save and load player position
This commit is contained in:
24
src/main.rs
24
src/main.rs
@@ -23,7 +23,6 @@ mod level;
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pub struct TestGame {
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input: InputState,
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player: Player,
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meshes: Vec<MeshHandle>,
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game_objects: Vec<GameObjectHandle>,
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log_config: LogConfig,
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texture_index_counter: usize,
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@@ -36,7 +35,6 @@ impl TestGame {
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TestGame {
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input: InputState::new(toml_path, log_config),
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player: Player::new(),
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meshes: vec![],
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game_objects: vec![],
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log_config,
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texture_index_counter: 0,
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@@ -69,19 +67,19 @@ impl Game for TestGame {
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renderer.game_data.shutdown = true;
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}
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if self.input.button_just_released("test") {
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println!("Saving...");
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save_level("levels/test.lvl", self, renderer).unwrap();
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println!("Clearing level...");
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self.clear_level(renderer);
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println!("Loading...");
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load_level("levels/test.lvl", self, renderer).unwrap();
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}
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if self.input.button_just_pressed("reload_shaders") {
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renderer.game_data.recreate_pipeline = true;
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}
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if self.input.button_just_pressed("quicksave") {
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save_level("levels/test.lvl", self, renderer).unwrap();
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}
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if self.input.button_just_pressed("quickload") {
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self.clear_level(renderer);
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load_level("levels/test.lvl", self, renderer).unwrap();
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}
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if self.input.button_down("print_framerate") {
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println!("{:.0} ms / {:.0} FPS", frame_time * 1000.0, 1.0 / frame_time);
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}
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@@ -139,14 +137,13 @@ impl TestGame {
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let normal_id = self.offset_texture_id(cpu_mesh.local_normal_map_index);
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// Upload mesh
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let mesh_id = renderer.upload_mesh(cpu_mesh);
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let mesh_id = renderer.upload_mesh(cpu_mesh, gltf_path.to_string());
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let mesh_handle = MeshHandle {
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index: mesh_id,
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diffuse_handle: diffuse_id,
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normal_handle: normal_id,
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original_path: gltf_path.to_string()
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};
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self.meshes.push(mesh_handle.clone());
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mesh_handles.push(mesh_handle);
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}
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@@ -166,7 +163,6 @@ impl TestGame {
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fn clear_level(&mut self, renderer: &mut VulkanRenderer) {
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self.game_objects.clear();
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self.meshes.clear();
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self.texture_index_counter = 0;
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renderer.clear_all();
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}
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