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

View file

@ -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);
}

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@ -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);
}