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no more april fools

This commit is contained in:
Alula 2023-04-02 11:52:32 +02:00
parent 5f7bae8f4f
commit beb290dafb
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GPG key ID: 3E00485503A1D8BA
8 changed files with 20 additions and 59 deletions

View file

@ -172,8 +172,7 @@ impl SDL2EventLoop {
gl_attr.set_context_profile(GLProfile::Compatibility);
gl_attr.set_context_version(2, 1);
let mut win_builder = video.window("(sr-ustukuod) yrotS evaR", size_hint.0 as _, size_hint.1 as _);
let mut win_builder = video.window("Cave Story (doukutsu-rs)", size_hint.0 as _, size_hint.1 as _);
win_builder.position_centered();
win_builder.resizable();

View file

@ -6,7 +6,6 @@ use std::mem;
use std::mem::MaybeUninit;
use std::ptr::null;
use std::sync::Arc;
use std::time::Instant;
use imgui::{DrawCmd, DrawCmdParams, DrawData, DrawIdx, DrawVert, TextureId, Ui};
@ -22,8 +21,6 @@ use crate::framework::graphics::{BlendMode, VSyncMode};
use crate::framework::util::{field_offset, return_param};
use crate::game::GAME_SUSPENDED;
use lazy_static::lazy_static;
pub struct GLContext {
pub gles2_mode: bool,
pub is_sdl: bool,
@ -44,10 +41,6 @@ pub struct OpenGLTexture {
context_active: Arc<RefCell<bool>>,
}
lazy_static! {
static ref INSTANT: Instant = Instant::now();
}
impl BackendTexture for OpenGLTexture {
fn dimensions(&self) -> (u16, u16) {
(self.width, self.height)
@ -239,9 +232,6 @@ impl BackendTexture for OpenGLTexture {
gl.gl.Disable(gl::DEPTH_TEST);
self.shader.bind_attrib_pointer(gl, self.vbo);
let t = Instant::now().duration_since(*INSTANT).as_millis() as f32 / 1000.0;
gl.gl.Uniform1f(self.shader.time, t);
gl.gl.BindTexture(gl::TEXTURE_2D, self.texture_id);
gl.gl.BufferData(
@ -669,12 +659,12 @@ impl BackendRenderer for OpenGLRenderer {
let color = (255, 255, 255, 255);
let vertices = [
VertexData { position: (0.0, 1.0), uv: (1.0, 0.0), color },
VertexData { position: (0.0, 0.0), uv: (1.0, 1.0), color },
VertexData { position: (1.0, 0.0), uv: (0.0, 1.0), color },
VertexData { position: (0.0, 1.0), uv: (1.0, 0.0), color },
VertexData { position: (1.0, 0.0), uv: (0.0, 1.0), color },
VertexData { position: (1.0, 1.0), uv: (0.0, 0.0), color },
VertexData { position: (0.0, 1.0), uv: (0.0, 0.0), color },
VertexData { position: (0.0, 0.0), uv: (0.0, 1.0), color },
VertexData { position: (1.0, 0.0), uv: (1.0, 1.0), color },
VertexData { position: (0.0, 1.0), uv: (0.0, 0.0), color },
VertexData { position: (1.0, 0.0), uv: (1.0, 1.0), color },
VertexData { position: (1.0, 1.0), uv: (1.0, 0.0), color },
];
self.draw_arrays_tex_id(

View file

@ -1,32 +1,10 @@
#version 110
uniform sampler2D Texture;
uniform float Time;
varying vec2 Frag_UV;
varying vec4 Frag_Color;
vec3 rgb2hsv(vec3 c)
{
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c)
{
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main()
{
gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);
vec3 col = rgb2hsv(gl_FragColor.rgb);
col.r += Frag_UV.s + Frag_UV.t + Time * 0.1;
gl_FragColor.rgb = hsv2rgb(col);
}

View file

@ -435,7 +435,7 @@ impl SharedGameState {
sound_manager.set_sfx_volume(settings.sfx_volume);
let current_time = Local::now();
let more_rust = true;
let more_rust = (current_time.month() == 7 && current_time.day() == 7) || settings.more_rust;
let seed = chrono::Local::now().timestamp() as i32;
let discord_rpc_app_id = match option_env!("DISCORD_RPC_APP_ID") {

