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Sheet

Struct Sheet 

Source
pub struct Sheet { /* private fields */ }
Expand description

A texture’s cells, laid out in a grid.

Required if you want one texture to hold more than one frame of a sprite; Sheet::cell selects one of them.

Implementations§

Source§

impl Sheet

Source

pub fn new(size: UVec2) -> Self

A grid size.x columns across and size.y rows down; a side of zero counts as one.

Examples found in repository?
examples/isometric-board.rs (line 717)
716fn sprite_frame(facing_right: bool) -> Frame {
717    let cell = Sheet::new(UVec2::new(SPRITE_COLUMNS, SPRITE_ROWS))
718        .cell_at(UVec2::new(SPRITE_COLUMN, SPRITE_ROW));
719    if facing_right { cell } else { cell.mirrored() }
720}
More examples
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examples/sprite-adventure.rs (line 916)
905fn ground_cell(col: i32, row: i32) -> Frame {
906    let (column, sheet_row) = match col - PATH_COLUMN {
907        0 => (PATH_DIRT + row.rem_euclid(2) as u32, PATH_ROW),
908        -1 => (PATH_WEST_VERGE, PATH_ROW),
909        1 => (PATH_EAST_VERGE, PATH_ROW),
910        _ => (
911            (col * 31 + row * 17).rem_euclid(GROUND_COLUMNS as i32) as u32,
912            GRASS_ROW,
913        ),
914    };
915
916    Sheet::new(UVec2::new(GROUND_COLUMNS, GROUND_ROWS)).cell_at(UVec2::new(column, sheet_row))
917}
918
919/// The stone sheet's plain masonry, laid `tiles` times across: the sampler
920/// wraps, so a window wider than the sheet repeats the course.
921fn masonry(tiles: f32) -> Frame {
922    let course = 1.0 / STONE_ROWS as f32;
923
924    Frame::rect(Vec2::new(0.0, 1.0 - course), Vec2::new(tiles, 1.0))
925}
926
927/// The wall or door's alpha `fraction` of the way from [`SOLID`] to
928/// [`GHOST_ALPHA`].
929fn ghost_alpha(fraction: f32) -> f32 {
930    SOLID + (GHOST_ALPHA - SOLID) * fraction
931}
932
933/// The wall face in column `variant`, windowed to the meters `standing` of
934/// one course, measured up from that course's own base: every row of the
935/// cave sheet below the floor's covers [`WALL_HEIGHT`], so a course keeps
936/// the floor's texels to the meter however it is cut.
937fn cave_wall_face(variant: u32, standing: Range<f32>) -> Frame {
938    let cell = Vec2::new(1.0 / CAVE_COLUMNS as f32, 1.0 / CAVE_ROWS as f32);
939    let left = (variant % CAVE_COLUMNS) as f32 * cell.x;
940    let face = (CAVE_FLOOR_ROW + 1) as f32 * cell.y;
941    let up_from_base = |height: f32| 1.0 - (1.0 - face) * (height / WALL_HEIGHT);
942
943    Frame::rect(
944        Vec2::new(left, up_from_base(standing.end)),
945        Vec2::new(left + cell.x, up_from_base(standing.start)),
946    )
947}
948
949/// The logical point egui paints the physical pixel `pixel` at.
950fn logical(pixel: Vec2, pixels_per_point: f32) -> egui::Pos2 {
951    let point = pixel / pixels_per_point;
952    egui::pos2(point.x, point.y)
953}
954
955fn main() {
956    run(
957        Config::new("Mirage: sprite adventure")
958            .with_size(1280, 720)
959            .with_assets([
960                MODEL,
961                WALKER_SOURCE,
962                WALKER_RELIEF_SOURCE,
963                GROUND_SOURCE,
964                BUSH_SOURCE,
965                BUSH_RELIEF_SOURCE,
966                ROCK_SOURCE,
967                ROCK_RELIEF_SOURCE,
968                TORCH_RELIEF_SOURCE,
969                CRATE_SOURCE,
970                WELL_SOURCE,
971                STONE_SOURCE,
972                CAVE_SOURCE,
973                POND_SOURCE,
974                TORCH_SOURCE,
975                FLAME_SOURCE,
976                INTERACT_SOUND,
977                GEM_SOUND,
978            ]),
979        Keep::init,
980    );
981}
982
983struct Keep {
984    area: Area,
985    position: Vec3,
986    previous: Vec3,
987    facing: Facing,
988    walk_ticks: u32,
989    simulated: Duration,
990    door_opening: bool,
991    /// Ticks the door has been opening for, at a cap of
992    /// [`DOOR_SWING_TICKS`]: how long its world prompt reads "opening" once
993    /// it starts.
994    swing_ticks: u32,
995    gem_taken: bool,
996    /// How far the door wall's fade from [`SOLID`] to [`GHOST_ALPHA`] has
997    /// run as of the last tick: `0.0` to `1.0`.
998    ghost: f32,
999    /// Set by the panel's reset button, since its click lands in a frame
1000    /// rather than a tick; read and cleared on the next tick.
1001    reset_requested: bool,
1002}
1003
1004impl Keep {
1005    /// Prepares every startup-cataloged mesh and resumes wherever the last
1006    /// run left the player.
1007    fn init(ctx: &mut InitContext<'_, Keep>) -> Result<Self, Error> {
1008        let startup = ctx.startup();
1009        let gem_taken = startup.saved(Flag::GemTaken);
1010        let area = if startup.saved(Flag::InCave) {
1011            Area::Cave
1012        } else {
1013            Area::Overworld
1014        };
1015        let position = Vec3::new(
1016            startup.saved(Position::X) as f32,
1017            0.0,
1018            startup.saved(Position::Z) as f32,
1019        );
1020
1021        Ok(Self {
1022            area,
1023            position,
1024            previous: position,
1025            facing: Facing::Toward,
1026            walk_ticks: 0,
1027            simulated: Duration::ZERO,
1028            door_opening: gem_taken,
1029            swing_ticks: if gem_taken { DOOR_SWING_TICKS } else { 0 },
1030            gem_taken,
1031            ghost: 0.0,
1032            reset_requested: false,
1033        })
1034    }
1035
1036    fn camera(position: Vec3, offset: Vec3) -> Camera {
1037        Camera::new(
1038            View::look_at(position + offset, position),
1039            Projection::perspective(CAMERA_FOV),
1040        )
1041    }
1042
1043    /// Obstacles from the overworld's props: the crates, turned as they are
1044    /// drawn, the well's rim, the open water the shoreline rings, the
1045    /// mouth's pillars, and each flora's base.
1046    fn overworld_obstacles() -> impl Iterator<Item = Obstacle> + Clone {
1047        CRATE_POSITIONS
1048            .into_iter()
1049            .map(|(x, z, turn)| {
1050                Obstacle::footprint(Vec2::new(x, z), Vec2::splat(CRATE_SIZE * turned_span(turn)))
1051            })
1052            .chain([
1053                Obstacle::footprint(WELL_POSITION.xz(), WELL_SIZE.xz()),
1054                Obstacle::footprint(POND_CENTER.xz(), Vec2::splat(POND_WATER_HALF * 2.0)),
1055            ])
1056            .chain(
1057                ENTRANCE
1058                    .pillars()
1059                    .map(|at| Obstacle::footprint(at.xz(), MOUTH_PILLAR_SIZE.xz())),
1060            )
1061            .chain(FLORA.into_iter().map(|(x, z, rock)| {
1062                let base = if rock { ROCK_FOOTPRINT } else { BUSH_FOOTPRINT };
1063                Obstacle::footprint(Vec2::new(x, z), Vec2::splat(base))
1064            }))
1065    }
1066
1067    /// Obstacles from the cave: the torch posts, its own mouth's pillars,
1068    /// the runs of wall either side of the doorway and of the mouth, and the
1069    /// `door` leaf.
1070    fn cave_obstacles(door: Obstacle) -> impl Iterator<Item = Obstacle> + Clone {
1071        TORCH_POSITIONS
1072            .into_iter()
1073            .map(|(x, z)| Obstacle::footprint(Vec2::new(x, z), Vec2::splat(TORCH_STAND_WIDTH)))
1074            .chain(
1075                EXIT.pillars()
1076                    .map(|at| Obstacle::footprint(at.xz(), MOUTH_PILLAR_SIZE.xz())),
1077            )
1078            .chain(SIDES.into_iter().flat_map(|side| {
1079                [
1080                    Self::wall_run(side, DOOR_Z),
1081                    Self::wall_run(side, CAVE_LIP_Z),
1082                ]
1083            }))
1084            .chain([door])
1085    }
1086
1087    /// One of the two runs of wall either side of a one-tile opening on the
1088    /// room's axis, at `z`.
1089    fn wall_run(side: f32, z: f32) -> Obstacle {
1090        Obstacle::footprint(
1091            Vec2::new(side * (DOORWAY_HALF + DOOR_WALL_END) * 0.5, z),
1092            Vec2::new(DOOR_WALL_END - DOORWAY_HALF, TILE_SIZE),
1093        )
1094    }
1095
1096    /// Obstacle from the door leaf's own footprint: the box over its four
1097    /// corners, swung back against the wall once the door is opened.
1098    fn door_obstacle(&self) -> Obstacle {
1099        let hinge = DOOR_HINGE.xz();
1100        let across = DOOR_THICKNESS * 0.5;
1101        let corner = |along: f32, aside: f32| {
1102            let (x, z) = if self.door_opening {
1103                (aside, -along)
1104            } else {
1105                (along, aside)
1106            };
1107            hinge + Vec3::new(x, 0.0, z).xz()
1108        };
1109
