gutted old stuff, replaced with hypoloop-derived logic
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@ -1,9 +1,13 @@
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[package]
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name = "slipwave"
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description = "A datastream-cascade simulation engine."
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version = "0.1.0"
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edition = "2018"
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license = "GPL-3.0"
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repository = "https://github.com/skyeterran/slipwave"
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keywords = ["gamedev", "simulation", "graphics"]
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include = ["/src", "LICENSE", "/examples"]
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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[dependencies]
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hypoloop = "0.1.7"
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27
examples/basic.rs
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27
examples/basic.rs
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use slipwave::core::{State, Loop};
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fn main() {
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println!("Slipwave Engine | 2021 | Skye Terran");
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// create a sim loop
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let mut sim = Loop::new();
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// datastream
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let mut x: i32 = 0;
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// execute the sim loop
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loop {
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// step the sim forward
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sim.step();
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// update logic goes here
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if sim.is_awake() {
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//sim.get_state().debug_time();
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x += 1;
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println!("x: {}", x);
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}
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// display logic goes here
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}
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}
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220
src/lib.rs
220
src/lib.rs
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pub mod state {
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pub struct Health(pub i32);
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pub struct Name(pub &'static str);
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pub mod core {
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use std::time::{Duration, Instant};
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pub struct World {
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pub health_components: Vec<Option<Health>>,
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pub name_components: Vec<Option<Name>>,
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/// Contains mutable simulation state which can be changed via callback functions
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#[derive(Copy, Clone)]
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pub struct State {
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timescale: f32,
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simulate: bool,
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clock_start: Instant,
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last_tick: Instant,
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delta_time: u32,
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timestep: f32,
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irl_time: Duration,
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sim_time: Duration
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}
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impl World {
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pub fn new() -> Self {
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Self {
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health_components: Vec::new(),
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name_components: Vec::new(),
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impl State {
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/// Creates a default State object
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pub fn new() -> State {
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// Create default state object
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let new_state = State {
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timescale: 1.0,
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simulate: true,
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clock_start: Instant::now(),
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last_tick: Instant::now(),
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delta_time: 0,
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timestep: 0.0,
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irl_time: Duration::new(0,0),
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sim_time: Duration::new(0,0)
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};
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// Return this default state
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new_state
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}
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/// Returns the current "delta time", the real time (in ms) elapsed since the last update tick
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pub fn get_delta_time(self) -> u32 {
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self.delta_time
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}
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/// Returns the current "timestep", the virtual time (in s) elapsed since the last update tick (necessary for scaling physics simulations, etc.)
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pub fn get_timestep(self) -> f32 {
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self.timestep
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}
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/// Returns the current real time elapsed since the start of the simulation
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pub fn get_irl_time(self) -> Duration {
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self.irl_time
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}
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/// Returns the current simulation time elapsed since the start of the simulation
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pub fn get_sim_time(self) -> Duration {
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self.sim_time
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}
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/// Returns the current "timescale", the speed of simulation time relative to real time
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pub fn get_timescale(self) -> f32 {
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self.timescale
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}
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/// Returns the time of the last tick
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pub fn get_last_tick(self) -> Instant {
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self.last_tick
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}
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/// Pauses the simulation from within update logic
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pub fn pause(&mut self) {
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self.simulate = false;
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}
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/// Resumes the simulation from within update logic
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pub fn resume(&mut self) {
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self.simulate = true;
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}
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/// Changes the simulation timescale
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pub fn set_timescale(&mut self, timescale: f32) {
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self.timescale = timescale;
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}
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/// Prints a string of information about the current step's timings
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///
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/// # Example:
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/// `IRL time: 4443ms | Sim time: 4443ms | Delta time (tick): 40ms | Delta time (step): 40.0638ms | Timestep: 0.04s`
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/// # Terminology:
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/// - *IRL time:* Real time (in ms) elapsed since the start of the simulation
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/// - *Sim time:* Virtual time (in ms) elapsed since the start of the simulation
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/// - *Delta time (tick):* Real time (in ms) elapsed between the last tick and the previous tick
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/// - *Delta time (step):* Real time (in ms with ns accuracy) elapsed since the last tick
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/// - *Timestep:* Virtual time (in s with ms accuracy) elapsed since the last tick
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pub fn debug_time(self) {
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let elapsed_time = Instant::now().duration_since(self.last_tick);
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let loop_delay_ms = elapsed_time.as_nanos() as f32 / 1_000_000.0;
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println!("IRL time: {}ms | Sim time: {}ms | Delta time (tick): {}ms | Delta time (step): {}ms | Timestep: {}s", self.irl_time.as_millis(), self.sim_time.as_millis(), self.delta_time, loop_delay_ms, self.timestep);
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}
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}
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pub fn new_entity(&mut self, health: Option<Health>, name: Option<Name>) {
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self.health_components.push(health);
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self.name_components.push(name);
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/// The simulation loop itself
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pub struct Loop {
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state: State,
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realtime: bool,
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update_interval: u32,
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awake: bool
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}
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impl Loop {
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/// Creates a new simulation with default values
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pub fn new() -> Loop {
