Initial commit

master
Hilmar Wiegand 5 years ago
commit 09b7c0228c

9
.gitignore vendored

@ -0,0 +1,9 @@
# Unwanted files
target
# Backup files
.DS_Store
thumbs.db
*~
*.rs.bk
*.swp

4619
Cargo.lock generated

File diff suppressed because it is too large Load Diff

@ -0,0 +1,15 @@
[package]
name = "amethyst-cli-starter-2d"
version = "0.1.0"
authors = []
edition = "2018"
[dependencies]
amethyst = "0.11.0"
[features]
default = ["vulkan"]
empty = ["amethyst/empty"]
metal = ["amethyst/metal"]
vulkan = ["amethyst/vulkan"]
nightly = ["amethyst/nightly"]

@ -0,0 +1,26 @@
# amethyst-cli-starter-2d
## How to run
To run the game, use
```
cargo run --features "vulkan"
```
on Windows and Linux, and
```
cargo run --features "metal"
```
on macOS.
For building without any graphics backend, you can use
```
cargo run --features "empty"
```
but be aware that as soon as you need any rendering you won't be able to run your game when using
the `empty` feature.

@ -0,0 +1,4 @@
(
title: "amethyst-cli-starter-2d",
dimensions: Some((800, 600)),
)

@ -0,0 +1,176 @@
use amethyst::{
assets::{AssetStorage, Handle, Loader, Processor},
core::transform::{Transform, TransformBundle},
ecs::prelude::{ReadExpect, Resources, SystemData},
prelude::*,
renderer::{
pass::DrawFlat2DDesc,
rendy::{
factory::Factory,
graph::{
render::{RenderGroupDesc, SubpassBuilder},
GraphBuilder,
},
hal::{format::Format, image},
},
types::DefaultBackend,
Camera, GraphCreator, ImageFormat, RenderingSystem, SpriteSheet, SpriteSheetFormat,
Texture,
},
utils::application_root_dir,
window::{ScreenDimensions, Window, WindowBundle},
};
struct MyState;
impl SimpleState for MyState {
fn on_start(&mut self, data: StateData<'_, GameData<'_, '_>>) {
let world = data.world;
init_camera(world);
// TODO(happens): Add entity for this
let _spritesheet = load_sprites(world);
}
}
fn main() -> amethyst::Result<()> {
amethyst::start_logger(Default::default());
let app_root = application_root_dir()?;
let resources = app_root.join("resources");
let display_config = resources.join("display_config.ron");
let render_graph = RenderGraph::default();
let render_system = RenderingSystem::<DefaultBackend, _>::new(render_graph);
// TODO(happens): Add UI example
let game_data = GameDataBuilder::default()
.with_bundle(WindowBundle::from_config_path(display_config))?
.with_bundle(TransformBundle::new())?
.with(
Processor::<SpriteSheet>::new(),
"sprite_sheet_processor",
&[],
)
.with_thread_local(render_system);
let mut game = Application::new(resources, MyState, game_data)?;
game.run();
Ok(())
}
fn init_camera(world: &mut World) {
let mut transform = Transform::default();
transform.set_translation_xyz(100., 100., 1.);
world
.create_entity()
.with(Camera::standard_2d(200., 200.))
.with(transform)
.build();
}
fn load_sprites(world: &mut World) -> Handle<SpriteSheet> {
// TODO(happens): Add sprite assets
let texture_handle = {
let loader = world.read_resource::<Loader>();
let texture_storage = world.read_resource::<AssetStorage<Texture>>();
loader.load(
"sprites/ayaya.png",
ImageFormat::default(),
(),
&texture_storage,
)
};
let sheet_handle = {
let loader = world.read_resource::<Loader>();
let sheet_storage = world.read_resource::<AssetStorage<SpriteSheet>>();
loader.load(
"sprites/ayaya.ron",
SpriteSheetFormat(texture_handle),
(),
&sheet_storage,
)
};
sheet_handle
}
// TODO(happens): Can we provide this with a few parameters,
// for the most common cases? The fields could still be exposed
#[derive(Default)]
struct RenderGraph {
dimensions: Option<ScreenDimensions>,
surface_format: Option<Format>,
dirty: bool,
}
// TODO(happens): Add explanations
impl GraphCreator<DefaultBackend> for RenderGraph {
fn rebuild(&mut self, res: &Resources) -> bool {
// Rebuild when dimensions change, but wait until at least two frames have the same.
let new_dimensions = res.try_fetch::<ScreenDimensions>();
use std::ops::Deref;
if self.dimensions.as_ref() != new_dimensions.as_ref().map(|d| d.deref()) {
self.dirty = true;
self.dimensions = new_dimensions.map(|d| d.clone());
return false;
}
self.dirty
}
fn builder(
&mut self,
factory: &mut Factory<DefaultBackend>,
res: &Resources,
) -> GraphBuilder<DefaultBackend, Resources> {
use amethyst::renderer::rendy::{
graph::present::PresentNode,
hal::command::{ClearDepthStencil, ClearValue},
};
self.dirty = false;
let window = <ReadExpect<'_, Window>>::fetch(res);
let surface = factory.create_surface(&window);
// cache surface format to speed things up
let surface_format = *self
.surface_format
.get_or_insert_with(|| factory.get_surface_format(&surface));
let dimensions = self.dimensions.as_ref().unwrap();
let window_kind =
image::Kind::D2(dimensions.width() as u32, dimensions.height() as u32, 1, 1);
let mut graph_builder = GraphBuilder::new();
let color = graph_builder.create_image(
window_kind,
1,
surface_format,
Some(ClearValue::Color([0.34, 0.36, 0.52, 1.0].into())),
);
let depth = graph_builder.create_image(
window_kind,
1,
Format::D32Sfloat,
Some(ClearValue::DepthStencil(ClearDepthStencil(1.0, 0))),
);
let opaque = graph_builder.add_node(
SubpassBuilder::new()
.with_group(DrawFlat2DDesc::new().builder())
.with_color(color)
.with_depth_stencil(depth)
.into_pass(),
);
let _present = graph_builder
.add_node(PresentNode::builder(factory, surface, color).with_dependency(opaque));
graph_builder
}
}
Loading…
Cancel
Save