1110        Obstacle::over([
1111            corner(0.0, -across),
1112            corner(0.0, across),
1113            corner(DOOR_WIDTH, -across),
1114            corner(DOOR_WIDTH, across),
1115        ])
1116    }
1117
1118    /// Pushes the player out of every obstacle their circle has walked into,
1119    /// over as many passes as it takes for one to leave them where the last
1120    /// one did — overlapping obstacles need more than one.
1121    fn push_out_of(&mut self, obstacles: impl Iterator<Item = Obstacle> + Clone) {
1122        /// Passes an overlap is given to settle before the frame takes what
1123        /// it has; ones this game builds settle in two.
1124        const PASSES: u32 = 4;
1125
1126        let mut standing = self.position.xz();
1127        for _ in 0..PASSES {
1128            let settled = obstacles.clone().fold(standing, |point, obstacle| {
1129                obstacle.push_out(point, PLAYER_RADIUS)
1130            });
1131            if settled == standing {
1132                break;
1133            }
1134            standing = settled;
1135        }
1136
1137        self.position.x = standing.x;
1138        self.position.z = standing.y;
1139    }
1140
1141    fn tick_overworld(&mut self, ctx: &mut TickContext<'_, Keep>) {
1142        self.push_out_of(Self::overworld_obstacles());
1143        self.position.x = self.position.x.clamp(-CLEARING_HALF, CLEARING_HALF);
1144        self.position.z = self.position.z.clamp(-CLEARING_HALF, CLEARING_HALF);
1145
1146        if ENTRANCE.holds(self.position) {
1147            if ENTRANCE.holds(self.previous) {
1148                self.position.z = self.previous.z;
1149            } else {
1150                self.enter_cave(ctx);
1151            }
1152        }
1153    }
1154
1155    fn tick_cave(&mut self, ctx: &mut TickContext<'_, Keep>) {
1156        self.push_out_of(Self::cave_obstacles(self.door_obstacle()));
1157        self.position.x = self.position.x.clamp(-CAVE_HALF_WIDTH, CAVE_HALF_WIDTH);
1158        self.position.z = self.position.z.clamp(CAVE_WALK_FAR_Z, CAVE_WALK_NEAR_Z);
1159
1160        let target = if self.position.z < DOOR_WALL_NEAR_Z {
1161            1.0
1162        } else {
1163            0.0
1164        };
1165        let step = 1.0 / GHOST_RAMP_TICKS as f32;
1166        self.ghost += (target - self.ghost).clamp(-step, step);
1167
1168        if !self.door_opening
1169            && ctx.pressed(Button::Interact)
1170            && self.position.distance(INTERACT_POINT) < INTERACT_RADIUS
1171        {
1172            self.door_opening = true;
1173            self.swing_ticks = 0;
1174            ctx.play(Sound::Interact);
1175        }
1176        if self.door_opening && self.swing_ticks < DOOR_SWING_TICKS {
1177            self.swing_ticks += 1;
1178        }
1179
1180        if !self.gem_taken && self.position.distance(GEM_POSITION) < PICKUP_RADIUS {
1181            self.gem_taken = true;
1182            ctx.play(Sound::Gem);
1183            ctx.save(Flag::GemTaken, true);
1184            ctx.save(Position::X, self.position.x as f64);
1185            ctx.save(Position::Z, self.position.z as f64);
1186        }
1187
1188        if EXIT.holds(self.position) {
1189            if EXIT.holds(self.previous) {
1190                self.position.z = self.previous.z;
1191            } else {
1192                self.exit_cave(ctx);
1193            }
1194        }
1195    }
1196
1197    /// Puts the player back at [`PLAYER_SPAWN`] with the cave and the gem
1198    /// returned to their saved fallbacks, all in this tick: a reset saves
1199    /// every key's own fallback, since there is nothing to clear it to.
1200    fn reset(&mut self, ctx: &mut TickContext<'_, Keep>) {
1201        ctx.save(Position::X, Position::X.fallback());
1202        ctx.save(Position::Z, Position::Z.fallback());
1203        ctx.save(Flag::InCave, Flag::InCave.fallback());
1204        ctx.save(Flag::GemTaken, Flag::GemTaken.fallback());
1205
1206        self.area = Area::Overworld;
1207        self.position = PLAYER_SPAWN;
1208        self.previous = PLAYER_SPAWN;
1209        self.gem_taken = false;
1210        self.door_opening = false;
1211        self.swing_ticks = 0;
1212        self.ghost = 0.0;
1213    }
1214
1215    /// Steps into the cave at [`CAVE_SPAWN`], saving the transition.
1216    fn enter_cave(&mut self, ctx: &mut TickContext<'_, Keep>) {
1217        self.area = Area::Cave;
1218        self.position = CAVE_SPAWN;
1219        self.previous = CAVE_SPAWN;
1220        ctx.save(Flag::InCave, true);
1221        ctx.save(Position::X, CAVE_SPAWN.x as f64);
1222        ctx.save(Position::Z, CAVE_SPAWN.z as f64);
1223    }
1224
1225    /// Steps back out to the mouth at [`RETURN_SPAWN`], saving the
1226    /// transition.
1227    fn exit_cave(&mut self, ctx: &mut TickContext<'_, Keep>) {
1228        self.area = Area::Overworld;
1229        self.position = RETURN_SPAWN;
1230        self.previous = RETURN_SPAWN;
1231        ctx.save(Flag::InCave, false);
1232        ctx.save(Position::X, RETURN_SPAWN.x as f64);
1233        ctx.save(Position::Z, RETURN_SPAWN.z as f64);
1234    }
1235
1236    fn draw_ground(&self, ctx: &mut FrameContext<'_, Keep>) {
1237        for col in -GROUND_DRAW_HALF..=GROUND_DRAW_HALF {
1238            for row in -GROUND_DRAW_HALF..=GROUND_DRAW_HALF {
1239                ctx.draw(
1240                    Ground
1241                        .at(Vec3::new(
1242                            col as f32 * TILE_SIZE,
1243                            0.0,
1244                            row as f32 * TILE_SIZE,
1245                        ))
1246                        .frame(ground_cell(col, row)),
1247                );
1248            }
1249        }
1250    }
1251
1252    /// Two staggered rows of bushes around the clearing, open where the path
1253    /// leaves it, drawn between the camera and the ground's edge. The rows
1254    /// running along `Z` skip their two ends, which the rows running along
1255    /// `X` already cover.
1256    fn draw_hedgerow(&self, ctx: &mut FrameContext<'_, Keep>) {
1257        for (row, half) in [HEDGE_INNER_HALF, HEDGE_OUTER_HALF].into_iter().enumerate() {
1258            let row = row as i32;
1259            // The inner row covers both corners; the outer one is half a
1260            // span in from each, backing the gaps the inner row leaves.
1261            let spans = ((2.0 * half / HEDGE_STEP).round() as i32).max(1);
1262            let span = 2.0 * half / spans as f32;
1263            let steps = spans - row;
1264            for step in 0..=steps {
1265                let along = -half + (step as f32 + 0.5 * row as f32) * span;
1266                let scale = if (step + row) % 2 == 0 { 1.0 } else { 0.8 };
1267                let (width, height) = (BUSH_WIDTH * scale, BUSH_HEIGHT * scale);
1268                // The path leaves through the rows running along `X`, so only
1269                // those two open around it.
1270                let gated = along.abs() < HEDGE_GATE_HALF;
1271                let corner = step == 0 || step == steps;
1272                let places = [
1273                    (along, -half, gated),
1274                    (along, half, gated),
1275                    (-half, along, corner),
1276                    (half, along, corner),
1277                ];
1278                for (x, z, skip) in places {
1279                    if skip {
1280                        continue;
1281                    }
1282                    ctx.draw(
1283                        Bush.at(Transform::from_scale_rotation_translation(
1284                            Vec3::new(width, height, width),
1285                            Quat::IDENTITY,
1286                            Vec3::new(x, height * 0.5, z),
1287                        ))
1288                        .upright(),
1289                    );
1290                }
1291            }
1292        }
1293    }
1294
1295    /// The pond: a square of styled water, and the shoreline sprite laid over
1296    /// it, which rings the open middle and hides the water's own edges.
1297    fn draw_pond(&self, ctx: &mut FrameContext<'_, Keep>) {
1298        ctx.draw(
1299            Plane
1300                .at(Transform::from_scale_rotation_translation(
1301                    Vec3::splat(POND_WATER_HALF * 2.0),
1302                    Quat::IDENTITY,
1303                    POND_CENTER,
1304                ))
1305                .material(Material::shaded(WATER_COLOR, WATER_LITNESS))
1306                .surface_style::<Water>(),
1307        );
1308        ctx.draw(
1309            Shore
1310                .at(Transform::from_scale_rotation_translation(
1311                    Vec3::splat(POND_HALF * 2.0),
1312                    Quat::IDENTITY,
