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85 commits

Author SHA1 Message Date
yuni c59f8242c9 lower illuminance from the sun 2024-05-01 00:44:47 +02:00
yuni b614f723c8 use hexadecimal color values for hud_color* settings 2024-04-30 23:47:26 +02:00
yuni 2d97ed1416 move Preferences struct under Settings struct 2024-04-30 23:42:48 +02:00
yuni 3a0b3dc1c3 actually apply the preferences from the .toml file 2024-04-30 23:41:37 +02:00
yuni c56ae18f5a move outfly.toml to src/data/ 2024-04-30 23:24:38 +02:00
yuni 00ce509935 track the source of the preferences 2024-04-30 23:15:55 +02:00
yuni f9e3046799 enable toml_edit's display feature so we can use doc.to_string() 2024-04-30 23:15:38 +02:00
yuni 4b5aba86d1 Revert "switch from toml to ini as config file for simplicity"
This reverts commit 8da20abff8.
2024-04-30 22:55:12 +02:00
yuni 8da20abff8 switch from toml to ini as config file for simplicity 2024-04-30 22:41:14 +02:00
yuni d65d3b2aec read preferences from outfly.toml 2024-04-30 22:38:54 +02:00
yuni 4ea2f2d1e4 add toml_edit dependency 2024-04-30 17:25:43 +02:00
yuni b947fc4918 document dependencies 2024-04-30 16:27:57 +02:00
yuni 7493b71019 work on roadmap 2024-04-30 13:42:13 +02:00
yuni 03563ad955 shrink humans down to actual size 2024-04-30 01:26:59 +02:00
yuni 115b9d4538 move thebe closer to player 2024-04-30 01:12:26 +02:00
yuni 55d9822bf3 fix thebe position regardless of real time clock 2024-04-30 01:08:26 +02:00
yuni cb59b8fc7f make moons orbit prograde instead of retrograde 2024-04-30 01:03:45 +02:00
yuni 15bd02f6f8 implement "orbit_phase_offset" command 2024-04-30 00:56:41 +02:00
yuni 7f5894f9f7 set moon orbit phases according to real time clock 2024-04-30 00:37:19 +02:00
yuni 2eb2915f62 add rotation and orbit direction to map 2024-04-29 23:33:09 +02:00
yuni 5a58503332 add design document 2024-04-29 23:21:57 +02:00
yuni 8a6b1e6357 add HACKING.md 2024-04-29 16:31:58 +02:00
yuni ca63fb5e03 bundle CHANGELOG.md with release zips 2024-04-29 15:57:37 +02:00
yuni 217e02afb1 add CHANGELOG.md 2024-04-29 15:55:52 +02:00
yuni ae9d77afda add GPL/SIL/CC0 license texts to LICENSE.md 2024-04-29 15:50:42 +02:00
yuni 8a86514e31 add LICENSE.md 2024-04-29 15:44:02 +02:00
yuni acf50e7dfd bundle the GPL3 badge with the repository to avoid an external link 2024-04-29 15:02:36 +02:00
yuni 478d6081ba update .gitignore 2024-04-29 14:59:26 +02:00
yuni 419d38c616 add README.md to src/build/nix/ 2024-04-29 14:55:34 +02:00
yuni 8a617cc844 bikeshed directory locations 2024-04-29 14:50:15 +02:00
yuni 5aafdb95b1 move /blender/ to /media/blender/ 2024-04-29 12:43:39 +02:00
yuni 9b402df46f bump version to v0.8.2 2024-04-28 23:23:40 +02:00
yuni 82fd1313b2 hide speedometer text when speed is 0 2024-04-28 06:40:11 +02:00
yuni 133fa9122f add speedometer text 2024-04-28 06:29:01 +02:00
yuni 95b1c87194 update speedometer.png 2024-04-28 06:28:49 +02:00
yuni 21df9da95c add second speedometer for very high speeds 2024-04-28 05:42:00 +02:00
yuni 54da276091 add speedometer 2024-04-28 03:15:45 +02:00
yuni 310be85e05 add better reticule, properly toggle visibility 2024-04-28 03:15:20 +02:00
yuni fc4cc8cdad add sprite reticule 2024-04-28 01:33:27 +02:00
yuni 53ada82a02 move moonlet so you don't start the game in the shadows 2024-04-27 18:59:01 +02:00
hut 80087d9815 Merge pull request 'build/nix: Make wayland a build dependency' (#2) from axeman/outfly:fix-nix-wayland into main
Reviewed-on: https://codeberg.org/hut/outfly/pulls/2
2024-04-27 15:16:13 +00:00
Akshay Mankar 8b6e2a4d92
build/nix: Make wayland a build dependency 2024-04-27 16:51:20 +02:00
yuni ef53da1580 change feature set for nix build to "release_linux" 2024-04-27 15:59:30 +02:00
hut e5e0b13ce1 Merge pull request 'build/nix: Put runtime deps in rpath' (#1) from axeman/outfly:fix-nix into main
Reviewed-on: https://codeberg.org/hut/outfly/pulls/1
2024-04-27 13:57:20 +00:00
Akshay Mankar 30ab2d3e6e
build/nix: Put runtime deps in rpath 2024-04-27 15:11:42 +02:00
yuni e900eae57f shorter intro 2024-04-27 15:02:31 +02:00
yuni e6a048c01f add liberapay badge 2024-04-27 14:58:23 +02:00
yuni 19b3e57d98 rearrange paragraphs 2024-04-27 14:41:44 +02:00
yuni 9717e494d8 move /src/blender to /blender 2024-04-27 14:40:06 +02:00
yuni c4f08d82c9 move build.rs to root directory to avoid surprises 2024-04-27 13:50:58 +02:00
yuni abd65ec04e document the "release_*" features 2024-04-27 03:50:05 +02:00
yuni 77bc8ee8e1 add release_windows/release_linux features to streamline building 2024-04-27 00:32:38 +02:00
yuni bdf49e2985 add nix result directory to gitignore 2024-04-26 23:53:36 +02:00
yuni 32b4a7a895 remove unused component structs 2024-04-26 23:17:08 +02:00
yuni 9058e4a588 add nixos package (WIP) 2024-04-26 23:16:03 +02:00
yuni 61c41c9369 bump version to 0.8.1 2024-04-26 22:56:21 +02:00
yuni c0e17ed249 Revert "add black border to bevy badge"
This reverts commit ac4b7713f8.
2024-04-26 18:52:33 +02:00
yuni ac4b7713f8 add black border to bevy badge 2024-04-26 18:50:21 +02:00
yuni db972626ad reordered badges 2024-04-26 18:49:12 +02:00
yuni 9ae8f27f83 vectorized "Powered by" text 2024-04-26 18:48:53 +02:00
yuni d430d7b813 change padding in bevy badge 2024-04-26 18:47:26 +02:00
yuni 4826ce0571 smaller text in bevy badge 2024-04-26 18:46:19 +02:00
yuni b1425a43fe add gradient to bevy badge 2024-04-26 18:42:33 +02:00
yuni 9fa8c2a33b add "Powered by Bevy" badge 2024-04-26 18:40:40 +02:00
yuni f6c5f631db more doc for "dev_mode" feature 2024-04-26 14:42:44 +02:00
yuni e2822fb64c clarification 2024-04-26 14:28:26 +02:00
yuni e50e345d48 toggle dev mode with feature flags, document --features dev 2024-04-26 14:24:37 +02:00
yuni 77cdbba7db describe solutions for missing asset problem 2024-04-26 14:23:51 +02:00
yuni 8d17186474 Add badges 2024-04-25 16:37:58 +02:00
yuni ddeada8dea embed assets by default to avoid missing asset errors 2024-04-25 05:29:18 +02:00
yuni e67aa16a93 make asteroids targetable 2024-04-25 05:22:44 +02:00
yuni 36cad88e77 cleanup 2024-04-25 04:17:26 +02:00
yuni 89cd374d9e add zoom sound effect when zooming map 2024-04-25 04:16:39 +02:00
yuni 1f3f0eec7a add various sound effects to key presses 2024-04-25 03:52:32 +02:00
yuni d70e22678e add "woosh" sound effect when opening map 2024-04-25 03:47:10 +02:00
yuni a112b70143 write changelog 2024-04-25 03:29:36 +02:00
yuni 6c95736a24 typo 2024-04-25 03:26:11 +02:00
yuni 04b40ea65a clarification 2024-04-25 03:25:35 +02:00
yuni 4661bec5c7 more troubleshooting info 2024-04-25 03:23:56 +02:00
yuni 729e6be59d add command line options for help, and for setting window mode 2024-04-25 03:23:43 +02:00
yuni e7600d1060 document --gl option, adding a Troubleshooting section 2024-04-25 02:44:05 +02:00
yuni 178f6f5d45 add "--gl" option to set WGPU_BACKEND=gl 2024-04-25 02:37:45 +02:00
yuni 8e27525b35 restore real size of moons. add setting "large_moons" 2024-04-25 02:22:58 +02:00
yuni 569a88df19 typo 2024-04-25 02:06:06 +02:00
yuni 591100a817 add blender/modeling documentation 2024-04-25 01:56:05 +02:00
46 changed files with 4145 additions and 313 deletions

2
.gitignore vendored
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@ -1,4 +1,6 @@
target
*.blend1
extra
additional
outfly_v*
src/build/nix/result

121
CHANGELOG.md Normal file
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@ -0,0 +1,121 @@
# v0.8.2
- Add speedometer and bigger reticule
- Move asteroid, so the game doesn't start in the dark
# v0.8.1
- Add command line options to set window/fullscreen mode
# v0.8.0
- Implement animations
- Implement shadows
- Implement markers for points of interest in the map
- Add new animated high-poly player mesh
- Add new secret character
# v0.7.3
- Implement map. You can now zoom out ALL THE WAY
# v0.7.2
- Implement colliders based on object shape
- Add "The Whale" vehicle around bus station Metis Prime
# v0.7.1
- Much nicer HUD
# v0.7.0
- Overhaul conversation system, now defined in YAML files
- Implement conversation variables and if-branches
- Improve dialogues
- Improve HUD
- Add teleport-to-target cheat
# v0.6.1
- Implement free public transport with 3 bus stations
- Implement Clippy™ Convenience Companion drone
- Implement augmented reality overlays on top of NPC appearances
# v0.6.0
- Implement zooming with right click (AR only)
- Implement targeting objects with left click (AR only)
- Implement matching velocity to targeted objects with space
- Implement damage from g-forces
- Implement god mode
- Fix crash by avoiding legacy fullscreen mode
# v0.5.3
- Implement death & respawning
- Add wholesome conversation with Icarus
- Add satellite
- NPCs will now slow back down if they're pushed
# v0.5.2
- Change BGM to Cinematic Cello by Aleksey Chistilin
- Fix vehicle exiting
# v0.5.1
- Fix asteroid despawning
- Add cheat codes
- Add moon Thebe
# v0.5.0
- Implement dynamically spawning asteroids all over the ring
- Changed from 32-bit to 64-bit precision physics
- Center rendering coordinate system on player to fix visual glitches
# v0.4.1
- Add visible ring around Jupiter
# v0.4.0
- Implement physics, collisions
- Implement 3rd person view
- Implement realistic camera control with pitch/yaw/rotation
- Add Galilean moons (Io, Europa, Ganymede, Callisto)
- Add light sources, better illumination of pizzeria
- Add mysterious monoliths
# v0.3.0
- Implement vehicles
- Add MeteorAceGT racing vehicle
- Add background music "Dead Space Style Ambient Music"
- Add custom font Yupiter based on ZCOOL QingKe HuangYou
# v0.2.0
- Add Jupiter
- Add new pizzeria model with neon sign
- Add astronaut suit model OutFly™ SecondSkyn
- Add more conversations
- Implement parser for "defs.txt" to spawn world objects and chats
# v0.1.3
- Add pizzeria
# v0.1.2
- Replace skybox with accurate star chart
- Implement conversation system
# v0.1.1
- Better sky box and HUD
# v0.1.0
- First release with basic controls, HUD, sounds, skybox, sun

107
Cargo.lock generated
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@ -72,6 +72,12 @@ dependencies = [
"winit",
]
[[package]]
name = "adler"
version = "1.0.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "f26201604c87b1e01bd3d98f8d5d9a8fcbb815e8cedb41ffccbeb4bf593a35fe"
[[package]]
name = "ahash"
version = "0.8.11"
@ -685,7 +691,7 @@ dependencies = [
"quote",
"rustc-hash",
"syn 2.0.52",
"toml_edit",
"toml_edit 0.21.1",
]
[[package]]
@ -1503,6 +1509,15 @@ dependencies = [
"windows 0.54.0",
]
[[package]]
name = "crc32fast"
version = "1.4.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "b3855a8a784b474f333699ef2bbca9db2c4a1f6d9088a90a2d25b1eb53111eaa"
dependencies = [
"cfg-if",
]
[[package]]
name = "crossbeam-channel"
version = "0.5.12"
@ -1739,6 +1754,15 @@ version = "2.0.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "658bd65b1cf4c852a3cc96f18a8ce7b5640f6b703f905c7d74532294c2a63984"
[[package]]
name = "fdeflate"
version = "0.3.4"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "4f9bfee30e4dedf0ab8b422f03af778d9612b63f502710fc500a334ebe2de645"
