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some big changes
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51f113d162
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@ -4,4 +4,5 @@ pub mod worldgen;
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pub mod chunk;
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pub mod transform;
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pub mod entity;
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pub mod player;
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pub mod queue;
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4
kubi-shared/src/player.rs
Normal file
4
kubi-shared/src/player.rs
Normal file
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@ -0,0 +1,4 @@
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use shipyard::Component;
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#[derive(Component)]
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pub struct Player;
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@ -7,7 +7,8 @@
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use shipyard::{
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World, Workload, IntoWorkload,
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UniqueView, UniqueViewMut,
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NonSendSync, WorkloadModificator, SystemModificator
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NonSendSync, WorkloadModificator,
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SystemModificator
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};
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use glium::{
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glutin::{
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@ -46,9 +47,9 @@ use world::{
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loading::update_loaded_world_around_player,
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raycast::update_raycasts,
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queue::apply_queued_blocks,
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tasks::inject_network_responses_into_manager_queue
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tasks::inject_network_responses_into_manager_queue, ChunkStorage
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};
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use player::spawn_player;
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use player::{spawn_player, MainPlayer};
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use prefabs::load_prefabs;
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use settings::load_settings;
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use camera::compute_cameras;
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@ -96,8 +97,8 @@ fn startup() -> Workload {
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lock_cursor_now,
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init_input,
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init_gui,
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init_game_world,
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spawn_player,
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insert_control_flow_unique,
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init_delta_time,
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).into_workload()
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@ -107,6 +108,10 @@ fn update() -> Workload {
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update_window_size,
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update_cursor_lock_state,
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process_inputs,
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(
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init_game_world.run_if_missing_unique::<ChunkStorage>(),
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spawn_player.run_if_storage_empty::<MainPlayer>(),
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).into_workload().run_if(is_ingame_or_loading),
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(
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update_networking,
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inject_network_responses_into_manager_queue,
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@ -1,4 +1,4 @@
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use shipyard::{Component, AllStoragesViewMut};
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use shipyard::{Component, AllStoragesViewMut, View, IntoIter};
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use crate::{
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transform::Transform,
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camera::Camera,
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@ -6,9 +6,7 @@ use crate::{
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world::raycast::LookingAtBlock,
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block_placement::PlayerHolding,
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};
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#[derive(Component)]
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pub struct Player;
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pub use kubi_shared::player::Player;
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#[derive(Component)]
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pub struct MainPlayer;
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@ -17,7 +15,7 @@ pub fn spawn_player (
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mut storages: AllStoragesViewMut
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) {
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log::info!("spawning player");
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storages.add_entity((
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let entity_id = storages.add_entity((
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Player,
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MainPlayer,
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Transform::default(),
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@ -126,7 +126,7 @@ impl MeshBuilder {
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let face_type = face_type as usize;
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let vertices = CROSS_FACES[face_type];
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let normal_front = CROSS_FACE_NORMALS[face_type].to_array();
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let normal_back = CROSS_FACE_NORMALS[face_type].to_array();
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let normal_back = CROSS_FACE_NORMALS_BACK[face_type].to_array();
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self.vertex_buffer.reserve(8);
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for i in 0..4 { //push front vertices
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self.vertex_buffer.push(ChunkVertex {
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