a texture atlas from the provided textures in the vector
renderer.set_texture_atlas_by_paths(vec!["./res/textures/comet_icon.png".to_string()]);
// Creating a camera entity
let cam = app.new_entity();
app.add_component(cam, Transform2D::new());
app.add_component(cam, Camera2D::new(v2::new(2.0, 2.0), 1.0, 1));
// Creating a camera entity
let cam = app.new_entity();
app.add_component(cam, Transform2D::new());
app.add_component(cam, Camera2D::new(v2::new(2.0, 2.0), 1.0, 1));
// Creating a textured entity
let e0 = app.new_entity();
app.add_component(e0, Transform2D::new());
// Creating a textured entity
let e0 = app.new_entity();
app.add_component(e0, Transform2D::new());
let mut render = Render2D::new();
render.set_visibility(true);
render.set_texture("./resources/textures/comet_icon.png");
let mut render = Render2D::new();
render.set_visibility(true);
render.set_texture("./res/textures/comet_icon.png");
app.add_component(e0, render);
app.add_component(e0, render);
}
fn update(app: &mut App, renderer: &mut Renderer2D, dt: f32) {
renderer.render_scene_2d(app.scene())
renderer.render_scene_2d(app.scene())
}
fn main() {
App::new()
.with_title("Textured Entity")
.with_preset(App2D)
.run::<Renderer2D>(setup, update);
}
App::new()
.with_title("Textured Entity")
.with_preset(App2D)
.run::<Renderer2D>(setup, update);
}

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