dependencies = [
"simd-adler32",
]
[[package]]
name = "file-id"
version = "0.2.1"
@ -1766,6 +1790,16 @@ version = "0.4.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "0ce7134b9999ecaf8bcd65542e436736ef32ddca1b3e06094cb6ec5755203b80"
[[package]]
name = "flate2"
version = "1.0.28"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "46303f565772937ffe1d394a4fac6f411c6013172fadde9dcdb1e147a086940e"
dependencies = [
"crc32fast",
"miniz_oxide",
]
[[package]]
name = "foreign-types"
version = "0.5.0"
@ -2086,6 +2120,7 @@ dependencies = [
"color_quant",
"jpeg-decoder",
"num-traits",
"png",
]
[[package]]
@ -2392,6 +2427,16 @@ version = "0.2.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "68354c5c6bd36d73ff3feceb05efa59b6acb7626617f4962be322a825e61f79a"
[[package]]
name = "miniz_oxide"
version = "0.7.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "9d811f3e15f28568be3407c8e7fdb6514c1cda3cb30683f15b6a1a1dc4ea14a7"
dependencies = [
"adler",
"simd-adler32",
]
[[package]]
name = "mio"
version = "0.8.11"
@ -2758,7 +2803,7 @@ dependencies = [
[[package]]
name = "outfly"
version = "0.8.0"
version = "0.8.2"
dependencies = [
"bevy",
"bevy_embedded_assets",
@ -2768,6 +2813,7 @@ dependencies = [
"regex",
"serde",
"serde_yaml",
"toml_edit 0.22.12",
]
[[package]]
@ -2903,6 +2949,19 @@ version = "0.3.30"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "d231b230927b5e4ad203db57bbcbee2802f6bce620b1e4a9024a07d94e2907ec"
[[package]]
name = "png"
version = "0.17.13"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "06e4b0d3d1312775e782c86c91a111aa1f910cbb65e1337f9975b5f9a554b5e1"
dependencies = [
"bitflags 1.3.2",
"crc32fast",
"fdeflate",
"flate2",
"miniz_oxide",
]
[[package]]
name = "polling"
version = "3.5.0"
@ -2938,7 +2997,7 @@ version = "3.1.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "6d37c51ca738a55da99dc0c4a34860fd675453b8b36209178c2249bb13651284"
dependencies = [
"toml_edit",
"toml_edit 0.21.1",
]
[[package]]
@ -3245,6 +3304,15 @@ dependencies = [
"serde",
]
[[package]]
name = "serde_spanned"
version = "0.6.5"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "eb3622f419d1296904700073ea6cc23ad690adbd66f13ea683df73298736f0c1"
dependencies = [
"serde",
]
[[package]]
name = "serde_yaml"
version = "0.9.34+deprecated"
@ -3286,6 +3354,12 @@ dependencies = [
"wide",
]
[[package]]
name = "simd-adler32"
version = "0.3.7"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "d66dc143e6b11c1eddc06d5c423cfc97062865baf299914ab64caa38182078fe"
[[package]]
name = "slab"
version = "0.4.9"
@ -3527,6 +3601,9 @@ name = "toml_datetime"
version = "0.6.5"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "3550f4e9685620ac18a50ed434eb3aec30db8ba93b0287467bca5826ea25baf1"
dependencies = [
"serde",
]
[[package]]
name = "toml_edit"
@ -3536,7 +3613,20 @@ checksum = "6a8534fd7f78b5405e860340ad6575217ce99f38d4d5c8f2442cb5ecb50090e1"
dependencies = [
"indexmap",
"toml_datetime",
"winnow",
"winnow 0.5.40",
]
[[package]]
name = "toml_edit"
version = "0.22.12"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "d3328d4f68a705b2a4498da1d580585d39a6510f98318a2cec3018a7ec61ddef"
dependencies = [
"indexmap",
"serde",
"serde_spanned",
"toml_datetime",
"winnow 0.6.7",
]
[[package]]
@ -4416,6 +4506,15 @@ dependencies = [
"memchr",
]
[[package]]
name = "winnow"
version = "0.6.7"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "14b9415ee827af173ebb3f15f9083df5a122eb93572ec28741fb153356ea2578"
dependencies = [
"memchr",
]
[[package]]
name = "winreg"
version = "0.10.1"

View file

@ -10,7 +10,7 @@
[package]
name = "outfly"
version = "0.8.0"
version = "0.8.2"
edition = "2021"
homepage = "https://codeberg.org/hut/outfly"
repository = "https://codeberg.org/hut/outfly"
@ -18,23 +18,40 @@ categories = ["game", "aerospace", "simulation"]
keywords = ["game", "space", "3d"]
license = "GPL-3.0-only"
rust-version = "1.76.0"
build = "src/build/build.rs"
[dependencies]
# For parsing the game definition file, src/data/defs.txt
regex = "1"
bevy = { version = "0.13.2", default-features = false, features = ["animation", "bevy_asset", "bevy_audio", "bevy_scene", "bevy_winit", "bevy_core_pipeline", "bevy_pbr", "bevy_gltf", "bevy_render", "bevy_text", "bevy_ui", "jpeg", "multi-threaded", "tonemapping_luts", "vorbis"]}
# The bevy game engine, the basis for this game
bevy = { version = "0.13.2", default-features = false, features = ["animation", "bevy_asset", "bevy_audio", "bevy_scene", "bevy_winit", "bevy_core_pipeline", "bevy_pbr", "bevy_gltf", "bevy_render", "bevy_text", "bevy_ui", "jpeg", "multi-threaded", "png", "tonemapping_luts", "vorbis"]}
# For physics and collision handling
bevy_xpbd_3d = { version = "0.4.2", default-features = false, features = ["3d", "f64", "parry-f64", "parallel", "async-collider"] }
# For embedding assets into the binary, creating a self-sufficient executable
bevy_embedded_assets = { version = "0.10.2", optional = true }
# For seeded pseudo-random procedural generation of asteroids
fastrand = "2.0"
serde = "1.0"
# For conversation specification files, which are in YAML
serde = { version = "1.0", features = ["derive"] }
serde_yaml = "0.9"
# For reading/writing the player's configuration file.
toml_edit = { version = "0.22", features = ["serde"] }
[build-dependencies]
embed-resource = "1.6.3" # embedding of .exe metadata
[features]
default = ["x11"]
dev = ["bevy/dynamic_linking", "bevy/file_watcher"]
default = ["x11", "embed_assets"]
mute_music = []
dev_mode = []
dev = ["dev_mode", "mute_music", "bevy/dynamic_linking", "bevy/file_watcher"]
release_linux = ["x11", "wayland", "embed_assets"]
release_windows = ["embed_assets"]
wasm = ["bevy/webgl2"]
x11 = ["bevy/x11"]
wayland = ["bevy/wayland"]

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@ -0,0 +1,95 @@
# Dev Features
For development, it's recommended to use `--features dev`:
```
cargo [run|build] --features dev
```
This enables the following:
- Mutes music by default (you can still unmute it)
- Enables "dev mode", which changes the game slightly:
- Enables additional cheats (see source code)
- Speeds up dialogs
- Adds additional debugging features
- Enables dynamic linking for faster compile times. Note that this makes it harder to run the game directly with `./outfly`, please use `cargo run` instead.
- Enables bevy's "file watcher" feature that auto-reloads changed assets while the game is running. This obviously works only if the assets are not embedded directly into the binary with the `embed_assets` feature. Since `embed_assets` is enabled by default, you must customize your compile features in order to use the file watcher feature, e.g. like: `--no-default-features --features "dev x11"`
# pack.sh
The [pack.sh](src/build/pack.sh) script is used by the developer team to compile and pack release binaries into official packages.
It could serve as a starting point for package maintainers or tinkerers.
# Building OutFly
If there is no package for the version or operating system that you need, or if you wish to tinker on the game, you can also build outfly yourself.
## On Linux
Install the build dependencies. On ArchLinux, it's the following, though you can replace `rust` with `rustup`:
```
pacman -S rust libx11 pkgconf alsa-lib
```
Then run the following commands, replacing `[URL]` with the clone URL of the git repository:
```
git clone [URL]
cd outfly
cargo run --release
```
## Building for Windows on Linux
```
rustup target add x86_64-pc-windows-gnu
pacman -S mingw-w64-toolchain # on ArchLinux. other distros have their equivalent package
cargo build --target=x86_64-pc-windows-gnu --release
```
More information here: https://bevy-cheatbook.github.io/setup/cross/linux-windows.html
## Building on Mac OS
Install homebrew, and then get the following dependencies:
```
brew install pkg-config molten-vk rustup
rustup-init
```
Download, compile and run the game:
```
git clone [URL]
cd outfly
cargo run --release
```
## Building for WASM/Browser
This is a work in progress, for now these are just some general hints:
```
git clone [URL]
cd outfly
rustup target install wasm32-unknown-unknown
pacman -S wasm-bindgen binaryen
mkdir outfly_wasm
cargo build --release --target wasm32-unknown-unknown
wasm-bindgen --out-name outfly --out-dir outfly_wasm --target web target/wasm32-unknown-unknown/release/outfly.wasm
wasm-opt -Oz --output wasm/outfly_bg.wasm wasm/outfly_bg.wasm
echo '<script type="module">import init from "./outfly.js"; init()</script>' > wasm/index.html
python -m http.server -d wasm
```
## Building release versions optimized for packaging
To build release versions optimized for final deployment, build with the following features: (see also [pack.sh](https://codeberg.org/hut/outfly/src/branch/main/src/build/pack.sh))
```
cargo build --release --no-default-features --features release_[linux|windows] [--target=$YOUR_TARGET]
```

924
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@ -0,0 +1,924 @@
# Licenses of OutFly files
- Source code: GPL Version 3.0
- https://codeberg.org/hut/outfly
- 3D models: Original art, placed under the Creative Commons CC0 License
- Photographs of celestial bodies: By NASA, public domain
- Icon: Creative Commons CC0 License
- Original sound files:
- wakeup.ogg: Creative Commons CC0 License
- Other sound files: [Pixabay Content License](https://pixabay.com/service/license-summary)
- https://pixabay.com/sound-effects/typosonic-typing-192811
- https://pixabay.com/sound-effects/click-button-140881
- https://pixabay.com/sound-effects/data-transmission-sound-from-14664-72309
- https://pixabay.com/sound-effects/thrusters-loopwav-14699
- https://pixabay.com/sound-effects/rocket-loop-99748
- https://pixabay.com/sound-effects/350cc-bike-firing-32391
- https://pixabay.com/sound-effects/electricity-6353
- https://pixabay.com/sound-effects/ducati-696-monster-33217
- https://pixabay.com/sound-effects/high-energy-humming-195612
- https://pixabay.com/sound-effects/box-crash-106687
- https://pixabay.com/sound-effects/electric-fan-motor-blades-removed-13169
- https://pixabay.com/sound-effects/whoosh-blow-flutter-shortwav-14678/
- https://pixabay.com/sound-effects/dslr-camera-sounds-26117/
- Music: [Cinematic Cello](https://pixabay.com/music/build-up-scenes-cinematic-cello-115667) by [Aleksey Chistilin](https://pixabay.com/users/lexin_music-28841948/), [Pixabay Content License](https://pixabay.com/service/license-summary)
- Star chart based on the [HYG Stellar database](https://github.com/astronexus/HYG-Database)
- Font Yupiter-Regular.ttf is placed under the SIL OPEN FONT LICENSE Version 1.1 and is based on:
- Noto Sans Symbols 2, Copyright 2022 The Noto Project Authors (https://github.com/notofonts/symbols)
- ZCOOL QingKe HuangYou, Copyright 2018 The ZCOOL QingKe HuangYou Project Authors (https://www.github.com/googlefonts/zcool-qingke-huangyou)
- Noto Sans SC, Copyright 2014-2021 Adobe (http://www.adobe.com/), with Reserved Font Name 'Source'.