1313                    Vec3::new(POND_CENTER.x, 0.0, POND_CENTER.z),
1314                ))
1315                .frame(Sheet::new(UVec2::new(POND_CELLS, 1)).cell(POND_SHORE_CELL)),
1316        );
1317    }
1318
1319    fn draw_crates(&self, ctx: &mut FrameContext<'_, Keep>) {
1320        for &(x, z, turn) in &CRATE_POSITIONS {
1321            ctx.draw(Crate.at(Transform::from_scale_rotation_translation(
1322                Vec3::splat(CRATE_SIZE),
1323                Quat::from_rotation_y(turn),
1324                Vec3::new(x, CRATE_SIZE * 0.5, z),
1325            )));
1326        }
1327    }
1328
1329    /// The well: its rim in grey masonry, and the mouth cell laid over the
1330    /// rim's top face.
1331    fn draw_well(&self, ctx: &mut FrameContext<'_, Keep>) {
1332        let cells = Sheet::new(UVec2::new(WELL_CELLS, 1));
1333        ctx.draw(
1334            Well.at(Transform::from_scale_rotation_translation(
1335                WELL_SIZE,
1336                Quat::IDENTITY,
1337                WELL_POSITION + Vec3::Y * (WELL_SIZE.y * 0.5),
1338            ))
1339            .frame(cells.cell(WELL_RIM_CELL)),
1340        );
1341        ctx.draw(
1342            WellMouth
1343                .at(Transform::from_scale_rotation_translation(
1344                    Vec3::new(WELL_SIZE.x, 1.0, WELL_SIZE.z),
1345                    Quat::IDENTITY,
1346                    WELL_POSITION + Vec3::Y * (WELL_SIZE.y + WELL_MOUTH_LIFT),
1347                ))
1348                .frame(cells.cell(WELL_MOUTH_CELL)),
1349        );
1350    }
1351
1352    fn draw_flora(&self, ctx: &mut FrameContext<'_, Keep>) {
1353        for &(x, z, rock) in &FLORA {
1354            let (width, height) = if rock {
1355                (ROCK_WIDTH, ROCK_HEIGHT)
1356            } else {
1357                (BUSH_WIDTH, BUSH_HEIGHT)
1358            };
1359            let standing = Transform::from_scale_rotation_translation(
1360                Vec3::new(width, height, width),
1361                Quat::IDENTITY,
1362                Vec3::new(x, height * 0.5, z),
1363            );
1364            let flora: Instance<Shape, _> = if rock {
1365                Rock.at(standing).into_set()
1366            } else {
1367                Bush.at(standing).into_set()
1368            };
1369            ctx.draw(flora.upright());
1370        }
1371    }
1372
1373    /// One stone box drawn on the ground at `at`, `size` across, sampling
1374    /// the part of the sheet `frame` covers.
1375    fn draw_stone(ctx: &mut FrameContext<'_, Keep>, at: Vec3, size: Vec3, frame: Frame) {
1376        ctx.draw(
1377            Stone
1378                .at(Transform::from_scale_rotation_translation(
1379                    size,
1380                    Quat::IDENTITY,
1381                    at + Vec3::Y * (size.y * 0.5),
1382                ))
1383                .frame(frame),
1384        );
1385    }
1386
1387    /// Two stone pillars drawn where `mouth` blocks the player, each a
1388    /// capital over its own course of masonry, and, on the one the camera
1389    /// looks into, the lintel across their tops and the dark filling
1390    /// the opening under it.
1391    fn draw_mouth(ctx: &mut FrameContext<'_, Keep>, mouth: Mouth) {
1392        for at in mouth.pillars() {
1393            Self::draw_stone(ctx, at, MOUTH_PILLAR_SIZE, Frame::default());
1394        }
1395        if !mouth.looked_into() {
1396            return;
1397        }
1398
1399        Self::draw_stone(
1400            ctx,
1401            mouth.at + Vec3::Y * MOUTH_PILLAR_SIZE.y,
1402            MOUTH_LINTEL_SIZE,
1403            masonry(MOUTH_LINTEL_TILES),
1404        );
1405        ctx.draw(
1406            Quad.at(Transform::from_scale_rotation_translation(
1407                Vec3::new(MOUTH_PILLAR_OFFSET * 2.0, MOUTH_DARK_HEIGHT, 1.0),
1408                Quat::IDENTITY,
1409                mouth.at + Vec3::Y * (MOUTH_DARK_HEIGHT * 0.5),
1410            ))
1411            .material(Material::color(Color::BLACK)),
1412        );
1413    }
1414
1415    fn draw_cave_floor(&self, ctx: &mut FrameContext<'_, Keep>) {
1416        let half = CAVE_HALF_WIDTH as i32;
1417        let near = CAVE_NEAR_Z as i32;
1418        let far = CAVE_FAR_Z as i32;
1419        for col in -half..=half {
1420            for row in far..=near {
1421                let variant = (col * 13 + row * 7).rem_euclid(CAVE_COLUMNS as i32) as u32;
1422                ctx.draw(
1423                    CaveFloor
1424                        .at(Vec3::new(
1425                            col as f32 * TILE_SIZE,
1426                            0.0,
1427                            row as f32 * TILE_SIZE,
1428                        ))
1429                        .frame(
1430                            Sheet::new(UVec2::new(CAVE_COLUMNS, CAVE_ROWS))
1431                                .cell_at(UVec2::new(variant, CAVE_FLOOR_ROW)),
1432                        ),
1433                );
1434            }
1435        }
1436    }
1437
1438    /// The wall drawn at `at` over the meters `standing`, in courses
1439    /// [`WALL_HEIGHT`] tall from the floor up, each cut to the part of it the
1440    /// span leaves; its faces are picked by `seed` and its stone faded to
1441    /// `fade`, which is `1.0` wherever it is solid.
1442    fn draw_wall(
1443        ctx: &mut FrameContext<'_, Keep>,
1444        at: Vec2,
1445        standing: Range<f32>,
1446        seed: i32,
1447        fade: f32,
1448    ) {
1449        for course in 0..WALL_COURSES {
1450            let base = course as f32 * WALL_HEIGHT;
1451            let low = (standing.start - base).max(0.0);
1452            let high = (standing.end - base).min(WALL_HEIGHT);
1453            if high <= low {
1454                continue;
1455            }
1456
1457            let variant = (seed + course).rem_euclid(CAVE_COLUMNS as i32) as u32;
1458            ctx.draw(
1459                CaveWall
1460                    .at(Transform::from_scale_rotation_translation(
1461                        Vec3::new(TILE_SIZE, high - low, TILE_SIZE),
1462                        Quat::IDENTITY,
1463                        Vec3::new(at.x, base + (low + high) * 0.5, at.y),
1464                    ))
1465                    .frame(cave_wall_face(variant, low..high))
1466                    .faded(fade),
1467            );
1468        }
1469    }
1470
1471    /// The room's two side walls and its back wall, full height, and the low
1472    /// wall closing its near end between the side walls and the mouth. The
1473    /// back wall stops short of the corners the side walls already fill, and
1474    /// the near one leaves the mouth's own tile open.
1475    fn draw_cave_walls(&self, ctx: &mut FrameContext<'_, Keep>) {
1476        let half = CAVE_HALF_WIDTH as i32 + 1;
1477        let near = CAVE_NEAR_Z as i32;
1478        let far = CAVE_FAR_Z as i32;
1479
1480        for row in far..=near {
1481            let z = row as f32 * TILE_SIZE;
1482            let west = Vec2::new(-half as f32 * TILE_SIZE, z);
1483            let east = Vec2::new(half as f32 * TILE_SIZE, z);
1484            Self::draw_wall(ctx, west, 0.0..WALL_TOP, row * 5, SOLID);
1485            Self::draw_wall(ctx, east, 0.0..WALL_TOP, row * 5 + 1, SOLID);
1486        }
1487        for col in (-half + 1)..half {
1488            let x = col as f32 * TILE_SIZE;
1489            let back = Vec2::new(x, far as f32 * TILE_SIZE);
1490            Self::draw_wall(ctx, back, 0.0..WALL_TOP, col * 5 + 2, SOLID);
1491            if col != 0 {
1492                let lip = Vec2::new(x, CAVE_LIP_Z);
1493                Self::draw_wall(ctx, lip, 0.0..CAVE_LIP_HEIGHT, col * 5 + 4, SOLID);
1494            }
1495        }
1496    }
1497
1498    /// The wall the door hangs in, run across the room between the side walls
1499    /// with one tile left open on the room's axis for the doorway and stone
1500    /// filling the column over the door. A player behind the wall is drawn
1501    /// through the stacks between them and the camera, at `seen_through`,
1502    /// faded by `ghost`; the rest of it stays solid, and keeps casting.
1503    fn draw_door_wall(ctx: &mut FrameContext<'_, Keep>, seen_through: Option<f32>, ghost: f32) {
1504        let stone = |x: f32| match seen_through {
1505            Some(at) if (x - at).abs() < GHOST_CORRIDOR_HALF => ghost_alpha(ghost),
1506            _ => SOLID,
1507        };
1508        let half = CAVE_HALF_WIDTH as i32;
1509
1510        for col in (-half..=half).filter(|&col| col != 0) {
1511            let x = col as f32 * TILE_SIZE;
1512            Self::draw_wall(
1513                ctx,
1514                Vec2::new(x, DOOR_Z),
1515                0.0..WALL_TOP,
1516                col * 5 + 3,
1517                stone(x),
1518            );