View file

@ -257,7 +257,7 @@ impl BMFont {
fn draw_text_line(
&self,
iter: &mut dyn DoubleEndedIterator<Item = char>,
iter: &mut dyn Iterator<Item = char>,
x: f32,
y: f32,
scale: f32,
@ -277,7 +277,7 @@ impl BMFont {
let batch = texture_set.get_or_load_batch(ctx, constants, self.pages.get(0).unwrap())?;
let mut offset_x = x;
for chr in iter.rev() {
for chr in iter {
if let Some(glyph) = self.font.chars.get(&chr) {
let rect_map_entry = syms.symbols.iter().find(|(c, _)| *c == chr);
@ -290,10 +290,10 @@ impl BMFont {
offset_x += rect.width() as f32;
} else {
batch.add_rect_scaled_tinted(
offset_x + ((glyph.x_advance as f32 + glyph.x_offset as f32) * self.font_scale),
offset_x + (glyph.x_offset as f32 * self.font_scale),
y + (glyph.y_offset as f32 * self.font_scale),
color,
self.font_scale * -scale,
self.font_scale * scale,
self.font_scale * scale,
&Rect::new_size(
glyph.x as u16,
@ -339,10 +339,10 @@ impl BMFont {
} else {
if glyph.page == page {
batch.add_rect_scaled_tinted(
offset_x + ((glyph.x_advance as f32 + glyph.x_offset as f32) * self.font_scale),
offset_x + (glyph.x_offset as f32 * self.font_scale),
y + (glyph.y_offset as f32 * self.font_scale),
color,
self.font_scale * -scale,
self.font_scale * scale,
self.font_scale * scale,
&Rect::new_size(
glyph.x as u16,

View file

@ -73,8 +73,8 @@ impl PlayerController for GamepadController {
self.state.set_up(gamepad::is_active(ctx, self.gamepad_id, &button_map.up));
self.state.set_down(gamepad::is_active(ctx, self.gamepad_id, &button_map.down));
self.state.set_left(gamepad::is_active(ctx, self.gamepad_id, &button_map.right));
self.state.set_right(gamepad::is_active(ctx, self.gamepad_id, &button_map.left));
self.state.set_left(gamepad::is_active(ctx, self.gamepad_id, &button_map.left));
self.state.set_right(gamepad::is_active(ctx, self.gamepad_id, &button_map.right));
self.state.set_map(gamepad::is_active(ctx, self.gamepad_id, &button_map.map));
self.state.set_inventory(gamepad::is_active(ctx, self.gamepad_id, &button_map.inventory));
self.state.set_jump(gamepad::is_active(ctx, self.gamepad_id, &button_map.jump));

View file

@ -51,9 +51,9 @@ impl PlayerController for KeyboardController {
TargetPlayer::Player2 => &state.settings.player2_key_map,
};
self.state.set_left(keyboard::is_key_pressed(ctx, keymap.right));
self.state.set_left(keyboard::is_key_pressed(ctx, keymap.left));
self.state.set_up(keyboard::is_key_pressed(ctx, keymap.up));
self.state.set_right(keyboard::is_key_pressed(ctx, keymap.left));
self.state.set_right(keyboard::is_key_pressed(ctx, keymap.right));
self.state.set_down(keyboard::is_key_pressed(ctx, keymap.down));
self.state.set_map(keyboard::is_key_pressed(ctx, keymap.map));
self.state.set_inventory(keyboard::is_key_pressed(ctx, keymap.inventory));

View file

@ -138,7 +138,6 @@ impl GameScene {
Rc::new(RefCell::new(textures))
};
let mut player1 = Player::new(state, ctx);
let mut player2 = Player::new(state, ctx);
if state.player2_skin_location.texture_index != 0 {
@ -152,8 +151,8 @@ impl GameScene {
stage,
water_params,
water_renderer,
player1,
player2,
player1: Player::new(state, ctx),
player2: player2,
inventory_player1: Inventory::new(),
inventory_player2: Inventory::new(),
boss_life_bar: BossLifeBar::new(),
@ -1739,11 +1738,6 @@ impl Scene for GameScene {
self.pause_menu.init(state, ctx)?;
self.whimsical_star.init(&self.player1);
if state.constants.is_switch && state.constants.player_skin_paths.len() > 1 {
self.player1.load_skin(state.constants.player_skin_paths[1].as_str().to_owned(), state, ctx);
self.player1.skin.set_skinsheet_offset(2);
}
#[cfg(feature = "discord-rpc")]
{