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# GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
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## How to Apply These Terms to Your New Programs
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To do so, attach the following notices to the program. It is safest to
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Also add information on how to contact you by electronic and paper
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The hypothetical commands \`show w' and \`show c' should show the
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You should also get your employer (if you work as a programmer) or
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please read <https://www.gnu.org/licenses/why-not-lgpl.html>.
# SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
PREAMBLE
-----------
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development of collaborative font projects, to support the font creation
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open framework in which fonts may be shared and improved in partnership
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to any document created using the fonts or their derivatives.
DEFINITIONS
-----------
"Font Software" refers to the set of files released by the Copyright
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-----------
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-----------
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-----------
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196
README.md
View file

@ -10,18 +10,24 @@
+ ▀████████████████████████████████████████████████████▀
```
Chapters: [Features](#features) • [Controls](#controls) • [Running OutFly](#running-outfly) • [Building](#building) • [Changelog](#changelog) • [Credits](#credits)
Links: [Code](https://codeberg.org/hut/outfly) • [itch.io](https://yunicode.itch.io/outfly) • [Mastodon](https://mastodon.social/@outfly) • [Chat](https://matrix.to/#/#outfly:pub.solar)
[Features](#features) • [Controls](#controls) • [Running OutFly](#running-outfly) • [Troubleshooting](#troubleshooting)
# OutFly
[![License: GPL 3.0](doc/images/badge-gpl3.svg)](https://www.gnu.org/licenses/gpl-3.0.html)
[![Powered by Bevy](doc/images/badge-bevy.svg)](https://bevyengine.org)
[![Available on itch.io](doc/images/badge-itch.svg)](https://yunicode.itch.io/outfly)
[![Donate on Liberapay](https://img.shields.io/liberapay/patrons/outfly?logo=liberapay&logoColor=%23ffffff)](https://liberapay.com/outfly)
[![Follow on Mastodon](https://img.shields.io/mastodon/follow/112327969307230863)](https://mastodon.social/@outfly)
OutFly is an atmospheric, open world, realistic 3D space game that throws you into the [Rings of Jupiter](https://en.wikipedia.org/wiki/Rings_of_Jupiter) with a self-sufficient sportswear space suit that will take you anywhere.
Imagine a blend of [Fallout](https://en.wikipedia.org/wiki/Fallout_%28series%29) and [Outer Wilds](https://en.wikipedia.org/wiki/Outer_Wilds) with a splash of [Firefly](https://en.wikipedia.org/wiki/Firefly_%28TV_series%29), where you are free to explore the breathtaking expanse of the Jupiter system and discover what life could be like after hundreds of years of space colonization.
Imagine a blend of [Fallout](https://en.wikipedia.org/wiki/Fallout_%28series%29) and [Outer Wilds](https://en.wikipedia.org/wiki/Outer_Wilds), where you are free to explore the breathtaking expanse of the Jupiter system and discover what life could be like after hundreds of years of space colonization.
This game aims to respect the player as much as possible. It doesn't waste your time: Despite the vastness of space, nothing takes too long. Speed cheats are active by default, allowing you to visit places you normally couldn't, without passing out from the g-forces. There are no anxiety-causing features (apart of, maybe, space itself), no loading screens, nothing to micromanage, not even save games. You can plunge into the game any time you feel like it, and it's up to you whether you just want to soak in the beautiful scenery, engage with the survival mechanics [still in development], or dive into the game story [still in development]. And finally, it's not just DRM-free but completely open source, allowing you to tinker on any part of the game to your liking.
Source code: https://codeberg.org/hut/outfly
![screenshot](doc/images/screenshot3.jpg)
# Features
@ -29,7 +35,7 @@ This game aims to respect the player as much as possible. It doesn't waste your
- A beautiful, serene atmosphere with gorgeous views
- Racing vehicles, unique NPCs, cozy places, deadly environment
- Accurate, clickable star chart. Can you spot the constellations?
- Cross platform, free & open source forever!
- Cross platform, [free & open source](https://codeberg.org/hut/outfly) forever!
- Written in [Rust](https://www.rust-lang.org) with the [Bevy game engine](https://bevyengine.org)
- Status: Early access, not much content
@ -80,12 +86,6 @@ pacman -S glibc libcap gcc-libs alsa-lib systemd-libs
./outfly
```
If your graphics card does not support vulkan, try setting the environment variable `WGPU_BACKEND=gl`: (will result in poor performance)
```
WGPU_BACKEND=gl ./outfly
```
Alternatively, you can also install OutFly as a package, if your distribution has one. This will place OutFly in your "start menu". As of writing, only an ArchLinux AUR package exists, which you can install with this command:
```
@ -99,175 +99,41 @@ yay -S outfly-git
## Running on MacOS / Android / iOS
No releases for these operating systems exist yet. For MacOS, you can build OutFly yourself using the instructions below. Support for Android/iOS is planned for the future.
No releases for these operating systems exist yet. For MacOS, you can build OutFly yourself using the instructions in [HACKING.md](https://codeberg.org/hut/outfly/src/branch/main/HACKING.md). Support for Android/iOS is planned for the future.
# Building
# Troubleshooting
## My GPU doesn't support Vulkan!
If there is no package for the version or operating system that you need, or if you wish to tinker on the game, you can also build outfly yourself.
For development, it's recommended to use `--features dev` to enable dynamic linking for faster compile times, e.g. like this:
Try running outfly with the command-line option "--gl", with one of these commands:
```
cargo [run|build] --features dev
./outfly --gl
cargo run -- --gl
```
## On Linux
This will result in some visual glitches, reduced performance, as well as a lot of error messages about CubeArrays which you can safely ignore. You can alternatively achieve this by setting the environment variable `WGPU_BACKEND` to `gl`: `WPU_BACKEND=gl ./outfly`.
Install the build dependencies. On ArchLinux, it's the following, though you can replace `rust` with `rustup`:
## The game instantly crashes!
Try changing the full screen mode with the command line option "--fs-legacy":
```
pacman -S rust libx11 pkgconf alsa-lib
./outfly --fs-legacy
cargo run -- --fs-legacy
```
Then run the following commands, replacing `[URL]` with the clone URL of the git repository:
If this doesn't work, please open an issue on https://codeberg.org/hut/outfly and provide as many details as you can, including the crash log.
```
git clone [URL]
cd outfly
cargo run --release
```
## Crash with "error while loading shared libraries"
NOTE: Audio is muted by default when run through `cargo run`, unless you add `--release`
If you build with `--features dev`, then you must not run the game `./outfly`. Use `cargo run` instead.
## Building for Windows on Linux
## The assets can't be found
```
rustup target add x86_64-pc-windows-gnu
pacman -S mingw-w64-toolchain # on ArchLinux. other distros have their equivalent package
cargo build --target=x86_64-pc-windows-gnu --release
```
If you build without the "`embed_assets`" feature, the asset folder must be in the same path as the outfly binary. Possible solutions are to symlink the `assets` directory into the `target/$yourtarget/` folder, to instead run with `cargo run`, or to compile with "`--features embed_assets`" (which is enabled by default).
More information here: https://bevy-cheatbook.github.io/setup/cross/linux-windows.html
## I'm on Windows. How do I use command line options?
## Building on Mac OS
Create a shortcut, change the target from `[...]outfly.exe` to e.g. `[...]outfly.exe --gl`.
Install homebrew, and then get the following dependencies:
```
brew install pkg-config molten-vk rustup
rustup-init
```
Download, compile and run the game:
```
git clone [URL]
cd outfly
cargo run --release
```
## Building for WASM/Browser
This is a work in progress, for now these are just some general hints:
```
git clone [URL]
cd outfly
rustup target install wasm32-unknown-unknown
pacman -S wasm-bindgen binaryen
mkdir outfly_wasm
cargo build --release --target wasm32-unknown-unknown
wasm-bindgen --out-name outfly --out-dir outfly_wasm --target web target/wasm32-unknown-unknown/release/outfly.wasm
wasm-opt -Oz --output wasm/outfly_bg.wasm wasm/outfly_bg.wasm
echo '<script type="module">import init from "./outfly.js"; init()</script>' > wasm/index.html
python -m http.server -d wasm
```
# Changelog
- v0.8.0:
- Implement animations
- Implement shadows
- Implement markers for points of interest in the map
- Add new animated high-poly player mesh
- Add new secret character
- v0.7.3: Implement map. You can now zoom out ALL THE WAY
- v0.7.2:
- Implement colliders based on object shape
- Add "The Whale" vehicle around bus station Metis Prime
- v0.7.1: Much nicer HUD
- v0.7.0:
- Overhaul conversation system, now defined in YAML files
- Implement conversation variables and if-branches
- Improve dialogues
- Improve HUD
- Add teleport-to-target cheat
- v0.6.1:
- Implement free public transport with 3 bus stations
- Implement Clippy™ Convenience Companion drone
- Implement augmented reality overlays on top of NPC appearances
- v0.6.0:
- Implement zooming with right click (AR only)
- Implement targeting objects with left click (AR only)
- Implement matching velocity to targeted objects with space
- Implement damage from g-forces
- Implement god mode
- Fix crash by avoiding legacy fullscreen mode
- v0.5.3:
- Implement death & respawning
- Add wholesome conversation with Icarus
- Add satellite
- NPCs will now slow back down if they're pushed
- v0.5.2:
- Change BGM to Cinematic Cello by Aleksey Chistilin
- Fix vehicle exiting
- v0.5.1:
- Fix asteroid despawning
- Add cheat codes
- Add moon Thebe
- v0.5.0:
- Implement dynamically spawning asteroids all over the ring
- Changed from 32-bit to 64-bit precision physics
- Center rendering coordinate system on player to fix visual glitches
- v0.4.1: Add visible ring around Jupiter
- v0.4.0:
- Implement physics, collisions
- Implement 3rd person view
- Implement realistic camera control with pitch/yaw/rotation
- Add Galilean moons (Io, Europa, Ganymede, Callisto)
- Add light sources, better illumination of pizzeria
- Add mysterious monoliths
- v0.3.0:
- Implement vehicles
- Add MeteorAceGT racing vehicle
- Add background music "Dead Space Style Ambient Music"
- Add custom font Yupiter based on ZCOOL QingKe HuangYou
- v0.2.0:
- Add Jupiter
- Add new pizzeria model with neon sign
- Add astronaut suit model OutFly™ SecondSkyn
- Add more conversations
- Implement parser for "defs.txt" to spawn world objects and chats
- v0.1.3: Add pizzeria
- v0.1.2:
- Replace skybox with accurate star chart
- Implement conversation system
- v0.1.1: Better sky box and HUD
- v0.1.0: First release with basic controls, HUD, sounds, skybox, sun
# Credits
- Source code: GPL Version 3.0
- 3D models: Original art, placed under the Creative Commons CC0 License
- Photographs of celestial bodies: By NASA, public domain
- Icon: Creative Commons CC0 License
- Original sound files:
- wakeup.ogg: Creative Commons CC0 License
- Other sound files: [Pixabay Content License](https://pixabay.com/service/license-summary)
- https://pixabay.com/sound-effects/typosonic-typing-192811
- https://pixabay.com/sound-effects/click-button-140881
- https://pixabay.com/sound-effects/data-transmission-sound-from-14664-72309
- https://pixabay.com/sound-effects/thrusters-loopwav-14699
- https://pixabay.com/sound-effects/rocket-loop-99748
- https://pixabay.com/sound-effects/350cc-bike-firing-32391
- https://pixabay.com/sound-effects/electricity-6353
- https://pixabay.com/sound-effects/ducati-696-monster-33217
- https://pixabay.com/sound-effects/high-energy-humming-195612
- https://pixabay.com/sound-effects/box-crash-106687
- https://pixabay.com/sound-effects/electric-fan-motor-blades-removed-13169
- Music: [Cinematic Cello](https://pixabay.com/music/build-up-scenes-cinematic-cello-115667) by [Aleksey Chistilin](https://pixabay.com/users/lexin_music-28841948/), [Pixabay Content License](https://pixabay.com/service/license-summary)
- Star chart based on the [HYG Stellar database](https://github.com/astronexus/HYG-Database)
- Font Yupiter-Regular.ttf is placed under the SIL OPEN FONT LICENSE Version 1.1 and is based on:
- Noto Sans Symbols 2, Copyright 2022 The Noto Project Authors (https://github.com/notofonts/symbols)
- ZCOOL QingKe HuangYou, Copyright 2018 The ZCOOL QingKe HuangYou Project Authors (https://www.github.com/googlefonts/zcool-qingke-huangyou)
- Noto Sans SC, Copyright 2014-2021 Adobe (http://www.adobe.com/), with Reserved Font Name 'Source'.