1519        }
1520        Self::draw_wall(
1521            ctx,
1522            Vec2::new(0.0, DOOR_Z),
1523            DOOR_HEIGHT..WALL_TOP,
1524            3,
1525            stone(0.0),
1526        );
1527    }
1528
1529    /// The two torches: an upright cutout post apiece, the flame's loop
1530    /// burning over its binding, and the light that flame casts.
1531    fn draw_torches(&self, ctx: &mut FrameContext<'_, Keep>) {
1532        let elapsed = self.simulated.as_secs_f32();
1533        let loop_cells = Sheet::new(UVec2::new(FLAME_CELLS, 1));
1534
1535        for (index, &(x, z)) in TORCH_POSITIONS.iter().enumerate() {
1536            let base = Vec3::new(x, 0.0, z);
1537            ctx.draw(
1538                Torch
1539                    .at(Transform::from_scale_rotation_translation(
1540                        Vec3::new(TORCH_SPRITE_WIDTH, TORCH_STAND_HEIGHT, 1.0),
1541                        Quat::IDENTITY,
1542                        base + Vec3::Y * (TORCH_STAND_HEIGHT * 0.5),
1543                    ))
1544                    .upright(),
1545            );
1546
1547            let phase = index as f32 * 2.1;
1548            let flicker = (elapsed * FLAME_FLICKER_SPEED + phase).sin();
1549            let flame_pos =
1550                base + Vec3::Y * (TORCH_STAND_HEIGHT + FLAME_LIFT + flicker * FLAME_BOB);
1551
1552            let light_pos = flame_pos + Vec3::new(0.0, TORCH_LIGHT_LIFT, TORCH_LIGHT_STANDOFF);
1553            ctx.light(Light::point(light_pos, TORCH_LIGHT_COLOR, TORCH_LIGHT_RANGE).shadow());
1554            // The pair burn an even share of the loop apart.
1555            let offset = index as u32 * FLAME_CELLS / TORCH_POSITIONS.len() as u32;
1556            ctx.draw(
1557                Flame
1558                    .at(Transform::from_scale_rotation_translation(
1559                        Vec3::splat(FLAME_SIZE),
1560                        Quat::IDENTITY,
1561                        flame_pos,
1562                    ))
1563                    .billboard()
1564                    .roll(flicker * FLAME_ROLL)
1565                    .frame(loop_cells.cell((elapsed * FLAME_RATE) as u32 + offset)),
1566            );
1567        }
1568    }
1569
1570    /// The door at its hinge — swung back against the wall once opened —
1571    /// drawn through alongside its wall, faded by `ghost`.
1572    fn draw_door(&self, ctx: &mut FrameContext<'_, Keep>, ghost: f32) {
1573        let fade = ghost_alpha(ghost);
1574        let swung = if self.door_opening {
1575            Quat::from_rotation_y(core::f32::consts::FRAC_PI_2)
1576        } else {
1577            Quat::IDENTITY
1578        };
1579
1580        ctx.draw(
1581            Door.at(Transform::from_rotation_translation(swung, DOOR_HINGE))
1582                .material(Material::shaded(DOOR_COLOR, DOOR_LITNESS))
1583                .faded(fade),
1584        );
1585    }
1586
1587    /// The posts and lintel framing the doorway, in a color the stone never
1588    /// is, standing clear of the wall so the opening reads as a door from
1589    /// across the chamber. Glowing of their own while the door is closed and
1590    /// within [`INTERACT_RADIUS`], the cue that it opens.
1591    fn draw_door_frame(&self, ctx: &mut FrameContext<'_, Keep>, ghost: f32) {
1592        let reachable =
1593            !self.door_opening && self.position.distance(INTERACT_POINT) < INTERACT_RADIUS;
1594        let material =
1595            Material::shaded(DOOR_FRAME_COLOR, DOOR_FRAME_LITNESS).emissive(if reachable {
1596                DOOR_FRAME_GLOW
1597            } else {
1598                Color::BLACK
1599            });
1600        let fade = ghost_alpha(ghost);
1601        let z = DOOR_WALL_NEAR_Z + DOOR_FRAME_STANDOFF;
1602        let jamb_height = DOOR_HEIGHT + DOOR_FRAME_THICKNESS;
1603
1604        for side in SIDES {
1605            ctx.draw(
1606                Cube.at(Transform::from_scale_rotation_translation(
1607                    Vec3::new(DOOR_FRAME_THICKNESS, jamb_height, DOOR_FRAME_THICKNESS),
1608                    Quat::IDENTITY,
1609                    Vec3::new(
1610                        side * (DOORWAY_HALF + DOOR_FRAME_THICKNESS * 0.5),
1611                        jamb_height * 0.5,
1612                        z,
1613                    ),
1614                ))
1615                .material(material)
1616                .faded(fade),
1617            );
1618        }
1619        ctx.draw(
1620            Cube.at(Transform::from_scale_rotation_translation(
1621                Vec3::new(
1622                    DOOR_WIDTH + DOOR_FRAME_THICKNESS * 2.0,
1623                    DOOR_FRAME_THICKNESS,
1624                    DOOR_FRAME_THICKNESS,
1625                ),
1626                Quat::IDENTITY,
1627                Vec3::new(0.0, DOOR_HEIGHT + DOOR_FRAME_THICKNESS * 0.5, z),
1628            ))
1629            .material(material)
1630            .faded(fade),
1631        );
1632    }
1633
1634    /// A world prompt over the door: what opens it while the player is
1635    /// within [`INTERACT_RADIUS`] and it is closed, and that it swings while
1636    /// it does; gone once it has swung [`DOOR_SWING_TICKS`]. Laid out and
1637    /// placed like `examples/animation.rs`'s own prompt.
1638    fn draw_door_prompt(&self, ctx: &mut FrameContext<'_, Keep>, camera: Camera) {
1639        let near = self.position.distance(INTERACT_POINT) < INTERACT_RADIUS;
1640        let swinging = self.door_opening && self.swing_ticks < DOOR_SWING_TICKS;
1641        let text = if swinging {
1642            "opening"
1643        } else if near && !self.door_opening {
1644            "e opens the door"
1645        } else {
1646            return;
1647        };
1648
1649        let galley = ctx.text_layout(text, egui::FontId::proportional(DOOR_PROMPT_SIZE));
1650        let point = INTERACT_POINT + Vec3::Y * (DOOR_HEIGHT + DOOR_PROMPT_LIFT);
1651        let window_size = ctx.window_size();
1652        let pixels_per_point = ctx.pixels_per_point();
1653        let Some(pixel) = camera.pixel_of(point, window_size) else {
1654            return;
1655        };
1656
1657        ctx.ui(|ui| {
1658            let painter = ui.painter();
1659            let at = logical(pixel, pixels_per_point);
1660            let ink = galley.mesh_bounds;
1661            let pos = egui::pos2(at.x - ink.center().x, at.y - ink.center().y);
1662            let backdrop = egui::Rect::from_center_size(
1663                at,
1664                ink.size() + egui::Vec2::splat(DOOR_PROMPT_PADDING * 2.0),
1665            );
1666            painter.rect_filled(
1667                backdrop,
1668                DOOR_PROMPT_PADDING,
1669                egui::Color32::from_black_alpha(DOOR_PROMPT_BACKDROP),
1670            );
1671            painter.galley(pos, galley, DOOR_PROMPT_COLOR);
1672        });
1673    }
1674
1675    /// The gem, spinning and bobbing over the chamber's floor, and the light
1676    /// it casts over it.
1677    fn draw_gem(&self, ctx: &mut FrameContext<'_, Keep>) {
1678        let t = self.simulated.as_secs_f32();
1679        let bob = (t * 2.0).sin() * GEM_BOB_HEIGHT;
1680        ctx.light(
1681            Light::point(
1682                GEM_POSITION + Vec3::Y * (bob + GEM_LIGHT_LIFT),
1683                GEM_LIGHT_COLOR,
1684                GEM_LIGHT_RANGE,
1685            )
1686            .shadow(),
1687        );
1688        ctx.draw(
1689            Gem.at(Transform::from_scale_rotation_translation(
1690                Vec3::ONE,
1691                Quat::from_rotation_y(t * GEM_SPIN_SPEED),
1692                GEM_POSITION + Vec3::Y * bob,
1693            ))
1694            .material(Material::shaded(GEM_COLOR, 0.7).emissive(GEM_COLOR.dimmed(1.6))),
1695        );
1696    }
1697
1698    /// The player: upright so it always faces the camera about `+Y`,
1699    /// windowed to its facing's row and the walk cycle's current frame.
1700    fn draw_walker(&self, ctx: &mut FrameContext<'_, Keep>, ground: Vec3) {
1701        let step = if self.walk_ticks > 0 {
1702            (self.walk_ticks / TICKS_PER_WALK_FRAME) % WALKER_COLUMNS
1703        } else {
1704            0
1705        };
1706        let cell = Sheet::new(UVec2::new(WALKER_COLUMNS, WALKER_ROWS))
1707            .cell_at(UVec2::new(step, self.facing as u32));
1708        let size = Vec2::new(WALKER_WIDTH, WALKER_HEIGHT);
1709
1710        ctx.draw(
1711            Walker
1712                .at(Transform::from_scale_rotation_translation(
1713                    size.extend(1.0),
1714                    Quat::IDENTITY,
1715                    ground + Vec3::Y * (WALKER_HEIGHT * 0.5),
1716                ))
1717                .upright()
1718                .frame(cell),
1719        );
1720    }
Source

