Load and save level

This commit is contained in:
2020-11-28 23:25:29 +01:00
parent 483645dcc5
commit 62ec222749
13 changed files with 305 additions and 47 deletions

View File

@@ -1,4 +1,7 @@
use cgmath::{Matrix4, vec3, Vector3, Vector4};
extern crate serde_json;
use cgmath::{Matrix4, Vector3, Vector4};
use level::{load_level, save_level};
use winit::event::Event;
use crate::config::{LogConfig, RenderConfig};
@@ -15,8 +18,9 @@ mod mesh;
mod gameobject;
mod player;
mod pipelines;
mod level;
struct TestGame {
pub struct TestGame {
input: InputState,
player: Player,
meshes: Vec<MeshHandle>,
@@ -35,7 +39,7 @@ impl TestGame {
meshes: vec![],
game_objects: vec![],
log_config,
texture_index_counter: 1,
texture_index_counter: 0,
last_time: 0.0,
components: vec![],
}
@@ -66,7 +70,12 @@ impl Game for TestGame {
}
if self.input.button_just_released("test") {
renderer.game_data.use_line_pipeline = !renderer.game_data.use_line_pipeline;
println!("Saving...");
save_level("levels/test.lvl", self, renderer).unwrap();
println!("Clearing level...");
self.clear_level(renderer);
println!("Loading...");
load_level("levels/test.lvl", self, renderer).unwrap();
}
if self.input.button_just_pressed("reload_shaders") {
@@ -105,15 +114,9 @@ fn _matrix_vector_mul(matrix: &Matrix4<f32>, vector: &Vector3<f32>) -> Vector3<f
impl TestGame {
fn game_start(self: &mut Self, renderer: &mut VulkanRenderer) {
// let cube = self.add_from_gltf(renderer, "models/box.glb");
// cube.get_game_object(renderer).unwrap().position = vec3(3.0, 4.0, 5.0);
//
// let sphere = self.add_from_gltf(renderer, "models/sphere.glb");
// sphere.get_game_object(renderer).unwrap().position = vec3(0.0, 0.0, 0.0);
let plane = self.add_from_gltf(renderer, "models/plane.glb");
plane.get_game_object(renderer).unwrap().position = vec3(0.0, -1.0, 0.0);
// let plane_mesh = self.load_gltf(renderer, "models/plane.gltf");
// self.add_game_object(renderer, plane_mesh[0].clone());
load_level("levels/test.lvl", self, renderer).unwrap();
println!("Game loaded!");
}
@@ -141,8 +144,9 @@ impl TestGame {
index: mesh_id,
diffuse_handle: diffuse_id,
normal_handle: normal_id,
original_path: gltf_path.to_string()
};
self.meshes.push(mesh_handle);
self.meshes.push(mesh_handle.clone());
mesh_handles.push(mesh_handle);
}
@@ -153,16 +157,18 @@ impl TestGame {
mesh_handles
}
fn add_from_gltf(&mut self, renderer: &mut VulkanRenderer, path: &str) -> &mut GameObjectHandle {
let meshes = self.load_gltf(renderer, path);
self.add_game_object(renderer, *meshes.first().unwrap())
}
fn add_game_object(&mut self, renderer: &mut VulkanRenderer, mesh: MeshHandle) -> &mut GameObjectHandle {
fn add_game_object(&mut self, renderer: &mut VulkanRenderer, mesh: MeshHandle) -> GameObjectHandle {
let obj = GameObject::new(mesh);
let obj_handle = renderer.add_game_object(obj, 0);
self.game_objects.push(obj_handle);
self.game_objects.last_mut().unwrap()
self.game_objects.last().unwrap().clone()
}
fn clear_level(&mut self, renderer: &mut VulkanRenderer) {
self.game_objects.clear();
self.meshes.clear();
self.texture_index_counter = 0;
renderer.clear_all();
}
}