See https://superuser.com/questions/1202989/how-to-you-add-a-parameter-to-an-executable-in-windows-10

218
ROADMAP.md Normal file
View file

@ -0,0 +1,218 @@
```
▄████████▄ + ███ + ▄█████████ ███ +
███▀ ▀███ + + ███ ███▀ + ███ + +
███ + ███ ███ ███ █████████ ███ ███ ███ ███
███ +███ ███ ███ ███ ███▐██████ ███ ███ ███
███ + ███ ███+ ███ +███ ███ + ███ ███ + ███
███▄ ▄███ ███▄ ███ ███ + ███ + ███ ███▄ ███
▀████████▀ + ▀███████ ███▄ ███▄ ▀████ ▀███████
+ + + ███
+ ▀████████████████████████████████████████████████████▀
```
# OutFly Roadmap
This file is a place for planning and documenting the game design.
# Why I made this game
As a long-time fan of space sci-fi, I had this space itch that none of the existing games/media could scratch so far. I wanted the sense that I'm really out there in space myself, in a non-sugarcoated way. I wanted to feel the harsh reality of the vacuum. The mind-boggling scales. The emptiness, darkness, danger, loneliness. The beauty of outer space. The coziness of the self-sufficient space vehicle that provides me with all of life's necessities. The pleasure of meeting other friendly faces in the void, extending hospitality to each other. The freedom to wander the open world wherever I please (and where my vehicles are able to take me). The exploration of a frontier. Being able to carve out a little space for myself that I could call home. And sometimes simply a place where I could just chill after a long day of work, stare at the stars, and drift through nothingness. All of this in a way that respects the player: no addictive game mechanics, no microtransactions, no DRM, no excessive strains on the hardware, no time-wasting mechanics, and ideally, being free open source software, so I can truly own the game, and customize the parts I don't like.
There are many games out there that provided me with some of this: FTL, Outer Wilds, Mass Effect, Space Haven, Δv, Elite: Dangerous, ... but invariably they fail in some way to scratch my itch, and so I set out to give it a try of my own.
# Design Goals
We are not quite there yet, but this is what I'm aiming for:
- Utopia
- A depiction of the future where contemporary problems have been solved
- Depth
- Deep conversations with NPCs
- Beautiful scenery
- Detailed environment
- Detailed survival mechanics
- Curiosity-driven game progression
- A story that serves mostly as the vehicle for describing the environment, similar to Disco Elysium
- Realism
- Very few deviations from a real simulation of space
- Conserve the vast scale of space (unlike Outer Wilds)
- The rings change over time, as different parts orbit at different speeds.
- You are nobody special, no hero that saves the world, just a normal, flawed, boring person exploring space
- Freedom
- Ability to choose which aspects of the game one wants to engage with
- Ability to go anywhere (within the limits of realism)
- Cheats that are easy to enable
- Wholesomeness
- No wasting of the player's time
- No player-hostile features
- No anxiety-causing features
- No DRM
- No paid features
- Non-addictiveness
- No features that manipulate the player into neglecting their life responsibilities in favor of the game
- No artificially long game progression
- No loot boxes
- No randomness
- Effortlessness, ADHD-friendliness, Accessibility
- No requirement for Steam or any other environment
- No loading screens
- No save games
- No need to remember anything
- Simple inventory system
- Packaged for major Linux distributions and gaming environments
- Key-bound actions should be accessible via menu items, with their keybinding visible in the menu item description
- As easy to get in to as `Solitaire.exe`
- Aspects of Roguelike games
- Permadeath, with so many ways to die
- Non-modality (e.g. conversations don't "pause" the game and don't lock you into a "conversation mode")
- Emergent gameplay from a variety of interacting game systems
- Resource management for survival [though this can be disabled with cheats]
- Nethack-like "record" that tracks how players died and what they accomplished
- Still pondering if procedural generation is a good idea. I'd rather want the player to get acquainted with a hand-crafted, unchanging environment. Though one way to spice things up could be to let the planets/moons orbit in real time, and starting the game at different times (or playing for a long time) will produce a different environment according to real orbital movements.
- Minimalism
- Small game binary size
- Small git repository size
- Minimal resource usage
- Minimal dependencies
- Simple game systems, but many of these, to give rise to emergent gameplay
- Simple code
- Customizability
- Easy modding
- Any state/config files should be editable with a simple text editor
- Short-term viability
- At any point in the game development process, the game should be polished enough to provide a smooth, enjoyable gaming experience for the target audience.
- Branching off the main branch to add more complex features is fine of course.
- If game development would end right now, it should be plausible to claim that the game is finished and the planned features were simply out of scope.
- Open Source
- The author got into programming through modifying existing open source games, and wishes to help others to be able to do the same.
- The game should only use components that don't restrict the player's ability to run the game, change it to their needs, and learn from its design.
# Intentional deviations from reality
- The player can survive higher g-forces than a contemporary human, though this can be explained through better equipment, drugs, and/or genetic engineering.
- The position of the planets/moons is the one of the present real time of the player, even though the game takes place hundreds of years in the future. I could simulate the future positions, but I think it's an extra layer of awesomeness if the positions of the celestial objects in the game mirroring the ones of reality. And nobody would ever notice the discrepancy.
# Game systems
A variety of relatively simple game systems should interact with each other to create emergent gameplay and interesting game mechanics.
- Free movement in space
- Collision with other actors
- Augmented Reality overlay
- Targeting objects
- Conversations with NPCs (short- and long-distance)
- Vehicle riding
- Map mode
- can we make it non-modal? Interweave it into regular gameplay?
- G-forces and equipment/organ damage
- Death, and survival
# Challenges
- How to tell a deep story with permadeath without getting repetitive?
- To be solved...
- How to travel to far places without wasting player's time?
- Skipping in-game time, with bus stations and cryofreeze
- Incredibly high speeds through unrealistic g-force tolerance (rather not)
- "half-cycling" the brain of the astronaut: entering a sleep state where the player unconscious 99% of the time, only experiencing 1% of the moments consciously, giving a perception of time lapse. The suit computer could take over the controls during the time when the player is unconscious
- Continue simulation after the game exits, so if the player wants to travel far, they have to stop playing for a couple hours, to resume playing at the destination. (rather not)
- How to be able to carve out a home for oneself in space if there is permadeath?
- The home could still be drifting in space after the player's death
- The home could be virtual, stored in the spacesuit's computer, accessible via augmented/virtual reality
- The home could be added through modding, outside of the game
- Maybe a customizable home is not really needed
# Inspiration
TODO
# Survival Mechanics
Resources/Variables:
- Oxygen
- Power
- The suit would have a nuclear reactor that slowly charges a capacitor, which can be used for short-term high power usage
- Turn off Augmented Reality to conserve power
- Water
- Fuel
- Solar energy
- Could supplement power recharge when nuclear reactor is down
- Adrenaline
- Phone reception
- Depends on proximity to communication satellites
- Allows you to call people you've met before
Damage types:
- Organ damage
- Eye damage
- Ear damage
- Brain damage
- Radiation damage
- Equipment failure
- Suit leaks oxygen
- Power reactor damage, reduced/no output
- Battery bank damaged
- Thrusters damaged
- Flashlight damaged
- Electric circuits damaged from EMP
Items:
- SuitPatch SuperGlue
- Portable Thruster
- Multitool?
- Welding torch?
- Refills for resources:
- Water bottle
- Oxygen canister
- Fuel canister
- UltraCapacitor
# Worldbuilding
## People
- Icarus
- 梓涵
- Nox
- Rudy
- Yuni
- Pizzeria Clippy
- Bus Station Clippys
## Places
![Game Map](doc/images/map.svg)
- Serenity
- Thebe
- Metis Prime
- Farview
So far, nothing on the outer (Galileian) moons is planned, but they're not as far away as it seems. A trip from Thebe to Io can be faster than to Amalthea.
## Brands
### StarTrans™ Cargo Services
The public transport company
### Clippy Convenience Companion
Clippy™ Convenience Companion is a self-assembling, self-replicating, highly modular being that emerges from the collection of individual Clippy™ cubes.
These cubes are interchangeable, solar panel plated, driven by strong reaction wheels, and connect to each other through powerful magnets along the surface. A sensor array picks up various EM frequencies and a camera image through the plating. There are no moving parts on the outside. Individual cubes are able to transfer electricity to connected cubes, as well as transmit information wirelessly.
The shape of a Clippy™ can change quickly to solve a variety of space problems. Off-the-shelf plug-and-play Clippy™ modules further enhance their agency with additional tools, such as propulsion modules, sensors, or manipulators.
A Clippy™ Convenience Companion will broadcast an Augmented Reality overlay that resembles a face, in the somewhat antiquated "kaomoji" style of the late 1900's, typically a friendly face to instill trust and kindness in viewers. How a unified persona with aligned intentions emerges from the interactions of the individual Clippy™ cubes is, as of writing, still subject to debate.
Clippy™ is inspired by [self-assembling cube robots](https://www.youtube.com/watch?v=hI5UDKaWJOo), by the [paperclip maximizer thought experiment](https://en.wikipedia.org/w/index.php?title=Instrumental_convergence&oldid=1210129297#Paperclip_maximizer) (which is also the source of the name), by [Star Gate's Replicators](https://stargate.fandom.com/wiki/Replicator), and finally, by [Fallout New Vegas' "Yes Man" robot](https://fallout.fandom.com/wiki/Yes_Man).
### MeteorAceGT™ Sports Racing Capsule
This icosahedral sports spacecraft is designed for maximum stability and maneuverability at high velocities, not only in vacuum but also in thick atmospheres. Strong reaction wheels allow perfect control of spacecraft rotation, and allow you to land the spacecraft safely on any planet or moon. Powerful nuclear-powered electromagnets shield from ionized particle radiation, allowing you to surf the clouds of Jupiter safely, with the spherical shape providing maximum structural integrity.
The excessive forward thrust will get many pilots to pass out, while using close to zero propellant thanks to the advanced ion engine array. No dedicated backward thrusters are available for structural integrity in atmospheres. This is compensated by the sideways thrusters, which are mildly inclined to the forward direction, providing a small amount of backward thrust.
The design of this racing capsule was inspired [Shotaro Kaneda's motorbike from Akira](https://akira.fandom.com/wiki/Shotaro_Kaneda%27s_Bike) and by the [orbital module of the Soyuz spacecraft](https://en.wikipedia.org/w/index.php?title=Soyuz_%28spacecraft%29&oldid=1218141107#Orbital_module).

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d="m 118.98458,103.93688 c 0,0 1.07445,1.71677 2.4225,0.52066 0.8996,-0.7982 0.13283,-3.08969 -1.60449,-1.98788"
id="path8-7"
sodipodi:nodetypes="csc" />
</g>
</svg>

After

Width:  |  Height:  |  Size: 27 KiB

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@ -1,32 +0,0 @@
```
▄████████▄ + ███ + ▄█████████ ███ +
███▀ ▀███ + + ███ ███▀ + ███ + +
███ + ███ ███ ███ █████████ ███ ███ ███ ███
███ +███ ███ ███ ███ ███▐██████ ███ ███ ███
███ + ███ ███+ ███ +███ ███ + ███ ███ + ███
███▄ ▄███ ███▄ ███ ███ + ███ + ███ ███▄ ███
▀████████▀ + ▀███████ ███▄ ███▄ ▀████ ▀███████
+ + + ███
+ ▀████████████████████████████████████████████████████▀
```
# Developer Commentary
## Clippy Convenience Companion
Clippy™ Convenience Companion is a self-assembling, self-replicating, highly modular being that emerges from the collection of individual Clippy™ cubes.
These cubes are interchangeable, solar panel plated, driven by strong reaction wheels, and connect to each other through powerful magnets along the surface. A sensor array picks up various EM frequencies and a camera image through the plating. There are no moving parts on the outside. Individual cubes are able to transfer electricity to connected cubes, as well as transmit information wirelessly.