pub fn cell(&self, index: u32) -> Frame

The cell index selects, counted row by row from the top left; an index past the last cell wraps around the grid.

Examples found in repository?
examples/sprite-adventure.rs (line 1315)
1297    fn draw_pond(&self, ctx: &mut FrameContext<'_, Keep>) {
1298        ctx.draw(
1299            Plane
1300                .at(Transform::from_scale_rotation_translation(
1301                    Vec3::splat(POND_WATER_HALF * 2.0),
1302                    Quat::IDENTITY,
1303                    POND_CENTER,
1304                ))
1305                .material(Material::shaded(WATER_COLOR, WATER_LITNESS))
1306                .surface_style::<Water>(),
1307        );
1308        ctx.draw(
1309            Shore
1310                .at(Transform::from_scale_rotation_translation(
1311                    Vec3::splat(POND_HALF * 2.0),
1312                    Quat::IDENTITY,
1313                    Vec3::new(POND_CENTER.x, 0.0, POND_CENTER.z),
1314                ))
1315                .frame(Sheet::new(UVec2::new(POND_CELLS, 1)).cell(POND_SHORE_CELL)),
1316        );
1317    }
1318
1319    fn draw_crates(&self, ctx: &mut FrameContext<'_, Keep>) {
1320        for &(x, z, turn) in &CRATE_POSITIONS {
1321            ctx.draw(Crate.at(Transform::from_scale_rotation_translation(
1322                Vec3::splat(CRATE_SIZE),
1323                Quat::from_rotation_y(turn),
1324                Vec3::new(x, CRATE_SIZE * 0.5, z),
1325            )));
1326        }
1327    }
1328
1329    /// The well: its rim in grey masonry, and the mouth cell laid over the
1330    /// rim's top face.
1331    fn draw_well(&self, ctx: &mut FrameContext<'_, Keep>) {
1332        let cells = Sheet::new(UVec2::new(WELL_CELLS, 1));
1333        ctx.draw(
1334            Well.at(Transform::from_scale_rotation_translation(
1335                WELL_SIZE,
1336                Quat::IDENTITY,
1337                WELL_POSITION + Vec3::Y * (WELL_SIZE.y * 0.5),
1338            ))
1339            .frame(cells.cell(WELL_RIM_CELL)),
1340        );
1341        ctx.draw(
1342            WellMouth
1343                .at(Transform::from_scale_rotation_translation(
1344                    Vec3::new(WELL_SIZE.x, 1.0, WELL_SIZE.z),
1345                    Quat::IDENTITY,
1346                    WELL_POSITION + Vec3::Y * (WELL_SIZE.y + WELL_MOUTH_LIFT),
1347                ))
1348                .frame(cells.cell(WELL_MOUTH_CELL)),
1349        );
1350    }
1351
1352    fn draw_flora(&self, ctx: &mut FrameContext<'_, Keep>) {
1353        for &(x, z, rock) in &FLORA {
1354            let (width, height) = if rock {
1355                (ROCK_WIDTH, ROCK_HEIGHT)
1356            } else {
1357                (BUSH_WIDTH, BUSH_HEIGHT)
1358            };
1359            let standing = Transform::from_scale_rotation_translation(
1360                Vec3::new(width, height, width),
1361                Quat::IDENTITY,
1362                Vec3::new(x, height * 0.5, z),
1363            );
1364            let flora: Instance<Shape, _> = if rock {
1365                Rock.at(standing).into_set()
1366            } else {
1367                Bush.at(standing).into_set()
1368            };
1369            ctx.draw(flora.upright());
1370        }
1371    }
1372
1373    /// One stone box drawn on the ground at `at`, `size` across, sampling
1374    /// the part of the sheet `frame` covers.
1375    fn draw_stone(ctx: &mut FrameContext<'_, Keep>, at: Vec3, size: Vec3, frame: Frame) {
1376        ctx.draw(
1377            Stone
1378                .at(Transform::from_scale_rotation_translation(
1379                    size,
1380                    Quat::IDENTITY,
1381                    at + Vec3::Y * (size.y * 0.5),
1382                ))
1383                .frame(frame),
1384        );
1385    }
1386
1387    /// Two stone pillars drawn where `mouth` blocks the player, each a
1388    /// capital over its own course of masonry, and, on the one the camera
1389    /// looks into, the lintel across their tops and the dark filling
1390    /// the opening under it.
1391    fn draw_mouth(ctx: &mut FrameContext<'_, Keep>, mouth: Mouth) {
1392        for at in mouth.pillars() {
1393            Self::draw_stone(ctx, at, MOUTH_PILLAR_SIZE, Frame::default());
1394        }
1395        if !mouth.looked_into() {
1396            return;
1397        }
1398
1399        Self::draw_stone(
1400            ctx,
1401            mouth.at + Vec3::Y * MOUTH_PILLAR_SIZE.y,
1402            MOUTH_LINTEL_SIZE,
1403            masonry(MOUTH_LINTEL_TILES),
1404        );
1405        ctx.draw(
1406            Quad.at(Transform::from_scale_rotation_translation(
1407                Vec3::new(MOUTH_PILLAR_OFFSET * 2.0, MOUTH_DARK_HEIGHT, 1.0),
1408                Quat::IDENTITY,
1409                mouth.at + Vec3::Y * (MOUTH_DARK_HEIGHT * 0.5),
1410            ))
1411            .material(Material::color(Color::BLACK)),
1412        );
1413    }
1414
1415    fn draw_cave_floor(&self, ctx: &mut FrameContext<'_, Keep>) {
1416        let half = CAVE_HALF_WIDTH as i32;
1417        let near = CAVE_NEAR_Z as i32;
1418        let far = CAVE_FAR_Z as i32;
1419        for col in -half..=half {
1420            for row in far..=near {
1421                let variant = (col * 13 + row * 7).rem_euclid(CAVE_COLUMNS as i32) as u32;
1422                ctx.draw(
1423                    CaveFloor
1424                        .at(Vec3::new(
1425                            col as f32 * TILE_SIZE,
1426                            0.0,
1427                            row as f32 * TILE_SIZE,
1428                        ))
1429                        .frame(
1430                            Sheet::new(UVec2::new(CAVE_COLUMNS, CAVE_ROWS))
1431                                .cell_at(UVec2::new(variant, CAVE_FLOOR_ROW)),
1432                        ),
1433                );
1434            }
1435        }
1436    }
1437
1438    /// The wall drawn at `at` over the meters `standing`, in courses
1439    /// [`WALL_HEIGHT`] tall from the floor up, each cut to the part of it the
1440    /// span leaves; its faces are picked by `seed` and its stone faded to
1441    /// `fade`, which is `1.0` wherever it is solid.
1442    fn draw_wall(
1443        ctx: &mut FrameContext<'_, Keep>,
1444        at: Vec2,
1445        standing: Range<f32>,
1446        seed: i32,
1447        fade: f32,
1448    ) {
1449        for course in 0..WALL_COURSES {
1450            let base = course as f32 * WALL_HEIGHT;
1451            let low = (standing.start - base).max(0.0);
1452            let high = (standing.end - base).min(WALL_HEIGHT);
1453            if high <= low {
1454                continue;
1455            }
1456
1457            let variant = (seed + course).rem_euclid(CAVE_COLUMNS as i32) as u32;
1458            ctx.draw(
1459                CaveWall
1460                    .at(Transform::from_scale_rotation_translation(
1461                        Vec3::new(TILE_SIZE, high - low, TILE_SIZE),
1462                        Quat::IDENTITY,
1463                        Vec3::new(at.x, base + (low + high) * 0.5, at.y),
1464                    ))
1465                    .frame(cave_wall_face(variant, low..high))
1466                    .faded(fade),
1467            );
1468        }
1469    }
1470
1471    /// The room's two side walls and its back wall, full height, and the low
1472    /// wall closing its near end between the side walls and the mouth. The
1473    /// back wall stops short of the corners the side walls already fill, and
1474    /// the near one leaves the mouth's own tile open.
1475    fn draw_cave_walls(&self, ctx: &mut FrameContext<'_, Keep>) {
1476        let half = CAVE_HALF_WIDTH as i32 + 1;
1477        let near = CAVE_NEAR_Z as i32;
1478        let far = CAVE_FAR_Z as i32;
1479
1480        for row in far..=near {
1481            let z = row as f32 * TILE_SIZE;
1482            let west = Vec2::new(-half as f32 * TILE_SIZE, z);
1483            let east = Vec2::new(half as f32 * TILE_SIZE, z);
1484            Self::draw_wall(ctx, west, 0.0..WALL_TOP, row * 5, SOLID);
1485            Self::draw_wall(ctx, east, 0.0..WALL_TOP, row * 5 + 1, SOLID);
1486        }
1487        for col in (-half + 1)..half {
1488            let x = col as f32 * TILE_SIZE;
1489            let back = Vec2::new(x, far as f32 * TILE_SIZE);
1490            Self::draw_wall(ctx, back, 0.0..WALL_TOP, col * 5 + 2, SOLID);
1491            if col != 0 {
1492                let lip = Vec2::new(x, CAVE_LIP_Z);
1493                Self::draw_wall(ctx, lip, 0.0..CAVE_LIP_HEIGHT, col * 5 + 4, SOLID);
1494            }
1495        }
1496    }
1497
1498    /// The wall the door hangs in, run across the room between the side walls
1499    /// with one tile left open on the room's axis for the doorway and stone
1500    /// filling the column over the door. A player behind the wall is drawn
1501    /// through the stacks between them and the camera, at `seen_through`,
1502    /// faded by `ghost`; the rest of it stays solid, and keeps casting.
1503    fn draw_door_wall(ctx: &mut FrameContext<'_, Keep>, seen_through: Option<f32>, ghost: f32) {
1504        let stone = |x: f32| match seen_through {
1505            Some(at) if (x - at).abs() < GHOST_CORRIDOR_HALF => ghost_alpha(ghost),
1506            _ => SOLID,
1507        };
1508        let half = CAVE_HALF_WIDTH as i32;
1509
1510        for col in (-half..=half).filter(|&col| col != 0) {
1511            let x = col as f32 * TILE_SIZE;
1512            Self::draw_wall(
1513                ctx,
1514                Vec2::new(x, DOOR_Z),
1515                0.0..WALL_TOP,
1516                col * 5 + 3,
1517                stone(x),
1518            );
1519        }
1520        Self::draw_wall(
1521            ctx,
1522            Vec2::new(0.0, DOOR_Z),
1523            DOOR_HEIGHT..WALL_TOP,
1524            3,
1525            stone(0.0),
1526        );
1527    }
1528
1529    /// The two torches: an upright cutout post apiece, the flame's loop
1530    /// burning over its binding, and the light that flame casts.
1531    fn draw_torches(&self, ctx: &mut FrameContext<'_, Keep>) {
1532        let elapsed = self.simulated.as_secs_f32();
1533        let loop_cells = Sheet::new(UVec2::new(FLAME_CELLS, 1));
1534
1535        for (index, &(x, z)) in TORCH_POSITIONS.iter().enumerate() {
1536            let base = Vec3::new(x, 0.0, z);
1537            ctx.draw(
1538                Torch
1539                    .at(Transform::from_scale_rotation_translation(
1540                        Vec3::new(TORCH_SPRITE_WIDTH, TORCH_STAND_HEIGHT, 1.0),
1541                        Quat::IDENTITY,
1542                        base + Vec3::Y * (TORCH_STAND_HEIGHT * 0.5),
1543                    ))
1544                    .upright(),
1545            );
1546
1547            let phase = index as f32 * 2.1;
1548            let flicker = (elapsed * FLAME_FLICKER_SPEED + phase).sin();
1549            let flame_pos =
1550                base + Vec3::Y * (TORCH_STAND_HEIGHT + FLAME_LIFT + flicker * FLAME_BOB);
1551
1552            let light_pos = flame_pos + Vec3::new(0.0, TORCH_LIGHT_LIFT, TORCH_LIGHT_STANDOFF);
1553            ctx.light(Light::point(light_pos, TORCH_LIGHT_COLOR, TORCH_LIGHT_RANGE).shadow());
1554            // The pair burn an even share of the loop apart.
1555            let offset = index as u32 * FLAME_CELLS / TORCH_POSITIONS.len() as u32;
1556            ctx.draw(
1557                Flame
1558                    .at(Transform::from_scale_rotation_translation(
1559                        Vec3::splat(FLAME_SIZE),
1560                        Quat::IDENTITY,
1561                        flame_pos,
1562                    ))
1563                    .billboard()
1564                    .roll(flicker * FLAME_ROLL)
1565                    .frame(loop_cells.cell((elapsed * FLAME_RATE) as u32 + offset)),
1566            );
1567        }
1568    }
Source

pub fn cell_at(&self, at: UVec2) -> Frame

The cell at at.x and at.y; each wraps around its own side of the grid.