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// Create a new State object
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let mut new_state = State::new();
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// Create a Loop object with a default State
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let mut new_loop = Loop {
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state: new_state,
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realtime: true,
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update_interval: 40,
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awake: false
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};
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// Initialize the delta time to be the same as the update interval (to prevent division by zero)
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new_loop.state.delta_time = new_loop.update_interval;
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// Initialize the timestep based on the new delta time
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new_loop.state.timestep = timestep(new_loop.state.delta_time, new_loop.state.timescale);
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// Return the now-initialized Loop
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new_loop
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}
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/// Initializes or re-initializes the simulation
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pub fn init(&mut self) {
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// Make sure the simulation will run
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self.state.simulate = true;
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// reset the internal clocks
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self.state.clock_start = Instant::now();
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self.state.irl_time = Duration::new(0,0);
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self.state.sim_time = Duration::new(0,0);
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}
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/// Returns whether the loop is currently "awake" (logic should occur)
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pub fn is_awake(&self) -> bool {
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self.awake
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}
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/// Returns an immutable reference to the Loop's current State object
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pub fn get_state(&self) -> &State {
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&self.state
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}
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/// Returns a mutable reference to the Loop's State object
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pub fn get_state_mut(&mut self) -> &mut State {
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&mut self.state
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}
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/// Executes the per-loop logic (can be triggered manually so that hypoloop can be tied into external event loops)
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pub fn step(&mut self) {
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// don't run if the simulation is paused
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if self.state.simulate {
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// TODO - support frameskips
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if !self.realtime || delta_time(self.state.last_tick) >= self.update_interval {
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// mutable delta time and timescale for flexibility
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let elapsed_time = Instant::now().duration_since(self.state.last_tick);
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// update clocks
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if self.realtime {
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self.state.delta_time = delta_time(self.state.last_tick);
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self.state.sim_time += elapsed_time.mul_f32(self.state.timescale);
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self.state.irl_time += elapsed_time;
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} else {
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self.state.delta_time = self.update_interval;
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self.state.sim_time += Duration::from_millis(self.update_interval as u64);
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self.state.irl_time = Instant::now().duration_since(self.state.clock_start);
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}
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self.state.timestep = timestep(self.state.delta_time, self.state.timescale);
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// mark the loop as "awake", meaning update logic should occur
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self.awake = true;
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// record last tick time
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self.state.last_tick = Instant::now();
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} else {
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// mark the loop as "asleep", meaning update logic should NOT occur
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self.awake = false;
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}
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}
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}
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/// Turns real-time mode on/off
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pub fn set_realtime(&mut self, realtime: bool) {
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self.realtime = realtime;
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}
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/// Returns the "update interval", the minimum time (in ms) which will elapse between update ticks
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pub fn get_update_interval(self) -> u32 {
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self.update_interval
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}
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/// Changes the update interval
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pub fn set_update_interval(&mut self, update_interval: u32) {
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self.update_interval = update_interval;
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}
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}
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// gets the real time (in ms) that's elapsed since the earlier Instant
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fn delta_time(earlier: Instant) -> u32 {
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Instant::now().duration_since(earlier).as_millis() as u32
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}
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// returns the fractional timestep (in s) based on delta time and timescale
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fn timestep(delta_time: u32, timescale: f32) -> f32 {
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delta_time as f32 / 1000.0 * timescale
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}
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}
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60
src/main.rs
60
src/main.rs
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use hypoloop::core::{State, Loop};
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use slipwave::state::{World, Health, Name};
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fn main() {
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// create a new sim loop
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let mut sim = Loop::new();
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sim.set_update_interval(20);
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// create the game world
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let mut world = World::new();
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// add entities to the game world
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// Icarus's health is *not* looking good.
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world.new_entity(Some(Health(-10)), Some(Name("Icarus")));
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// Prometheus is very healthy.
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world.new_entity(Some(Health(100)), Some(Name("Prometheus")));
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// Note that Zeus does not have a `Health` component.
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world.new_entity(None, Some(Name("Zeus")));
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// create a closure containing your update logic
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let mut tick = move |state: &mut State| {
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let zip = world
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.health_components
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.iter()
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.zip(world.name_components.iter());
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let with_health_and_name =
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zip.filter_map(|(health, name): (&Option<Health>, &Option<Name>)| {
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Some((health.as_ref()?, name.as_ref()?))
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});
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// health system
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for (health, name) in with_health_and_name {
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if health.0 < 0 {
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println!("{} has perished!", name.0);
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} else {
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println!("{} is still alive!", name.0);
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}
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}
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// print information about the current tick's timings
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state.debug_time();
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};
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// create a closure containing your display logic
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let mut display = move |state: &mut State| {
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//
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};
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// run the simulation with your user-defined update and display logic
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// initialize the sim (cleans internal clocks, etc.)
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sim.init();
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loop {
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// "step" the sim forward
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sim.step(&mut tick, &mut display);
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}
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}
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