The shape of a Clippy™ can change quickly to solve a variety of space problems. Off-the-shelf plug-and-play Clippy™ modules further enhance their agency with additional tools, such as propulsion modules, sensors, or manipulators.
A Clippy™ Convenience Companion will broadcast an Augmented Reality overlay that resembles a face, in the somewhat antiquated "kaomoji" style of the late 1900's, typically a friendly face to instill trust and kindness in viewers. How a unified persona with aligned intentions emerges from the interactions of the individual Clippy™ cubes is, as of writing, still subject to debate.
Clippy™ is inspired by [self-assembling cube robots](https://www.youtube.com/watch?v=hI5UDKaWJOo), by the [paperclip maximizer thought experiment](https://en.wikipedia.org/w/index.php?title=Instrumental_convergence&oldid=1210129297#Paperclip_maximizer) (which is also the source of the name), by [Star Gate's Replicators](https://stargate.fandom.com/wiki/Replicator), and finally, by [Fallout New Vegas' "Yes Man" robot](https://fallout.fandom.com/wiki/Yes_Man).
## MeteorAceGT™ Sports Racing Capsule
This icosahedral sports spacecraft is designed for maximum stability and maneuverability at high velocities, not only in vacuum but also in thick atmospheres. Strong reaction wheels allow perfect control of spacecraft rotation, and allow you to land the spacecraft safely on any planet or moon. Powerful nuclear-powered electromagnets shield from ionized particle radiation, allowing you to surf the clouds of Jupiter safely, with the spherical shape providing maximum structural integrity.
The excessive forward thrust will get many pilots to pass out, while using close to zero propellant thanks to the advanced ion engine array. No dedicated backward thrusters are available for structural integrity in atmospheres. This is compensated by the sideways thrusters, which are mildly inclined to the forward direction, providing a small amount of backward thrust.
The design of this racing capsule was inspired [Shotaro Kaneda's motorbike from Akira](https://akira.fandom.com/wiki/Shotaro_Kaneda%27s_Bike) and by the [orbital module of the Soyuz spacecraft](https://en.wikipedia.org/w/index.php?title=Soyuz_%28spacecraft%29&oldid=1218141107#Orbital_module).

View file

@ -100,7 +100,7 @@ impl Default for Actor {
Self {
id: "".to_string(),
name: None,
camdistance: 15.0,
camdistance: 7.5,
}
}
}

View file

@ -12,10 +12,12 @@
use bevy::prelude::*;
use bevy::audio::{PlaybackMode, Volume};
use crate::var;
use crate::{camera, var};
const ASSET_CLICK: &str = "sounds/click-button-140881-crop.ogg";
const ASSET_SWITCH: &str = "sounds/typosonic-typing-192811-crop.ogg";
const ASSET_WOOSH: &str = "sounds/woosh.ogg";
const ASSET_ZOOM: &str = "sounds/zoom.ogg";
const ASSET_INCOMING_MESSAGE: &str = "sounds/connect.ogg";
const ASSET_PING: &str = "sounds/connect.ogg";
const ASSET_CONNECT: &str = "sounds/connect.ogg";
@ -33,17 +35,24 @@ impl Plugin for AudioPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, setup);
app.add_systems(Update, toggle_bgm);
app.add_systems(Update, play_zoom_sfx);
app.add_systems(PostUpdate, play_sfx);
app.add_systems(PostUpdate, update_music);
app.add_event::<PlaySfxEvent>();
app.add_event::<ToggleMusicEvent>();
app.insert_resource(ZoomTimer(
Timer::from_seconds(0.09, TimerMode::Repeating)));
}
}
#[derive(Resource)] pub struct ZoomTimer(Timer);
pub enum Sfx {
IncomingChatMessage,
Click,
Switch,
Woosh,
Zoom,
Ping,
Connect,
EnterVehicle,
@ -62,6 +71,8 @@ pub enum Sfx {
#[derive(Component)] struct SoundBGM(Handle<AudioSource>);
#[derive(Resource)] pub struct SoundClick(Handle<AudioSource>);
#[derive(Resource)] pub struct SoundSwitch(Handle<AudioSource>);
#[derive(Resource)] pub struct SoundWoosh(Handle<AudioSource>);
#[derive(Resource)] pub struct SoundZoom(Handle<AudioSource>);
#[derive(Resource)] pub struct SoundIncomingMessage(Handle<AudioSource>);
#[derive(Resource)] pub struct SoundPing(Handle<AudioSource>);
#[derive(Resource)] pub struct SoundConnect(Handle<AudioSource>);
@ -135,6 +146,8 @@ pub fn setup(
));
commands.insert_resource(SoundClick(asset_server.load(ASSET_CLICK)));
commands.insert_resource(SoundSwitch(asset_server.load(ASSET_SWITCH)));
commands.insert_resource(SoundWoosh(asset_server.load(ASSET_WOOSH)));
commands.insert_resource(SoundZoom(asset_server.load(ASSET_ZOOM)));
commands.insert_resource(SoundIncomingMessage(asset_server.load(ASSET_INCOMING_MESSAGE)));
commands.insert_resource(SoundPing(asset_server.load(ASSET_PING)));
commands.insert_resource(SoundConnect(asset_server.load(ASSET_CONNECT)));
@ -167,6 +180,8 @@ pub fn play_sfx(
mut events_sfx: EventReader<PlaySfxEvent>,
sound_click: Res<SoundClick>,
sound_switch: Res<SoundSwitch>,
sound_woosh: Res<SoundWoosh>,
sound_zoom: Res<SoundZoom>,
sound_incoming_message: Res<SoundIncomingMessage>,
sound_ping: Res<SoundPing>,
sound_connect: Res<SoundConnect>,
@ -186,6 +201,8 @@ pub fn play_sfx(
source: match sfx.0 {
Sfx::Switch => sound_switch.0.clone(),
Sfx::Click => sound_click.0.clone(),
Sfx::Woosh => sound_woosh.0.clone(),
Sfx::Zoom => sound_zoom.0.clone(),
Sfx::IncomingChatMessage => sound_incoming_message.0.clone(),
Sfx::Ping => sound_ping.0.clone(),
Sfx::Connect => sound_connect.0.clone(),
@ -203,6 +220,8 @@ pub fn str2sfx(sfx_label: &str) -> Sfx {
return match sfx_label {
"switch" => Sfx::Switch,
"click" => Sfx::Click,
"woosh" => Sfx::Woosh,
"zoom" => Sfx::Zoom,
"chat" => Sfx::IncomingChatMessage,
"ping" => Sfx::Ping,
"connect" => Sfx::Connect,
@ -229,3 +248,22 @@ pub fn update_music(
}
}
}
pub fn play_zoom_sfx(
time: Res<Time>,
mut timer: ResMut<ZoomTimer>,
mut last_zoom_level: Local<f64>,
mapcam: Res<camera::MapCam>,
mut ew_sfx: EventWriter<PlaySfxEvent>,
settings: Res<var::Settings>,
) {
if !timer.0.tick(time.delta()).just_finished() {
return;
}
if settings.map_active && (*last_zoom_level - mapcam.target_zoom_level).abs() > mapcam.target_zoom_level * 0.2 {
if *last_zoom_level != 0.0 && mapcam.target_zoom_level != camera::INITIAL_ZOOM_LEVEL {
ew_sfx.send(PlaySfxEvent(Sfx::Zoom));
}
*last_zoom_level = mapcam.target_zoom_level;
}
}

14
src/blender/README.md Normal file
View file

@ -0,0 +1,14 @@
# Blender source files
This folder contains the source files for the 3D models (glTF/.glb) in the /assets/models/ directory.
If no corresponding blender project exists, it means that the model is simple enough that the glTF/.glb file itself is the "source file". To view/edit it, create an empty project in blender and import the glTF/.glb file. To save it, export it again as glTF/.glb.
# Guidelines for model creation
1. The origin (coordinate 0/0/0) of the model should be its center of mass.
2. The scale of every model should be normalized to a "radius" of 1. In other words, the entire object should fit inside blender's standard cube (centered at origin, with side length 2). To scale an object up or down in the game, use the "scale" command in the defs.txt. Minor mesh details like antennae may exceed beyond the bounding cube.
# Colliders
A model may contain a collider mesh, which will be used for collision checking if the actor is spawned with the command "collider handcrafted". The collider mesh will be invisible in the game. To use this feature, give the collider mesh (NOT OBJECT, BUT MESH) the name "Collider" (case-sensitive.)

1
src/build/nix/README.md Normal file
View file

@ -0,0 +1 @@
This is a work-in-progress nix package. It successfully worked on one NixOS system, but failed on another due to obscure errors. It also failed using "nix build" on ArchLinux.