Examples found in repository?
examples/isometric-board.rs (line 718)
716fn sprite_frame(facing_right: bool) -> Frame {
717    let cell = Sheet::new(UVec2::new(SPRITE_COLUMNS, SPRITE_ROWS))
718        .cell_at(UVec2::new(SPRITE_COLUMN, SPRITE_ROW));
719    if facing_right { cell } else { cell.mirrored() }
720}
More examples
Hide additional examples
examples/sprite-adventure.rs (line 916)
905fn ground_cell(col: i32, row: i32) -> Frame {
906    let (column, sheet_row) = match col - PATH_COLUMN {
907        0 => (PATH_DIRT + row.rem_euclid(2) as u32, PATH_ROW),
908        -1 => (PATH_WEST_VERGE, PATH_ROW),
909        1 => (PATH_EAST_VERGE, PATH_ROW),
910        _ => (
911            (col * 31 + row * 17).rem_euclid(GROUND_COLUMNS as i32) as u32,
912            GRASS_ROW,
913        ),
914    };
915
916    Sheet::new(UVec2::new(GROUND_COLUMNS, GROUND_ROWS)).cell_at(UVec2::new(column, sheet_row))
917}
918
919/// The stone sheet's plain masonry, laid `tiles` times across: the sampler
920/// wraps, so a window wider than the sheet repeats the course.
921fn masonry(tiles: f32) -> Frame {
922    let course = 1.0 / STONE_ROWS as f32;
923
924    Frame::rect(Vec2::new(0.0, 1.0 - course), Vec2::new(tiles, 1.0))
925}
926
927/// The wall or door's alpha `fraction` of the way from [`SOLID`] to
928/// [`GHOST_ALPHA`].
929fn ghost_alpha(fraction: f32) -> f32 {
930    SOLID + (GHOST_ALPHA - SOLID) * fraction
931}
932
933/// The wall face in column `variant`, windowed to the meters `standing` of
934/// one course, measured up from that course's own base: every row of the
935/// cave sheet below the floor's covers [`WALL_HEIGHT`], so a course keeps
936/// the floor's texels to the meter however it is cut.
937fn cave_wall_face(variant: u32, standing: Range<f32>) -> Frame {
938    let cell = Vec2::new(1.0 / CAVE_COLUMNS as f32, 1.0 / CAVE_ROWS as f32);
939    let left = (variant % CAVE_COLUMNS) as f32 * cell.x;
940    let face = (CAVE_FLOOR_ROW + 1) as f32 * cell.y;
941    let up_from_base = |height: f32| 1.0 - (1.0 - face) * (height / WALL_HEIGHT);
942
943    Frame::rect(
944        Vec2::new(left, up_from_base(standing.end)),
945        Vec2::new(left + cell.x, up_from_base(standing.start)),
946    )
947}
948
949/// The logical point egui paints the physical pixel `pixel` at.
950fn logical(pixel: Vec2, pixels_per_point: f32) -> egui::Pos2 {
951    let point = pixel / pixels_per_point;
952    egui::pos2(point.x, point.y)
953}
954
955fn main() {
956    run(
957        Config::new("Mirage: sprite adventure")
958            .with_size(1280, 720)
959            .with_assets([
960                MODEL,
961                WALKER_SOURCE,
962                WALKER_RELIEF_SOURCE,
963                GROUND_SOURCE,
964                BUSH_SOURCE,
965                BUSH_RELIEF_SOURCE,
966                ROCK_SOURCE,
967                ROCK_RELIEF_SOURCE,
968                TORCH_RELIEF_SOURCE,
969                CRATE_SOURCE,
970                WELL_SOURCE,
971                STONE_SOURCE,
972                CAVE_SOURCE,
973                POND_SOURCE,
974                TORCH_SOURCE,
975                FLAME_SOURCE,
976                INTERACT_SOUND,
977                GEM_SOUND,
978            ]),
979        Keep::init,
980    );
981}
982
983struct Keep {
984    area: Area,
985    position: Vec3,
986    previous: Vec3,
987    facing: Facing,
988    walk_ticks: u32,
989    simulated: Duration,
990    door_opening: bool,
991    /// Ticks the door has been opening for, at a cap of
992    /// [`DOOR_SWING_TICKS`]: how long its world prompt reads "opening" once
993    /// it starts.
994    swing_ticks: u32,
995    gem_taken: bool,
996    /// How far the door wall's fade from [`SOLID`] to [`GHOST_ALPHA`] has
997    /// run as of the last tick: `0.0` to `1.0`.
998    ghost: f32,
999    /// Set by the panel's reset button, since its click lands in a frame
1000    /// rather than a tick; read and cleared on the next tick.
1001    reset_requested: bool,
1002}
1003
1004impl Keep {
1005    /// Prepares every startup-cataloged mesh and resumes wherever the last
1006    /// run left the player.
1007    fn init(ctx: &mut InitContext<'_, Keep>) -> Result<Self, Error> {
1008        let startup = ctx.startup();
1009        let gem_taken = startup.saved(Flag::GemTaken);
1010        let area = if startup.saved(Flag::InCave) {
1011            Area::Cave
1012        } else {
1013            Area::Overworld
1014        };
1015        let position = Vec3::new(
1016            startup.saved(Position::X) as f32,
1017            0.0,
1018            startup.saved(Position::Z) as f32,
1019        );
1020
1021        Ok(Self {
1022            area,
1023            position,
1024            previous: position,
1025            facing: Facing::Toward,
1026            walk_ticks: 0,
1027            simulated: Duration::ZERO,
1028            door_opening: gem_taken,
1029            swing_ticks: if gem_taken { DOOR_SWING_TICKS } else { 0 },
1030            gem_taken,
1031            ghost: 0.0,
1032            reset_requested: false,
1033        })
1034    }
1035
1036    fn camera(position: Vec3, offset: Vec3) -> Camera {
1037        Camera::new(
1038            View::look_at(position + offset, position),
1039            Projection::perspective(CAMERA_FOV),
1040        )
1041    }
1042
1043    /// Obstacles from the overworld's props: the crates, turned as they are
1044    /// drawn, the well's rim, the open water the shoreline rings, the
1045    /// mouth's pillars, and each flora's base.
1046    fn overworld_obstacles() -> impl Iterator<Item = Obstacle> + Clone {
1047        CRATE_POSITIONS
1048            .into_iter()
1049            .map(|(x, z, turn)| {
1050                Obstacle::footprint(Vec2::new(x, z), Vec2::splat(CRATE_SIZE * turned_span(turn)))
1051            })
1052            .chain([
1053                Obstacle::footprint(WELL_POSITION.xz(), WELL_SIZE.xz()),
1054                Obstacle::footprint(POND_CENTER.xz(), Vec2::splat(POND_WATER_HALF * 2.0)),
1055            ])
1056            .chain(
1057                ENTRANCE
1058                    .pillars()
1059                    .map(|at| Obstacle::footprint(at.xz(), MOUTH_PILLAR_SIZE.xz())),
1060            )
1061            .chain(FLORA.into_iter().map(|(x, z, rock)| {
1062                let base = if rock { ROCK_FOOTPRINT } else { BUSH_FOOTPRINT };
1063                Obstacle::footprint(Vec2::new(x, z), Vec2::splat(base))
1064            }))
1065    }
1066
1067    /// Obstacles from the cave: the torch posts, its own mouth's pillars,
1068    /// the runs of wall either side of the doorway and of the mouth, and the
1069    /// `door` leaf.
1070    fn cave_obstacles(door: Obstacle) -> impl Iterator<Item = Obstacle> + Clone {
1071        TORCH_POSITIONS
1072            .into_iter()
1073            .map(|(x, z)| Obstacle::footprint(Vec2::new(x, z), Vec2::splat(TORCH_STAND_WIDTH)))
1074            .chain(
1075                EXIT.pillars()
1076                    .map(|at| Obstacle::footprint(at.xz(), MOUTH_PILLAR_SIZE.xz())),
1077            )
1078            .chain(SIDES.into_iter().flat_map(|side| {
1079                [
1080                    Self::wall_run(side, DOOR_Z),
1081                    Self::wall_run(side, CAVE_LIP_Z),
1082                ]
1083            }))
1084            .chain([door])
1085    }
1086
1087    /// One of the two runs of wall either side of a one-tile opening on the
1088    /// room's axis, at `z`.
1089    fn wall_run(side: f32, z: f32) -> Obstacle {
1090        Obstacle::footprint(
1091            Vec2::new(side * (DOORWAY_HALF + DOOR_WALL_END) * 0.5, z),
1092            Vec2::new(DOOR_WALL_END - DOORWAY_HALF, TILE_SIZE),
1093        )
1094    }
1095
1096    /// Obstacle from the door leaf's own footprint: the box over its four
1097    /// corners, swung back against the wall once the door is opened.
1098    fn door_obstacle(&self) -> Obstacle {
1099        let hinge = DOOR_HINGE.xz();
1100        let across = DOOR_THICKNESS * 0.5;
1101        let corner = |along: f32, aside: f32| {
1102            let (x, z) = if self.door_opening {
1103                (aside, -along)
1104            } else {
1105                (along, aside)
1106            };
1107            hinge + Vec3::new(x, 0.0, z).xz()
1108        };
1109
1110        Obstacle::over([
1111            corner(0.0, -across),
1112            corner(0.0, across),
1113            corner(DOOR_WIDTH, -across),
1114            corner(DOOR_WIDTH, across),
1115        ])
1116    }
1117
1118    /// Pushes the player out of every obstacle their circle has walked into,
1119    /// over as many passes as it takes for one to leave them where the last
1120    /// one did — overlapping obstacles need more than one.
1121    fn push_out_of(&mut self, obstacles: impl Iterator<Item = Obstacle> + Clone) {
1122        /// Passes an overlap is given to settle before the frame takes what
1123        /// it has; ones this game builds settle in two.
1124        const PASSES: u32 = 4;
1125
1126        let mut standing = self.position.xz();
1127        for _ in 0..PASSES {
1128            let settled = obstacles.clone().fold(standing, |point, obstacle| {
1129                obstacle.push_out(point, PLAYER_RADIUS)
1130            });
1131            if settled == standing {
1132                break;
1133            }
1134            standing = settled;
1135        }
1136
1137        self.position.x = standing.x;
1138        self.position.z = standing.y;
1139    }
1140
1141    fn tick_overworld(&mut self, ctx: &mut TickContext<'_, Keep>) {
1142        self.push_out_of(Self::overworld_obstacles());
1143        self.position.x = self.position.x.clamp(-CLEARING_HALF, CLEARING_HALF);
1144        self.position.z = self.position.z.clamp(-CLEARING_HALF, CLEARING_HALF);
1145
1146        if ENTRANCE.holds(self.position) {
1147            if ENTRANCE.holds(self.previous) {
1148                self.position.z = self.previous.z;
1149            } else {
1150                self.enter_cave(ctx);
1151            }
1152        }
1153    }
1154
1155    fn tick_cave(&mut self, ctx: &mut TickContext<'_, Keep>) {
1156        self.push_out_of(Self::cave_obstacles(self.door_obstacle()));
1157        self.position.x = self.position.x.clamp(-CAVE_HALF_WIDTH, CAVE_HALF_WIDTH);
1158        self.position.z = self.position.z.clamp(CAVE_WALK_FAR_Z, CAVE_WALK_NEAR_Z);
1159
1160        let target = if self.position.z < DOOR_WALL_NEAR_Z {
1161            1.0
1162        } else {
1163            0.0
1164        };
1165        let step = 1.0 / GHOST_RAMP_TICKS as f32;
1166        self.ghost += (target - self.ghost).clamp(-step, step);
1167
1168        if !self.door_opening
1169            && ctx.pressed(Button::Interact)
1170            && self.position.distance(INTERACT_POINT) < INTERACT_RADIUS
1171        {
1172            self.door_opening = true;
1173            self.swing_ticks = 0;
1174            ctx.play(Sound::Interact);
1175        }
1176        if self.door_opening && self.swing_ticks < DOOR_SWING_TICKS {
1177            self.swing_ticks += 1;
