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fix: changed the name of World to Scene (because the name fits better)
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parent
e94df6c221
commit
ab73b145b1
8 changed files with 55 additions and 57 deletions
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@ -4,7 +4,7 @@ use std::sync::atomic::AtomicBool;
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use std::thread;
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use std::time::{Duration, Instant};
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use crossbeam_channel::bounded;
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use comet_ecs::{Camera2D, Component, Entity, Render, Render2D, Transform2D, Transform3D, World};
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use comet_ecs::{Camera2D, Component, Entity, Render, Render2D, Scene, Transform2D, Transform3D};
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use comet_resources::{ResourceManager, Vertex};
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use comet_renderer::renderer2d::Renderer2D;
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@ -48,7 +48,7 @@ pub struct App {
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delta_time: f32,
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update_timer: f32,
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game_state: Option<Box<dyn Any>>,
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world: World,
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scene: Scene,
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fullscreen: bool,
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should_quit: bool
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}
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@ -64,7 +64,7 @@ impl App {
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delta_time: 0.0,
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update_timer: 0.0166667,
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game_state: None,
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world: World::new(),
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scene: Scene::new(),
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fullscreen: false,
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should_quit: false
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}
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@ -99,13 +99,13 @@ impl App {
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match preset {
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ApplicationType::App2D => {
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info!("Creating 2D app!");
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self.world.register_component::<Transform2D>();
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self.world.register_component::<Render2D>();
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self.world.register_component::<Camera2D>()
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self.scene.register_component::<Transform2D>();
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self.scene.register_component::<Render2D>();
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self.scene.register_component::<Camera2D>()
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},
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ApplicationType::App3D => {
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info!("Creating 3D app!");
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self.world.register_component::<Transform3D>()
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self.scene.register_component::<Transform3D>()
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}
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};
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self
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@ -132,8 +132,8 @@ impl App {
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self.game_state.as_mut()?.downcast_mut::<T>()
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}
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pub fn world(&self) -> &World {
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&self.world
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pub fn scene(&self) -> &Scene {
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&self.scene
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}
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pub fn input_manager(&self) -> &WinitInputHelper {
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@ -153,47 +153,47 @@ impl App {
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}
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pub fn new_entity(&mut self) -> usize{
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self.world.new_entity() as usize
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self.scene.new_entity() as usize
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}
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pub fn delete_entity(&mut self, entity_id: usize) {
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self.world.delete_entity(entity_id)
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self.scene.delete_entity(entity_id)
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}
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pub fn get_entity(&self, entity_id: usize) -> Option<&Entity> {
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self.world.get_entity(entity_id)
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self.scene.get_entity(entity_id)
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}
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pub fn get_entity_mut(&mut self, entity_id: usize) -> Option<&mut Entity> {
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self.world.get_entity_mut(entity_id)
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self.scene.get_entity_mut(entity_id)
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}
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pub fn register_component<C: Component>(&mut self) {
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self.world.register_component::<C>()
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self.scene.register_component::<C>()
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}
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pub fn deregister_component<C: Component>(&mut self) {
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self.world.deregister_component::<C>()
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self.scene.deregister_component::<C>()
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}
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pub fn add_component<C: Component>(&mut self, entity_id: usize, component: C) {
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self.world.add_component(entity_id, component)
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self.scene.add_component(entity_id, component)
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}
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pub fn remove_component<C: Component>(&mut self, entity_id: usize) {
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self.world.remove_component::<C>(entity_id)
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self.scene.remove_component::<C>(entity_id)
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}
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pub fn get_component<C: Component>(&self, entity_id: usize) -> Option<&C> {
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self.world.get_component::<C>(entity_id)
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self.scene.get_component::<C>(entity_id)
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}
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pub fn get_component_mut<C: Component>(&mut self, entity_id: usize) -> Option<&mut C> {
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self.world.get_component_mut::<C>(entity_id)
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self.scene.get_component_mut::<C>(entity_id)
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}
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pub fn get_entities_with(&self, components: ComponentSet) -> Vec<usize> {
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self.world.get_entities_with(components)
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self.scene.get_entities_with(components)
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}
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pub fn quit(&mut self) {
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