47
src/build/nix/default.nix Normal file
View file

@ -0,0 +1,47 @@
{
rustPlatform,
pkg-config,
alsa-lib,
libcap,
libxkbcommon,
wayland,
udev,
vulkan-loader,
xorg,
lib,
}:
rustPlatform.buildRustPackage rec {
src = ../../..;
pname = "outfly";
version = "0.8.1";
cargoLock = {
lockFile = "${src}/Cargo.lock";
};
nativeBuildInputs = [ pkg-config ];
buildNoDefaultFeatures = true;
buildFeatures = [
"release_linux"
];
buildInputs = [
alsa-lib
libcap
wayland
];
postFixup =
let
runtimeDeps = [
vulkan-loader
libxkbcommon
xorg.libX11
xorg.libXrandr
xorg.libXi
xorg.libXcursor
];
libPath = lib.makeLibraryPath runtimeDeps;
in
''
patchelf $out/bin/outfly \
--add-rpath ${libPath}
'';
}

27
src/build/nix/flake.lock Normal file
View file

@ -0,0 +1,27 @@
{
"nodes": {
"nixpkgs": {
"locked": {
"lastModified": 1714076141,
"narHash": "sha256-Drmja/f5MRHZCskS6mvzFqxEaZMeciScCTFxWVLqWEY=",
"owner": "nixos",
"repo": "nixpkgs",
"rev": "7bb2ccd8cdc44c91edba16c48d2c8f331fb3d856",
"type": "github"
},
"original": {
"owner": "nixos",
"ref": "nixos-unstable",
"repo": "nixpkgs",
"type": "github"
}
},
"root": {
"inputs": {
"nixpkgs": "nixpkgs"
}
}
},
"root": "root",
"version": 7
}

17
src/build/nix/flake.nix Normal file
View file

@ -0,0 +1,17 @@
{
description = "A breathtaking 3D space game in the rings of Jupiter";
inputs = {
nixpkgs.url = "github:nixos/nixpkgs?ref=nixos-unstable";
};
outputs = { self, nixpkgs }: {
packages.x86_64-linux.outfly = let
pkgs = import nixpkgs { system = "x86_64-linux"; };
in pkgs.callPackage ./default.nix {};
packages.x86_64-linux.default = self.packages.x86_64-linux.outfly;
};
}

View file

@ -16,8 +16,8 @@
set -e
if [ "$1" == "-b" ]; then
cargo build --release --target=x86_64-unknown-linux-gnu --no-default-features --features "x11 wayland embed_assets"
cargo build --release --target=x86_64-pc-windows-gnu --no-default-features --features "embed_assets"
cargo build --release --target=x86_64-unknown-linux-gnu --no-default-features --features release_linux
cargo build --release --target=x86_64-pc-windows-gnu --no-default-features --features release_windows
fi
VERSION="$(sed -nr 's/^\s*version\s*=\s*"(.*)"\s*$/\1/p' Cargo.toml)"
@ -32,6 +32,8 @@ SRCPATH="outfly_v$VERSION"
mkdir "$SRCPATH"
cp ../README.md "$SRCPATH"
cp ../LICENSE.md "$SRCPATH"
cp ../CHANGELOG.md "$SRCPATH"
cp ../target/x86_64-pc-windows-gnu/release/outfly.exe "$SRCPATH"/OutFly.exe
zip -v -r -9 ../"outfly_v${VERSION}_windows.zip" "$SRCPATH"

View file

@ -25,6 +25,8 @@ use std::f32::consts::PI;
use std::f64::consts::PI as PI64;
use crate::{actor, audio, hud, var};
pub const INITIAL_ZOOM_LEVEL: f64 = 10.0;
pub struct CameraPlugin;
impl Plugin for CameraPlugin {
@ -68,7 +70,7 @@ impl Default for MapCam {
Self {
initialized: false,
zoom_level: 2.0,
target_zoom_level: 10.0,
target_zoom_level: INITIAL_ZOOM_LEVEL,
pitch: PI64 * 0.3,
yaw: 0.0,
offset_x: 0.0,
@ -103,7 +105,7 @@ pub fn setup_camera(
// Add Light from the Sun
commands.spawn(DirectionalLightBundle {
directional_light: DirectionalLight {
illuminance: 3000.0,
illuminance: 2000.0,
shadows_enabled: settings.shadows_sun,
..default()
},
@ -284,6 +286,7 @@ pub fn handle_input(
settings.third_person ^= true;
}
if keyboard_input.just_pressed(settings.key_shadows) {
ew_sfx.send(audio::PlaySfxEvent(audio::Sfx::Click));
settings.shadows_sun ^= true;
for mut light in &mut q_light {
light.shadows_enabled = settings.shadows_sun;
@ -291,11 +294,14 @@ pub fn handle_input(
}
if keyboard_input.just_pressed(settings.key_map) {
settings.map_active ^= true;
if settings.map_active {
ew_sfx.send(audio::PlaySfxEvent(audio::Sfx::Woosh));
}
*mapcam = MapCam::default();
ew_updateoverlays.send(hud::UpdateOverlayVisibility);
}
if keyboard_input.just_pressed(settings.key_rotation_stabilizer) {
ew_sfx.send(audio::PlaySfxEvent(audio::Sfx::Click));
ew_sfx.send(audio::PlaySfxEvent(audio::Sfx::Switch));
settings.rotation_stabilizer_active ^= true;
}
}

View file

@ -19,6 +19,7 @@ use crate::{actor, camera, chat, hud, nature, shading, skeleton, var, world};
use regex::Regex;
use std::f32::consts::PI;
use std::f64::consts::PI as PI64;
use std::time::SystemTime;
pub struct CommandsPlugin;
impl Plugin for CommandsPlugin {
@ -66,7 +67,11 @@ struct ParserState {
is_clickable: bool,
is_targeted_on_startup: bool,
is_sun: bool,
is_moon: bool,
is_point_of_interest: bool,
orbit_distance: Option<f64>,
orbit_object_id: Option<String>,
orbit_phase: Option<f64>,
has_physics: bool,
has_ring: bool,
wants_maxrotation: Option<f64>,
@ -116,7 +121,11 @@ impl Default for ParserState {
is_clickable: true,
is_targeted_on_startup: false,
is_sun: false,
is_moon: false,
is_point_of_interest: false,
orbit_distance: None,
orbit_object_id: None,
orbit_phase: None,
has_physics: true,
has_ring: false,
wants_maxrotation: None,
@ -225,14 +234,35 @@ pub fn load_defs(
["relativeto", id] => {
state.relative_to = Some(id.to_string());
}
["orbitaround", object_id, radius_str] => {
if let Ok(r) = radius_str.parse::<f64>() {
state.orbit_distance = Some(r);
state.orbit_object_id = Some(object_id.to_string());
}
else {
error!("Can't parse float: {line}");
continue;
}
}
["orbit", radius_str, phase_str] => {
if let (Ok(r), Ok(phase)) = (radius_str.parse::<f64>(), phase_str.parse::<f64>()) {
let phase_deg = phase * PI64 * 2.0;
state.pos = DVec3::new(
state.pos.x + r * phase_deg.cos(),
state.pos.y,
state.pos.z + r * phase_deg.sin(),
);
state.orbit_distance = Some(r);
state.orbit_phase = Some(phase * PI64 * 2.0);
}
else {
error!("Can't parse float: {line}");
continue;
}
}
["orbit_phase_offset", value] => {
if let Ok(value_float) = value.parse::<f64>() {
let offset_radians = 2.0 * PI64 * value_float;
if let Some(phase_radians) = state.orbit_phase {
state.orbit_phase = Some(phase_radians + offset_radians);
}
else {
state.orbit_phase = Some(offset_radians);
}
}
else {
error!("Can't parse float: {line}");
@ -257,11 +287,10 @@ pub fn load_defs(
state.is_clickable = false;
}
["moon", "yes"] => {
state.model_scale *= 3.0;
state.is_moon = true;
}
["sun", "yes"] => {
state.is_sun = true;
state.model_scale *= 5.0;
}
["ring", "yes"] => {
state.has_ring = true;
@ -490,7 +519,8 @@ fn spawn_entities(
for state_wrapper in er_spawn.read() {
let state = &state_wrapper.0;
if state.class == DefClass::Actor {
let relative_pos = if let Some(id) = &state.relative_to {
// Preprocessing
let mut absolute_pos = if let Some(id) = &state.relative_to {
match id2pos.0.get(&id.to_string()) {
Some(pos) => {
state.pos + *pos
@ -503,7 +533,38 @@ fn spawn_entities(
} else {
state.pos
};
if let Some(r) = state.orbit_distance {
let mut phase_radians = 0.0f64;
if let Some(phase) = state.orbit_phase {
phase_radians += phase;
}
if let Some(id) = &state.orbit_object_id {
let mass = match id.as_str() {
"jupiter" => nature::JUPITER_MASS,
_ => {
error!("Found no mass for object `{id}`");
continue;
}
};
let orbital_period = nature::simple_orbital_period(mass, r);
phase_radians += if let Ok(epoch) = SystemTime::now().duration_since(SystemTime::UNIX_EPOCH) {
PI64 * 2.0 * (epoch.as_secs_f64() % orbital_period) / orbital_period
} else {
error!("Can't determine current time `{id}`");
0.0
};
}
absolute_pos += nature::phase_dist_to_coords(-phase_radians, r);
}
let scale = Vec3::splat(if state.is_sun {
5.0
} else if state.is_moon && settings.large_moons {
3.0
} else {
1.0
} * state.model_scale);
// Spawn the actor
let actor_entity;
{
let mut actor = commands.spawn_empty();
@ -516,7 +577,7 @@ fn spawn_entities(
actor.insert(SleepingDisabled);
actor.insert(world::DespawnOnPlayerDeath);
actor.insert(actor::HitPoints::default());
actor.insert(Position::from(relative_pos));
actor.insert(Position::from(absolute_pos));
actor.insert(Rotation::from(state.rotation));
if state.is_sphere {
let sphere_texture_handle = if let Some(model) = &state.model {
@ -534,18 +595,12 @@ fn spawn_entities(
actor.insert(PbrBundle {
mesh: sphere_handle,
material: sphere_material_handle,
transform: Transform {
scale: Vec3::splat(state.model_scale),
..default()
},
transform: Transform::from_scale(scale),
..default()
});
} else if let Some(model) = &state.model {
actor.insert(SpatialBundle {
transform: Transform {
scale: Vec3::splat(state.model_scale),
..default()
},
transform: Transform::from_scale(scale),
..default()
});
skeleton::load(model.as_str(), &mut actor, &*asset_server);
@ -649,7 +704,7 @@ fn spawn_entities(
}
if !state.id.is_empty() {
actor.insert(actor::Identifier(state.id.clone()));
id2pos.0.insert(state.id.clone(), relative_pos);
id2pos.0.insert(state.id.clone(), absolute_pos);
}
if !state.chat.is_empty() {
actor.insert(chat::Talker {
@ -726,10 +781,10 @@ fn spawn_entities(
ring_radius: nature::JUPITER_RING_RADIUS as f32,
jupiter_radius: nature::JUPITER_RADIUS as f32,
}),
transform: Transform::from_translation(relative_pos.as_vec3()),
transform: Transform::from_translation(absolute_pos.as_vec3()),
..default()
},
Position::new(relative_pos),
Position::new(absolute_pos),
Rotation::from(Quat::IDENTITY),
//Rotation::from(Quat::from_rotation_x(-0.3f32.to_radians())),
NotShadowCaster,

View file

@ -122,17 +122,16 @@ actor 0 0 0 jupiter
actor 0 593051 0 suitv2
relativeto jupiter
orbit 224000e3 0.66
orbit 221900e3 0.338
player yes
id player
scale 2
density 200
collider handcrafted
oxygen 0.008
health 0.3
angularmomentum 0 0 0
thrust 1.2 1 1 400 1.5
rotationy 0.65
thrust 1.2 1 1 20 1.5
rotationy 0.75
engine monopropellant
actor 10 -30 20 MeteorAceGT
@ -152,7 +151,7 @@ actor 0 0 0 io
name Io
id io
relativeto jupiter
orbit 421700e3 0.65
orbitaround jupiter 421700e3
scale 1822e3
rotationy -0.40
rotationx -0.50
@ -165,7 +164,7 @@ actor 0 0 0 europa
name Europa
id europa
relativeto jupiter
orbit 670900e3 0.35
orbitaround jupiter 670900e3
scale 1561e3
rotationy 0.20
rotationx -0.50
@ -178,7 +177,7 @@ actor 0 0 0 ganymede
name Ganymede
id ganymede
relativeto jupiter
orbit 1070400e3 0.93
orbitaround jupiter 1070400e3
scale 2634e3
rotationy -0.40
rotationx -0.50
@ -191,7 +190,7 @@ actor 0 0 0 callisto
name Callisto
id callisto
relativeto jupiter
orbit 1882700e3 0.45
orbitaround jupiter 1882700e3
scale 2410e3
rotationy -0.40
rotationx -0.50
@ -200,11 +199,11 @@ actor 0 0 0 callisto
moon yes
physics off
actor 0 0 0 moonlet
actor 0 127093 0 moonlet
name Thebe
relativeto jupiter
id thebe
orbit 221900e3 0.66
orbit 221900e3 0.34
scale 50e3
angularmomentum 0 0.025 0
actor -55e3 44e3 0 suitv2
@ -212,10 +211,9 @@ actor 0 0 0 moonlet
id yuni
name "Yuni"
chatid Yuni
scale 2
density 200
collider handcrafted
thrust 1.2 1 1 400 1.5
thrust 1.2 1 1 20 1.5
rotationx 1
engine monopropellant
wants maxrotation 0
@ -226,7 +224,7 @@ actor 0 0 0 moonlet
name Metis
relativeto jupiter
id metis
orbit 128000e3 0.8
orbitaround jupiter 128000e3
scale 21.5e3
angularmomentum 0 0.025 0
@ -234,7 +232,7 @@ actor 0 0 0 moonlet
name Adrastea
relativeto jupiter
id adrastea
orbit 129000e3 0.5
orbitaround jupiter 129000e3
scale 8.2e3
angularmomentum 0 0.025 0
@ -242,11 +240,11 @@ actor 0 0 0 moonlet
name Amalthea
relativeto jupiter
id amalthea
orbit 181365.84e3 0.2
orbitaround jupiter 181365.84e3
scale 83.5e3
angularmomentum 0 0.025 0
actor 3000 0 -300 moonlet
actor 5000 0 -3000 moonlet
name Moonlet
collider mesh
relativeto player
@ -373,28 +371,26 @@ actor -3300 10 0 pizzeria
chatid PizzaChef
armodel suit_ar_chefhat
alive yes
scale 2
collider handcrafted
thrust 1.2 1 1 10 1.5
thrust 1.2 1 1 20 1.5
wants maxrotation 0
wants maxvelocity 0
rotationy -0.5
angularmomentum 0 0 0
pronoun he
actor 30 -12 -20 suitv2
actor 30 -12 -40 suitv2
relativeto player
name Icarus
id Icarus
chatid Icarus
alive yes
scale 2
collider handcrafted
angularmomentum 0.4 0.2 0.1
rotationy 0.6
rotationx 1
pointofinterest yes
thrust 1.2 1 1 10 1.5
thrust 1.2 1 1 20 1.5
wants maxrotation 0.5
wants maxvelocity 0
pronoun it
@ -426,7 +422,6 @@ actor -300 0 40 suitv2
chatid Drifter
oxygen 0.08
pointofinterest yes
scale 2
collider handcrafted
pronoun she
@ -606,8 +601,7 @@ actor 100 -18000 2000 clippy
name "Rudy"
wants maxrotation 0.2
wants maxvelocity 0
thrust 1.2 1 1 400 1.5
scale 2
thrust 1.2 1 1 20 1.5
collider capsule 1 0.5
chatid NPCinCryoStasis
pronoun he

21
src/data/outfly.toml Normal file
View file