1178        }
1179
1180        if !self.gem_taken && self.position.distance(GEM_POSITION) < PICKUP_RADIUS {
1181            self.gem_taken = true;
1182            ctx.play(Sound::Gem);
1183            ctx.save(Flag::GemTaken, true);
1184            ctx.save(Position::X, self.position.x as f64);
1185            ctx.save(Position::Z, self.position.z as f64);
1186        }
1187
1188        if EXIT.holds(self.position) {
1189            if EXIT.holds(self.previous) {
1190                self.position.z = self.previous.z;
1191            } else {
1192                self.exit_cave(ctx);
1193            }
1194        }
1195    }
1196
1197    /// Puts the player back at [`PLAYER_SPAWN`] with the cave and the gem
1198    /// returned to their saved fallbacks, all in this tick: a reset saves
1199    /// every key's own fallback, since there is nothing to clear it to.
1200    fn reset(&mut self, ctx: &mut TickContext<'_, Keep>) {
1201        ctx.save(Position::X, Position::X.fallback());
1202        ctx.save(Position::Z, Position::Z.fallback());
1203        ctx.save(Flag::InCave, Flag::InCave.fallback());
1204        ctx.save(Flag::GemTaken, Flag::GemTaken.fallback());
1205
1206        self.area = Area::Overworld;
1207        self.position = PLAYER_SPAWN;
1208        self.previous = PLAYER_SPAWN;
1209        self.gem_taken = false;
1210        self.door_opening = false;
1211        self.swing_ticks = 0;
1212        self.ghost = 0.0;
1213    }
1214
1215    /// Steps into the cave at [`CAVE_SPAWN`], saving the transition.
1216    fn enter_cave(&mut self, ctx: &mut TickContext<'_, Keep>) {
1217        self.area = Area::Cave;
1218        self.position = CAVE_SPAWN;
1219        self.previous = CAVE_SPAWN;
1220        ctx.save(Flag::InCave, true);
1221        ctx.save(Position::X, CAVE_SPAWN.x as f64);
1222        ctx.save(Position::Z, CAVE_SPAWN.z as f64);
1223    }
1224
1225    /// Steps back out to the mouth at [`RETURN_SPAWN`], saving the
1226    /// transition.
1227    fn exit_cave(&mut self, ctx: &mut TickContext<'_, Keep>) {
1228        self.area = Area::Overworld;
1229        self.position = RETURN_SPAWN;
1230        self.previous = RETURN_SPAWN;
1231        ctx.save(Flag::InCave, false);
1232        ctx.save(Position::X, RETURN_SPAWN.x as f64);
1233        ctx.save(Position::Z, RETURN_SPAWN.z as f64);
1234    }
1235
1236    fn draw_ground(&self, ctx: &mut FrameContext<'_, Keep>) {
1237        for col in -GROUND_DRAW_HALF..=GROUND_DRAW_HALF {
1238            for row in -GROUND_DRAW_HALF..=GROUND_DRAW_HALF {
1239                ctx.draw(
1240                    Ground
1241                        .at(Vec3::new(
1242                            col as f32 * TILE_SIZE,
1243                            0.0,
1244                            row as f32 * TILE_SIZE,
1245                        ))
1246                        .frame(ground_cell(col, row)),
1247                );
1248            }
1249        }
1250    }
1251
1252    /// Two staggered rows of bushes around the clearing, open where the path
1253    /// leaves it, drawn between the camera and the ground's edge. The rows
1254    /// running along `Z` skip their two ends, which the rows running along
1255    /// `X` already cover.
1256    fn draw_hedgerow(&self, ctx: &mut FrameContext<'_, Keep>) {
1257        for (row, half) in [HEDGE_INNER_HALF, HEDGE_OUTER_HALF].into_iter().enumerate() {
1258            let row = row as i32;
1259            // The inner row covers both corners; the outer one is half a
1260            // span in from each, backing the gaps the inner row leaves.
1261            let spans = ((2.0 * half / HEDGE_STEP).round() as i32).max(1);
1262            let span = 2.0 * half / spans as f32;
1263            let steps = spans - row;
1264            for step in 0..=steps {
1265                let along = -half + (step as f32 + 0.5 * row as f32) * span;
1266                let scale = if (step + row) % 2 == 0 { 1.0 } else { 0.8 };
1267                let (width, height) = (BUSH_WIDTH * scale, BUSH_HEIGHT * scale);
1268                // The path leaves through the rows running along `X`, so only
1269                // those two open around it.
1270                let gated = along.abs() < HEDGE_GATE_HALF;
1271                let corner = step == 0 || step == steps;
1272                let places = [
1273                    (along, -half, gated),
1274                    (along, half, gated),
1275                    (-half, along, corner),
1276                    (half, along, corner),
1277                ];
1278                for (x, z, skip) in places {
1279                    if skip {
1280                        continue;
1281                    }
1282                    ctx.draw(
1283                        Bush.at(Transform::from_scale_rotation_translation(
1284                            Vec3::new(width, height, width),
1285                            Quat::IDENTITY,
1286                            Vec3::new(x, height * 0.5, z),
1287                        ))
1288                        .upright(),
1289                    );
1290                }
1291            }
1292        }
1293    }
1294
1295    /// The pond: a square of styled water, and the shoreline sprite laid over
1296    /// it, which rings the open middle and hides the water's own edges.
1297    fn draw_pond(&self, ctx: &mut FrameContext<'_, Keep>) {
1298        ctx.draw(
1299            Plane
1300                .at(Transform::from_scale_rotation_translation(
1301                    Vec3::splat(POND_WATER_HALF * 2.0),
1302                    Quat::IDENTITY,
1303                    POND_CENTER,
1304                ))
1305                .material(Material::shaded(WATER_COLOR, WATER_LITNESS))
1306                .surface_style::<Water>(),
1307        );
1308        ctx.draw(
1309            Shore
1310                .at(Transform::from_scale_rotation_translation(
1311                    Vec3::splat(POND_HALF * 2.0),
1312                    Quat::IDENTITY,
1313                    Vec3::new(POND_CENTER.x, 0.0, POND_CENTER.z),
1314                ))
1315                .frame(Sheet::new(UVec2::new(POND_CELLS, 1)).cell(POND_SHORE_CELL)),
1316        );
1317    }
1318
1319    fn draw_crates(&self, ctx: &mut FrameContext<'_, Keep>) {
1320        for &(x, z, turn) in &CRATE_POSITIONS {
1321            ctx.draw(Crate.at(Transform::from_scale_rotation_translation(
1322                Vec3::splat(CRATE_SIZE),
1323                Quat::from_rotation_y(turn),
1324                Vec3::new(x, CRATE_SIZE * 0.5, z),
1325            )));
1326        }
1327    }
1328
1329    /// The well: its rim in grey masonry, and the mouth cell laid over the
1330    /// rim's top face.
1331    fn draw_well(&self, ctx: &mut FrameContext<'_, Keep>) {
1332        let cells = Sheet::new(UVec2::new(WELL_CELLS, 1));
1333        ctx.draw(
1334            Well.at(Transform::from_scale_rotation_translation(
1335                WELL_SIZE,
1336                Quat::IDENTITY,
1337                WELL_POSITION + Vec3::Y * (WELL_SIZE.y * 0.5),
1338            ))
1339            .frame(cells.cell(WELL_RIM_CELL)),
1340        );
1341        ctx.draw(
1342            WellMouth
1343                .at(Transform::from_scale_rotation_translation(
1344                    Vec3::new(WELL_SIZE.x, 1.0, WELL_SIZE.z),
1345                    Quat::IDENTITY,
1346                    WELL_POSITION + Vec3::Y * (WELL_SIZE.y + WELL_MOUTH_LIFT),
1347                ))
1348                .frame(cells.cell(WELL_MOUTH_CELL)),
1349        );
1350    }
1351
1352    fn draw_flora(&self, ctx: &mut FrameContext<'_, Keep>) {
1353        for &(x, z, rock) in &FLORA {
1354            let (width, height) = if rock {
1355                (ROCK_WIDTH, ROCK_HEIGHT)
1356            } else {
1357                (BUSH_WIDTH, BUSH_HEIGHT)
1358            };
1359            let standing = Transform::from_scale_rotation_translation(
1360                Vec3::new(width, height, width),
1361                Quat::IDENTITY,
1362                Vec3::new(x, height * 0.5, z),
1363            );
1364            let flora: Instance<Shape, _> = if rock {
1365                Rock.at(standing).into_set()
1366            } else {
1367                Bush.at(standing).into_set()
1368            };
1369            ctx.draw(flora.upright());
1370        }
1371    }
1372
1373    /// One stone box drawn on the ground at `at`, `size` across, sampling
1374    /// the part of the sheet `frame` covers.
1375    fn draw_stone(ctx: &mut FrameContext<'_, Keep>, at: Vec3, size: Vec3, frame: Frame) {
1376        ctx.draw(
1377            Stone
1378                .at(Transform::from_scale_rotation_translation(
1379                    size,
1380                    Quat::IDENTITY,
1381                    at + Vec3::Y * (size.y * 0.5),
1382                ))
1383                .frame(frame),
1384        );
1385    }
1386
1387    /// Two stone pillars drawn where `mouth` blocks the player, each a
1388    /// capital over its own course of masonry, and, on the one the camera
1389    /// looks into, the lintel across their tops and the dark filling
1390    /// the opening under it.
1391    fn draw_mouth(ctx: &mut FrameContext<'_, Keep>, mouth: Mouth) {
1392        for at in mouth.pillars() {
1393            Self::draw_stone(ctx, at, MOUTH_PILLAR_SIZE, Frame::default());
1394        }
1395        if !mouth.looked_into() {
1396            return;
1397        }
1398
1399        Self::draw_stone(
1400            ctx,
1401            mouth.at + Vec3::Y * MOUTH_PILLAR_SIZE.y,
1402            MOUTH_LINTEL_SIZE,
1403            masonry(MOUTH_LINTEL_TILES),
1404        );
1405        ctx.draw(
1406            Quad.at(Transform::from_scale_rotation_translation(
1407                Vec3::new(MOUTH_PILLAR_OFFSET * 2.0, MOUTH_DARK_HEIGHT, 1.0),
1408                Quat::IDENTITY,
1409                mouth.at + Vec3::Y * (MOUTH_DARK_HEIGHT * 0.5),
1410            ))
1411            .material(Material::color(Color::BLACK)),
1412        );
1413    }
1414
1415    fn draw_cave_floor(&self, ctx: &mut FrameContext<'_, Keep>) {
1416        let half = CAVE_HALF_WIDTH as i32;
1417        let near = CAVE_NEAR_Z as i32;
1418        let far = CAVE_FAR_Z as i32;
1419        for col in -half..=half {
1420            for row in far..=near {
1421                let variant = (col * 13 + row * 7).rem_euclid(CAVE_COLUMNS as i32) as u32;
1422                ctx.draw(
1423                    CaveFloor
1424                        .at(Vec3::new(
1425                            col as f32 * TILE_SIZE,
1426                            0.0,
1427                            row as f32 * TILE_SIZE,
1428                        ))
1429                        .frame(
1430                            Sheet::new(UVec2::new(CAVE_COLUMNS, CAVE_ROWS))
1431                                .cell_at(UVec2::new(variant, CAVE_FLOOR_ROW)),
1432                        ),
1433                );
1434            }
1435        }
1436    }
1437
1438    /// The wall drawn at `at` over the meters `standing`, in courses
