some big changes

This commit is contained in:
griffi-gh 2023-03-08 22:34:41 +01:00
parent 06521c27cc
commit 9b112e9b70
5 changed files with 19 additions and 11 deletions

View file

@ -4,4 +4,5 @@ pub mod worldgen;
pub mod chunk; pub mod chunk;
pub mod transform; pub mod transform;
pub mod entity; pub mod entity;
pub mod player;
pub mod queue; pub mod queue;

View file

@ -0,0 +1,4 @@
use shipyard::Component;
#[derive(Component)]
pub struct Player;

View file

@ -7,7 +7,8 @@
use shipyard::{ use shipyard::{
World, Workload, IntoWorkload, World, Workload, IntoWorkload,
UniqueView, UniqueViewMut, UniqueView, UniqueViewMut,
NonSendSync, WorkloadModificator, SystemModificator NonSendSync, WorkloadModificator,
SystemModificator
}; };
use glium::{ use glium::{
glutin::{ glutin::{
@ -46,9 +47,9 @@ use world::{
loading::update_loaded_world_around_player, loading::update_loaded_world_around_player,
raycast::update_raycasts, raycast::update_raycasts,
queue::apply_queued_blocks, queue::apply_queued_blocks,
tasks::inject_network_responses_into_manager_queue tasks::inject_network_responses_into_manager_queue, ChunkStorage
}; };
use player::spawn_player; use player::{spawn_player, MainPlayer};
use prefabs::load_prefabs; use prefabs::load_prefabs;
use settings::load_settings; use settings::load_settings;
use camera::compute_cameras; use camera::compute_cameras;
@ -96,8 +97,8 @@ fn startup() -> Workload {
lock_cursor_now, lock_cursor_now,
init_input, init_input,
init_gui, init_gui,
init_game_world,
spawn_player,
insert_control_flow_unique, insert_control_flow_unique,
init_delta_time, init_delta_time,
).into_workload() ).into_workload()
@ -107,6 +108,10 @@ fn update() -> Workload {
update_window_size, update_window_size,
update_cursor_lock_state, update_cursor_lock_state,
process_inputs, process_inputs,
(
init_game_world.run_if_missing_unique::<ChunkStorage>(),
spawn_player.run_if_storage_empty::<MainPlayer>(),
).into_workload().run_if(is_ingame_or_loading),
( (
update_networking, update_networking,
inject_network_responses_into_manager_queue, inject_network_responses_into_manager_queue,

View file

@ -1,4 +1,4 @@
use shipyard::{Component, AllStoragesViewMut}; use shipyard::{Component, AllStoragesViewMut, View, IntoIter};
use crate::{ use crate::{
transform::Transform, transform::Transform,
camera::Camera, camera::Camera,
@ -6,9 +6,7 @@ use crate::{
world::raycast::LookingAtBlock, world::raycast::LookingAtBlock,
block_placement::PlayerHolding, block_placement::PlayerHolding,
}; };
pub use kubi_shared::player::Player;
#[derive(Component)]
pub struct Player;
#[derive(Component)] #[derive(Component)]
pub struct MainPlayer; pub struct MainPlayer;
@ -17,7 +15,7 @@ pub fn spawn_player (
mut storages: AllStoragesViewMut mut storages: AllStoragesViewMut
) { ) {
log::info!("spawning player"); log::info!("spawning player");
storages.add_entity(( let entity_id = storages.add_entity((
Player, Player,
MainPlayer, MainPlayer,
Transform::default(), Transform::default(),

View file

@ -126,7 +126,7 @@ impl MeshBuilder {
let face_type = face_type as usize; let face_type = face_type as usize;
let vertices = CROSS_FACES[face_type]; let vertices = CROSS_FACES[face_type];
let normal_front = CROSS_FACE_NORMALS[face_type].to_array(); let normal_front = CROSS_FACE_NORMALS[face_type].to_array();
let normal_back = CROSS_FACE_NORMALS[face_type].to_array(); let normal_back = CROSS_FACE_NORMALS_BACK[face_type].to_array();
self.vertex_buffer.reserve(8); self.vertex_buffer.reserve(8);
for i in 0..4 { //push front vertices for i in 0..4 { //push front vertices
self.vertex_buffer.push(ChunkVertex { self.vertex_buffer.push(ChunkVertex {