@ -0,0 +1,21 @@
# ▄████████▄ + ███ + ▄█████████ ███ +
# ███▀ ▀███ + + ███ ███▀ + ███ + +
# ███ + ███ ███ ███ █████████ ███ ███ ███ ███
# ███ +███ ███ ███ ███ ███▐██████ ███ ███ ███
# ███ + ███ ███+ ███ +███ ███ + ███ ███ + ███
# ███▄ ▄███ ███▄ ███ ███ + ███ + ███ ███▄ ███
# ▀████████▀ + ▀███████ ███▄ ███▄ ▀████ ▀███████
# + + + ███
# + ▀████████████████████████████████████████████████████▀
#
# User preferences for the game OutFly.
# See https://codeberg.org/hut/outfly
# fullscreen_mode may be "borderless", "legacy", or "sized"
fullscreen_mode = "borderless"
# window_mode may be "windowed", or "fullscreen"
window_mode = "fullscreen"
# render_mode may be "vulkan" or "gl"
render_mode = "vulkan"

View file

@ -25,6 +25,8 @@ pub const LOG_MAX_TIME_S: f64 = 30.0;
pub const LOG_MAX_ROWS: usize = 30;
pub const LOG_MAX: usize = LOG_MAX_ROWS;
pub const MAX_CHOICES: usize = 10;
pub const SPEEDOMETER_WIDTH: f32 = 40.0;
pub const SPEEDOMETER_HEIGHT: f32 = 10.0;
pub const AMBIENT_LIGHT: f32 = 0.0; // Space is DARK
pub const AMBIENT_LIGHT_AR: f32 = 30.0;
//pub const REPLY_NUMBERS: [char; 10] = ['❶', '❷', '❸', '❹', '❺', '❻', '❼', '❽', '❾', '⓿'];
@ -37,6 +39,7 @@ impl Plugin for HudPlugin {
app.add_systems(Startup, setup);
app.add_systems(Update, (
update_hud,
update_speedometer,
handle_input,
handle_target_event,
));
@ -72,8 +75,11 @@ impl Plugin for HudPlugin {
#[derive(Component)] struct NodeHud;
#[derive(Component)] struct NodeConsole;
#[derive(Component)] struct NodeChoiceText;
#[derive(Component)] struct NodeSpeedometerText;
#[derive(Component)] struct NodeCurrentChatLine;
#[derive(Component)] struct Reticule;
#[derive(Component)] struct Speedometer;
#[derive(Component)] struct Speedometer2;
#[derive(Component)] pub struct ToggleableHudElement;
#[derive(Component)] pub struct ToggleableHudMapElement;
#[derive(Component)] struct Selectagon;
@ -219,6 +225,12 @@ fn setup(
color: settings.hud_color_choices,
..default()
};
let style_speedometer = TextStyle {
font: font_handle.clone(),
font_size: settings.font_size_speedometer,
color: settings.hud_color_speedometer,
..default()
};
let style = TextStyle {
font: font_handle,
font_size: settings.font_size_hud,
@ -290,22 +302,106 @@ fn setup(
});
// Add Reticule
let reticule_handle: Handle<Image> = asset_server.load("sprites/reticule4.png");
commands.spawn((
Reticule,
ToggleableHudElement,
NodeBundle {
style: Style {
width: Val::Px(2.0),
height: Val::Px(2.0),
position_type: PositionType::Absolute,
top: Val::Vh(50.0),
left: Val::Vw(50.0),
width: Val::Percent(100.0),
height: Val::Percent(100.0),
align_items: AlignItems::Center,
justify_content: JustifyContent::SpaceAround,
..default()
},
visibility,
background_color: Color::rgb(0.4, 0.4, 0.6).into(),
..default()
},
ToggleableHudElement,
)).with_children(|builder| {
builder.spawn((
ImageBundle {
image: UiImage::new(reticule_handle),
style: Style {
width: Val::VMin(5.0),
height: Val::VMin(5.0),
..Default::default()
},
..Default::default()
},
Reticule,
));
});
// Add Speedometer
let speedometer_handle: Handle<Image> = asset_server.load("sprites/speedometer.png");
commands.spawn((
NodeBundle {
style: Style {
width: Val::VMin(0.0),
height: Val::Percent(100.0),
align_items: AlignItems::End,
overflow: Overflow::clip(),
..default()
},
visibility,
..default()
},
Speedometer,
ToggleableHudElement,
)).with_children(|builder| {
builder.spawn((
ImageBundle {
image: UiImage::new(speedometer_handle),
style: Style {
width: Val::VMin(SPEEDOMETER_WIDTH),
height: Val::VMin(SPEEDOMETER_HEIGHT),
..Default::default()
},
..Default::default()
},
));
});
let speedometer_handle: Handle<Image> = asset_server.load("sprites/speedometer_white.png");
commands.spawn((
NodeBundle {
style: Style {
width: Val::VMin(0.0),
height: Val::Percent(100.0),
align_items: AlignItems::End,
overflow: Overflow::clip(),
..default()
},
visibility,
..default()
},
Speedometer2,
ToggleableHudElement,
)).with_children(|builder| {
builder.spawn((
ImageBundle {
image: UiImage::new(speedometer_handle),
style: Style {
width: Val::VMin(SPEEDOMETER_WIDTH),
height: Val::VMin(SPEEDOMETER_HEIGHT),
..Default::default()
},
..Default::default()
},
));
});
let mut bundle_speedometer_text = TextBundle::from_sections([
TextSection::new("", style_speedometer.clone()), // speed relative to target
TextSection::new("", style_speedometer.clone()), // speed relative to orbit
]).with_style(Style {
position_type: PositionType::Absolute,
left: Val::VMin(2.0),
bottom: Val::VMin(4.0),
..default()
}).with_text_justify(JustifyText::Left);
bundle_speedometer_text.visibility = visibility;
commands.spawn((
NodeSpeedometerText,
ToggleableHudElement,
bundle_speedometer_text,
));
// Chat "subtitles" and choices
@ -369,6 +465,49 @@ fn setup(
ew_updateoverlays.send(UpdateOverlayVisibility);
}
fn update_speedometer(
q_camera: Query<&LinearVelocity, With<actor::PlayerCamera>>,
q_target: Query<&LinearVelocity, With<IsTargeted>>,
mut q_speedometer: Query<&mut Style, (With<Speedometer>, Without<Speedometer2>)>,
mut q_speedometer2: Query<&mut Style, (With<Speedometer2>, Without<Speedometer>)>,
mut q_node_speed: Query<&mut Text, With<NodeSpeedometerText>>,
) {
if let Ok(cam_v) = q_camera.get_single() {
let speed = cam_v.length();
let speedometer_split = 5_000.0;
if let Ok(mut speedometer) = q_speedometer.get_single_mut() {
let custom_c = speedometer_split;
let fraction = nature::lorenz_factor_custom_c((custom_c - speed).clamp(0.0, custom_c), custom_c).clamp(0.0, 1.0) as f32;
let wid = (fraction * SPEEDOMETER_WIDTH).clamp(0.0, 100.0);
speedometer.width = Val::VMin(wid);
}
if let Ok(mut speedometer2) = q_speedometer2.get_single_mut() {
let custom_c = nature::C - speedometer_split;
let fraction = nature::lorenz_factor_custom_c((custom_c - speed + speedometer_split).clamp(0.0, custom_c), custom_c).clamp(0.0, 1.0) as f32;
let wid = (fraction * SPEEDOMETER_WIDTH).clamp(0.0, 100.0);
speedometer2.width = Val::VMin(wid);
}
if let Ok(mut speed_text) = q_node_speed.get_single_mut() {
speed_text.sections[0].value = if let Ok(target_v) = q_target.get_single() {
let delta_v = (target_v.0 - cam_v.0).length();
if delta_v > 0.0001 {
format!("Δv {}\n", nature::readable_speed(delta_v))
} else {
"".to_string()
}
} else {
"".to_string()
};
speed_text.sections[1].value = if speed > 0.0001 {
nature::readable_speed(speed)
} else {
"".to_string()
};
}
}
}
fn update_hud(
diagnostics: Res<DiagnosticsStore>,
time: Res<Time>,
@ -393,7 +532,7 @@ fn update_hud(
let mut freshest_line: f64 = 0.0;
if player.is_ok() && q_camera_result.is_ok() {
let (hp, suit, gforce) = player.unwrap();
let (pos, cam_v) = q_camera_result.unwrap();
let (pos, _) = q_camera_result.unwrap();
for mut text in &mut q_node_hud {
text.sections[0].value = format!("2524-03-12 03:02");
if let Some(fps) = diagnostics.get(&FrameTimeDiagnosticsPlugin::FPS) {
@ -479,9 +618,7 @@ fn update_hud(
// };
let dev_speed = "";
let gforce = gforce.gforce;
let speed = cam_v.length();
let speed_readable = nature::readable_distance(speed);
text.sections[14].value = format!("\n{speed_readable}/s\n{gforce:.1}g{dev_speed}");
text.sections[14].value = format!("\n{gforce:.1}g{dev_speed}");
if target_multiple {
text.sections[15].value = "\n\nERROR: MULTIPLE TARGETS".to_string();
@ -489,7 +626,7 @@ fn update_hud(
else if target_error {
text.sections[15].value = "\n\nERROR: FAILED TO AQUIRE TARGET".to_string();
}
else if let Ok((clickable, _, target_v_maybe)) = q_target.get_single() {
else if let Ok((clickable, _, _)) = q_target.get_single() {
let distance = if dist_scalar.is_nan() {
"UNKNOWN".to_string()
} else if dist_scalar != 0.0 {
@ -497,19 +634,13 @@ fn update_hud(
} else {
"ERROR".to_string()
};
let speed: f64 = if let Some(target_v) = target_v_maybe {
(target_v.0 - cam_v.0).length()
} else {
cam_v.length()
};
let speed_readable = nature::readable_distance(speed);
let target_name = clickable.name.clone().unwrap_or("Unnamed".to_string());
let pronoun = if let Some(pronoun) = &clickable.pronoun {
format!("Pronoun: {pronoun}\n")
} else {
"".to_string()
};
text.sections[15].value = format!("\n\nTarget: {target_name}\n{pronoun}Distance: {distance}\nΔv {speed_readable}/s");
text.sections[15].value = format!("\n\nTarget: {target_name}\n{pronoun}Distance: {distance}");
}
else {
text.sections[15].value = "".to_string();
@ -647,6 +778,7 @@ fn handle_input(
q_camera: Query<&Transform, With<Camera>>,
) {
if keyboard_input.just_pressed(settings.key_help) {
ew_sfx.send(audio::PlaySfxEvent(audio::Sfx::Click));
for line in include_str!("data/keybindings.in").trim().lines().rev() {
log.add(line.to_string(), "".to_string(), LogLevel::Always);
}

View file

@ -32,10 +32,34 @@ use bevy::prelude::*;
use bevy::pbr::ExtendedMaterial;
use std::env;
const HELP: &str = "./outfly [options]
Options:
--version, -v show this program's version number and exit
--help, -h show this help message and exit
--gl use GL rendering instead of Vulkan
--fs-legacy use 'legacy' (non-borderless) fullscreen mode
--fs-sized use 'sized' (non-borderless) fullscreen mode
--windowed start in non-fullscreen mode
Note: borderless fullscreen is the default, but it crashes on some systems.";
fn main() {
let prefs = var::load_prefs();
let mut opt = CommandLineOptions {
window_mode_fullscreen: prefs.get_fullscreen_mode(),
window_mode_initial: prefs.get_window_mode(),
use_gl: prefs.render_mode_is_gl(),
};
let args: Vec<String> = env::args().collect();
if args.len() > 1 {
if args[1] == "--version" || args[1] == "-v" {
for arg in &args[1..] {
if arg == "--help" || arg == "-h" {
println!("{}", HELP);
return;
}
else if arg == "--version" || arg == "-v" {
let version = option_env!("CARGO_PKG_VERSION").unwrap();
let name = option_env!("CARGO_PKG_NAME").unwrap();
let homepage = option_env!("CARGO_PKG_HOMEPAGE").unwrap();
@ -44,13 +68,48 @@ fn main() {
println!("{homepage}");
return;
}
else if arg == "--gl" {
opt.use_gl = true;
}
else if arg == "--windowed" {
opt.window_mode_initial = WindowMode::Windowed;
}
else if arg == "--fs-legacy" {
let mode = WindowMode::Fullscreen;
if opt.window_mode_initial == opt.window_mode_fullscreen {
opt.window_mode_initial = mode;
}
opt.window_mode_fullscreen = mode;
}
else if arg == "--fs-sized" {
let mode = WindowMode::SizedFullscreen;
if opt.window_mode_initial == opt.window_mode_fullscreen {
opt.window_mode_initial = mode;
}
opt.window_mode_fullscreen = mode;
}
else {
println!("{}", HELP);
println!("\nERROR: no such option: `{}`", arg);
return;
}
}
}
if opt.use_gl {
env::set_var("WGPU_BACKEND", "gl");
}
let mut app = App::new();
app.insert_resource(opt);
#[cfg(feature = "embed_assets")]
app.add_plugins(bevy_embedded_assets::EmbeddedAssetPlugin {
mode: bevy_embedded_assets::PluginMode::ReplaceDefault
});
app.add_plugins(OutFlyPlugin).run();
app.add_plugins(OutFlyPlugin);
app.insert_resource(prefs);
app.run();
}
pub struct OutFlyPlugin;
@ -79,13 +138,21 @@ impl Plugin for OutFlyPlugin {
}
}
#[derive(Resource, Default)]
pub struct CommandLineOptions {
window_mode_fullscreen: WindowMode,
window_mode_initial: WindowMode,
use_gl: bool,
}
fn setup(
mut windows: Query<&mut Window, With<PrimaryWindow>>,
opt: Res<CommandLineOptions>,
) {
for mut window in &mut windows {
window.cursor.grab_mode = CursorGrabMode::Locked;
window.cursor.visible = false;
window.mode = WindowMode::BorderlessFullscreen;
window.mode = opt.window_mode_initial;
window.title = "OutFly".to_string();
}
}
@ -93,16 +160,19 @@ fn setup(
fn handle_input(
keyboard_input: Res<ButtonInput<KeyCode>>,
settings: Res<var::Settings>,
opt: Res<CommandLineOptions>,
mut app_exit_events: ResMut<Events<bevy::app::AppExit>>,
mut windows: Query<&mut Window, With<PrimaryWindow>>,
mut ew_sfx: EventWriter<audio::PlaySfxEvent>,
) {
if keyboard_input.pressed(settings.key_exit) {
app_exit_events.send(bevy::app::AppExit);
}
if keyboard_input.just_pressed(settings.key_fullscreen) {
ew_sfx.send(audio::PlaySfxEvent(audio::Sfx::Click));
for mut window in &mut windows {
window.mode = if window.mode == WindowMode::Windowed {
WindowMode::BorderlessFullscreen
opt.window_mode_fullscreen
} else {
WindowMode::Windowed
}

View file

@ -10,6 +10,9 @@
//
// This module manages the messy, impure parts of our universe.
use bevy::math::DVec3;
use std::f64::consts::PI as PI64;
pub const OXYGEN_USE_KG_PER_S: f32 = 1e-5;
pub const OXY_S: f32 = OXYGEN_USE_KG_PER_S;
pub const OXY_M: f32 = OXYGEN_USE_KG_PER_S * 60.0;
@ -19,10 +22,13 @@ pub const LIGHTYEAR2METER: f64 = 9_460_730_472_580_800.0;
pub const PARSEC2METER: f64 = 3.0857e16;
pub const DIST_JUPTER_SUN: f64 = 778479.0e6;
pub const EARTH_GRAVITY: f32 = 9.81;
pub const C: f64 = 299792458.0; // m/s
pub const G: f64 = 6.6743015e-11; // Gravitational constant in Nm²/kg²
pub const SOL_RADIUS: f64 = 696_300_000.0;
pub const JUPITER_RADIUS: f64 = 71_492_000.0;
pub const JUPITER_RING_RADIUS: f64 = 229_000_000.0;
pub const JUPITER_MASS: f64 = 1.8982e27;
// Each star's values: (x, y, z, magnitude, color index, distance, name)
pub const STARS: &[(f32, f32, f32, f32, f32, f32, &str)] = &include!("data/stars.in");
@ -118,3 +124,35 @@ pub fn readable_distance(distance: f64) -> String {
}
return format!("{distance:.1}m");
}
pub fn readable_speed(speed: f64) -> String {
let abs = speed.abs();
if abs > C * 0.0005 {
let lightyears = abs / C;
return format!("{lightyears:.4} c");
}
else {
let kmh = abs * 1.0e-3 * 3600.0;
return format!("{kmh:.0} km/h");
}
}
pub fn lorenz_factor(speed: f64) -> f64 {
(1.0 - (speed.powf(2.0) / C.powf(2.0))).sqrt()
}
pub fn lorenz_factor_custom_c(speed: f64, c: f64) -> f64 {
(1.0 - (speed.powf(2.0) / c.powf(2.0))).sqrt()
}
pub fn simple_orbital_period(mass: f64, distance: f64) -> f64 {
return 2.0 * PI64 * (distance.powf(3.0) / (G * mass)).sqrt();
}
pub fn phase_dist_to_coords(phase_radians: f64, distance: f64) -> DVec3 {
return DVec3::new(
distance * phase_radians.cos(),
0.0,
distance * phase_radians.sin(),
);
}

74
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After

Width:  |  Height:  |  Size: 11 KiB

View file

@ -11,9 +11,13 @@
// This module manages variables, settings, as well as evaluating
// "if"-conditions in chats.
use bevy::window::WindowMode;
use bevy::prelude::*;
use std::collections::HashMap;
use serde::Deserialize;
use toml_edit::DocumentMut;
use std::env;
use std::fs;
pub const SCOPE_SEPARATOR: &str = "$";
@ -45,6 +49,7 @@ pub struct Settings {
pub font_size_conversations: f32,
pub font_size_choices: f32,
pub font_size_console: f32,
pub font_size_speedometer: f32,
pub hud_color: Color,
pub hud_color_console: Color,
pub hud_color_console_warn: Color,
@ -52,6 +57,7 @@ pub struct Settings {
pub hud_color_alert: Color,
pub hud_color_subtitles: Color,
pub hud_color_choices: Color,
pub hud_color_speedometer: Color,
pub chat_speed: f32,
pub hud_active: bool,
pub map_active: bool,
@ -61,6 +67,7 @@ pub struct Settings {
pub shadows_sun: bool,
pub shadows_pointlights: bool,
pub shadowmap_resolution: usize,
pub large_moons: bool,
pub key_selectobject: MouseButton,
pub key_zoom: MouseButton,
pub key_map: KeyCode,
@ -121,21 +128,9 @@ pub struct Settings {
impl Default for Settings {
fn default() -> Self {
let dev_mode;
let dev_mode = cfg!(feature = "dev_mode");
let default_mute_sfx = false;
let default_mute_music;
if let Ok(_) = env::var("CARGO") {
// Mute audio by default when run through `cargo`
default_mute_music = cfg!(debug_assertions);
// Enable dev mode when running `cargo run` without `--release`
dev_mode = cfg!(debug_assertions);
}
else {
default_mute_music = false;
dev_mode = false;
}
let default_mute_music = cfg!(feature = "mute_music");
let version = if let Some(version) = option_env!("CARGO_PKG_VERSION") {
version.to_string()
} else {
@ -159,13 +154,15 @@ impl Default for Settings {
font_size_conversations: 32.0,
font_size_choices: 28.0,
font_size_console: 20.0,
hud_color: Color::rgb(0.1, 0.5, 0.1),
hud_color_console: Color::rgb(0.1, 0.5, 0.1),
hud_color_console_warn: Color::rgb(1.0, 0.3, 0.3),
hud_color_console_system: Color::rgb(0.5, 0.5, 0.5),
hud_color_alert: Color::rgb(0.6, 0.094, 0.322),
hud_color_subtitles: Color::rgb(0.8, 0.8, 0.8),
hud_color_choices: Color::rgb(0.45, 0.45, 0.45),
font_size_speedometer: 34.0,
hud_color: Color::hex("#197F19").unwrap(),
hud_color_console: Color::hex("#197F19").unwrap(),
hud_color_console_warn: Color::hex("#FF4C4C").unwrap(),
hud_color_console_system: Color::hex("#7F7F7F").unwrap(),
hud_color_alert: Color::hex("#991752").unwrap(),
hud_color_subtitles: Color::hex("#CCCCCC").unwrap(),
hud_color_choices: Color::hex("#727272").unwrap(),
hud_color_speedometer: Color::hex("#BE1251").unwrap(),
chat_speed: DEFAULT_CHAT_SPEED * if dev_mode { 2.5 } else { 1.0 },
hud_active: false,
map_active: false,
@ -175,6 +172,7 @@ impl Default for Settings {
shadows_sun: true,
shadows_pointlights: false,
shadowmap_resolution: 2048,
large_moons: false,
key_selectobject: MouseButton::Left,
key_zoom: MouseButton::Right,
key_map: KeyCode::KeyM,
@ -266,6 +264,102 @@ impl Settings {
}
}
#[derive(Resource, Deserialize, Debug, Default)]
#[serde(default)]
pub struct Preferences {
pub fullscreen_mode: String,
pub window_mode: String,
pub render_mode: String,
#[serde(skip)]
pub source_file: Option<String>,
}
impl Preferences {
pub fn get_fullscreen_mode(&self) -> WindowMode {
match self.fullscreen_mode.as_str() {
"legacy" => WindowMode::Fullscreen,
"sized" => WindowMode::SizedFullscreen,
_ => WindowMode::BorderlessFullscreen,
}
}
pub fn get_window_mode(&self) -> WindowMode {
match self.window_mode.as_str() {
"fullscreen" => self.get_fullscreen_mode(),
_ => WindowMode::Windowed,
}
}
pub fn render_mode_is_gl(&self) -> bool {
return self.render_mode == "gl";
}
}
fn file_is_readable(file_path: &str) -> bool {
fs::metadata(file_path).map(|metadata| metadata.is_file()).unwrap_or(false)
}
fn get_prefs_path() -> Option<String> {
let test = "outfly.toml";
if file_is_readable(test) {
return Some(test.to_string());
}
if let Ok(basedir) = env::var("XDG_CONFIG_HOME") {
let test = basedir.to_string() + "/outfly/outfly.toml";
if file_is_readable(test.as_str()) {
return Some(test);
}
} else if let Ok(basedir) = env::var("HOME") {
let test = basedir.to_string() + ".config/outfly/outfly.toml";
if file_is_readable(test.as_str()) {
return Some(test);
}
}
return None;
}
pub fn load_prefs() -> Preferences {
let (toml, path) = match get_prefs_path() {
Some(path) => {
let toml = fs::read_to_string(&path);
match toml {
Ok(toml) => (toml, Some(path)),
Err(error) => {
error!("Failed to open preferences file '{path}': {error}");
return Preferences::default();
}
}
}
None => {
warn!("Found no preference file, using default preferences.");
(include_str!("data/outfly.toml").to_string(), None)
}
};
match toml.parse::<DocumentMut>() {
Ok(doc) => {
match toml_edit::de::from_document::<Preferences>(doc) {
Ok(mut pref) => {
if let Some(path) = &path {
info!("Loaded preference file from {path}");
} else {
info!("Loaded preferences from internal defaults");
}
pref.source_file = path;
dbg!(&pref);
return pref;
}
Err(error) => {
error!("Failed to read preference line: {error}");
return Preferences::default();
}
}
}
Err(error) => {
error!("Failed to open preferences: {error}");
return Preferences::default();
}
}
}
#[derive(Resource)]
pub struct GameVars {
pub db: HashMap<String, String>,

View file

@ -51,8 +51,6 @@ impl Plugin for WorldPlugin {
#[derive(Resource)] struct AsteroidUpdateTimer(Timer);
#[derive(Resource)] pub struct ActiveAsteroids(pub HashMap<I64Vec3, AsteroidData>);
#[derive(Resource)] struct AsteroidModel1(Handle<Scene>);
#[derive(Resource)] struct AsteroidModel2(Handle<Scene>);
#[derive(Component)] struct Asteroid;
#[derive(Component)] pub struct DespawnOnPlayerDeath;
@ -304,6 +302,10 @@ fn spawn_despawn_asteroids(
Collider::sphere(1.0),
Rotation::from(Quat::from_rotation_y(-PI / 3.)),
Position::new(pos),
hud::IsClickable {
name: Some("Uncharted Rock".to_string()),
..default()
},
Asteroid,
DespawnOnPlayerDeath,
));