1439    /// [`WALL_HEIGHT`] tall from the floor up, each cut to the part of it the
1440    /// span leaves; its faces are picked by `seed` and its stone faded to
1441    /// `fade`, which is `1.0` wherever it is solid.
1442    fn draw_wall(
1443        ctx: &mut FrameContext<'_, Keep>,
1444        at: Vec2,
1445        standing: Range<f32>,
1446        seed: i32,
1447        fade: f32,
1448    ) {
1449        for course in 0..WALL_COURSES {
1450            let base = course as f32 * WALL_HEIGHT;
1451            let low = (standing.start - base).max(0.0);
1452            let high = (standing.end - base).min(WALL_HEIGHT);
1453            if high <= low {
1454                continue;
1455            }
1456
1457            let variant = (seed + course).rem_euclid(CAVE_COLUMNS as i32) as u32;
1458            ctx.draw(
1459                CaveWall
1460                    .at(Transform::from_scale_rotation_translation(
1461                        Vec3::new(TILE_SIZE, high - low, TILE_SIZE),
1462                        Quat::IDENTITY,
1463                        Vec3::new(at.x, base + (low + high) * 0.5, at.y),
1464                    ))
1465                    .frame(cave_wall_face(variant, low..high))
1466                    .faded(fade),
1467            );
1468        }
1469    }
1470
1471    /// The room's two side walls and its back wall, full height, and the low
1472    /// wall closing its near end between the side walls and the mouth. The
1473    /// back wall stops short of the corners the side walls already fill, and
1474    /// the near one leaves the mouth's own tile open.
1475    fn draw_cave_walls(&self, ctx: &mut FrameContext<'_, Keep>) {
1476        let half = CAVE_HALF_WIDTH as i32 + 1;
1477        let near = CAVE_NEAR_Z as i32;
1478        let far = CAVE_FAR_Z as i32;
1479
1480        for row in far..=near {
1481            let z = row as f32 * TILE_SIZE;
1482            let west = Vec2::new(-half as f32 * TILE_SIZE, z);
1483            let east = Vec2::new(half as f32 * TILE_SIZE, z);
1484            Self::draw_wall(ctx, west, 0.0..WALL_TOP, row * 5, SOLID);
1485            Self::draw_wall(ctx, east, 0.0..WALL_TOP, row * 5 + 1, SOLID);
1486        }
1487        for col in (-half + 1)..half {
1488            let x = col as f32 * TILE_SIZE;
1489            let back = Vec2::new(x, far as f32 * TILE_SIZE);
1490            Self::draw_wall(ctx, back, 0.0..WALL_TOP, col * 5 + 2, SOLID);
1491            if col != 0 {
1492                let lip = Vec2::new(x, CAVE_LIP_Z);
1493                Self::draw_wall(ctx, lip, 0.0..CAVE_LIP_HEIGHT, col * 5 + 4, SOLID);
1494            }
1495        }
1496    }
1497
1498    /// The wall the door hangs in, run across the room between the side walls
1499    /// with one tile left open on the room's axis for the doorway and stone
1500    /// filling the column over the door. A player behind the wall is drawn
1501    /// through the stacks between them and the camera, at `seen_through`,
1502    /// faded by `ghost`; the rest of it stays solid, and keeps casting.
1503    fn draw_door_wall(ctx: &mut FrameContext<'_, Keep>, seen_through: Option<f32>, ghost: f32) {
1504        let stone = |x: f32| match seen_through {
1505            Some(at) if (x - at).abs() < GHOST_CORRIDOR_HALF => ghost_alpha(ghost),
1506            _ => SOLID,
1507        };
1508        let half = CAVE_HALF_WIDTH as i32;
1509
1510        for col in (-half..=half).filter(|&col| col != 0) {
1511            let x = col as f32 * TILE_SIZE;
1512            Self::draw_wall(
1513                ctx,
1514                Vec2::new(x, DOOR_Z),
1515                0.0..WALL_TOP,
1516                col * 5 + 3,
1517                stone(x),
1518            );
1519        }
1520        Self::draw_wall(
1521            ctx,
1522            Vec2::new(0.0, DOOR_Z),
1523            DOOR_HEIGHT..WALL_TOP,
1524            3,
1525            stone(0.0),
1526        );
1527    }
1528
1529    /// The two torches: an upright cutout post apiece, the flame's loop
1530    /// burning over its binding, and the light that flame casts.
1531    fn draw_torches(&self, ctx: &mut FrameContext<'_, Keep>) {
1532        let elapsed = self.simulated.as_secs_f32();
1533        let loop_cells = Sheet::new(UVec2::new(FLAME_CELLS, 1));
1534
1535        for (index, &(x, z)) in TORCH_POSITIONS.iter().enumerate() {
1536            let base = Vec3::new(x, 0.0, z);
1537            ctx.draw(
1538                Torch
1539                    .at(Transform::from_scale_rotation_translation(
1540                        Vec3::new(TORCH_SPRITE_WIDTH, TORCH_STAND_HEIGHT, 1.0),
1541                        Quat::IDENTITY,
1542                        base + Vec3::Y * (TORCH_STAND_HEIGHT * 0.5),
1543                    ))
1544                    .upright(),
1545            );
1546
1547            let phase = index as f32 * 2.1;
1548            let flicker = (elapsed * FLAME_FLICKER_SPEED + phase).sin();
1549            let flame_pos =
1550                base + Vec3::Y * (TORCH_STAND_HEIGHT + FLAME_LIFT + flicker * FLAME_BOB);
1551
1552            let light_pos = flame_pos + Vec3::new(0.0, TORCH_LIGHT_LIFT, TORCH_LIGHT_STANDOFF);
1553            ctx.light(Light::point(light_pos, TORCH_LIGHT_COLOR, TORCH_LIGHT_RANGE).shadow());
1554            // The pair burn an even share of the loop apart.
1555            let offset = index as u32 * FLAME_CELLS / TORCH_POSITIONS.len() as u32;
1556            ctx.draw(
1557                Flame
1558                    .at(Transform::from_scale_rotation_translation(
1559                        Vec3::splat(FLAME_SIZE),
1560                        Quat::IDENTITY,
1561                        flame_pos,
1562                    ))
1563                    .billboard()
1564                    .roll(flicker * FLAME_ROLL)
1565                    .frame(loop_cells.cell((elapsed * FLAME_RATE) as u32 + offset)),
1566            );
1567        }
1568    }
1569
1570    /// The door at its hinge — swung back against the wall once opened —
1571    /// drawn through alongside its wall, faded by `ghost`.
1572    fn draw_door(&self, ctx: &mut FrameContext<'_, Keep>, ghost: f32) {
1573        let fade = ghost_alpha(ghost);
1574        let swung = if self.door_opening {
1575            Quat::from_rotation_y(core::f32::consts::FRAC_PI_2)
1576        } else {
1577            Quat::IDENTITY
1578        };
1579
1580        ctx.draw(
1581            Door.at(Transform::from_rotation_translation(swung, DOOR_HINGE))
1582                .material(Material::shaded(DOOR_COLOR, DOOR_LITNESS))
1583                .faded(fade),
1584        );
1585    }
1586
1587    /// The posts and lintel framing the doorway, in a color the stone never
1588    /// is, standing clear of the wall so the opening reads as a door from
1589    /// across the chamber. Glowing of their own while the door is closed and
1590    /// within [`INTERACT_RADIUS`], the cue that it opens.
1591    fn draw_door_frame(&self, ctx: &mut FrameContext<'_, Keep>, ghost: f32) {
1592        let reachable =
1593            !self.door_opening && self.position.distance(INTERACT_POINT) < INTERACT_RADIUS;
1594        let material =
1595            Material::shaded(DOOR_FRAME_COLOR, DOOR_FRAME_LITNESS).emissive(if reachable {
1596                DOOR_FRAME_GLOW
1597            } else {
1598                Color::BLACK
1599            });
1600        let fade = ghost_alpha(ghost);
1601        let z = DOOR_WALL_NEAR_Z + DOOR_FRAME_STANDOFF;
1602        let jamb_height = DOOR_HEIGHT + DOOR_FRAME_THICKNESS;
1603
1604        for side in SIDES {
1605            ctx.draw(
1606                Cube.at(Transform::from_scale_rotation_translation(
1607                    Vec3::new(DOOR_FRAME_THICKNESS, jamb_height, DOOR_FRAME_THICKNESS),
1608                    Quat::IDENTITY,
1609                    Vec3::new(
1610                        side * (DOORWAY_HALF + DOOR_FRAME_THICKNESS * 0.5),
1611                        jamb_height * 0.5,
1612                        z,
1613                    ),
1614                ))
1615                .material(material)
1616                .faded(fade),
1617            );
1618        }
1619        ctx.draw(
1620            Cube.at(Transform::from_scale_rotation_translation(
1621                Vec3::new(
1622                    DOOR_WIDTH + DOOR_FRAME_THICKNESS * 2.0,
1623                    DOOR_FRAME_THICKNESS,
1624                    DOOR_FRAME_THICKNESS,
1625                ),
1626                Quat::IDENTITY,
1627                Vec3::new(0.0, DOOR_HEIGHT + DOOR_FRAME_THICKNESS * 0.5, z),
1628            ))
1629            .material(material)
1630            .faded(fade),
1631        );
1632    }
1633
1634    /// A world prompt over the door: what opens it while the player is
1635    /// within [`INTERACT_RADIUS`] and it is closed, and that it swings while
1636    /// it does; gone once it has swung [`DOOR_SWING_TICKS`]. Laid out and
1637    /// placed like `examples/animation.rs`'s own prompt.
1638    fn draw_door_prompt(&self, ctx: &mut FrameContext<'_, Keep>, camera: Camera) {
1639        let near = self.position.distance(INTERACT_POINT) < INTERACT_RADIUS;
1640        let swinging = self.door_opening && self.swing_ticks < DOOR_SWING_TICKS;
1641        let text = if swinging {
1642            "opening"
1643        } else if near && !self.door_opening {
1644            "e opens the door"
1645        } else {
1646            return;
1647        };
1648
1649        let galley = ctx.text_layout(text, egui::FontId::proportional(DOOR_PROMPT_SIZE));
1650        let point = INTERACT_POINT + Vec3::Y * (DOOR_HEIGHT + DOOR_PROMPT_LIFT);
1651        let window_size = ctx.window_size();
1652        let pixels_per_point = ctx.pixels_per_point();
1653        let Some(pixel) = camera.pixel_of(point, window_size) else {
1654            return;
1655        };
1656
1657        ctx.ui(|ui| {
1658            let painter = ui.painter();
1659            let at = logical(pixel, pixels_per_point);
1660            let ink = galley.mesh_bounds;
1661            let pos = egui::pos2(at.x - ink.center().x, at.y - ink.center().y);
1662            let backdrop = egui::Rect::from_center_size(
1663                at,
1664                ink.size() + egui::Vec2::splat(DOOR_PROMPT_PADDING * 2.0),
1665            );
1666            painter.rect_filled(
1667                backdrop,
1668                DOOR_PROMPT_PADDING,
1669                egui::Color32::from_black_alpha(DOOR_PROMPT_BACKDROP),
1670            );
1671            painter.galley(pos, galley, DOOR_PROMPT_COLOR);
1672        });
1673    }
1674
1675    /// The gem, spinning and bobbing over the chamber's floor, and the light
1676    /// it casts over it.
1677    fn draw_gem(&self, ctx: &mut FrameContext<'_, Keep>) {
1678        let t = self.simulated.as_secs_f32();
1679        let bob = (t * 2.0).sin() * GEM_BOB_HEIGHT;
1680        ctx.light(
1681            Light::point(
1682                GEM_POSITION + Vec3::Y * (bob + GEM_LIGHT_LIFT),
1683                GEM_LIGHT_COLOR,
1684                GEM_LIGHT_RANGE,
1685            )
1686            .shadow(),
1687        );
1688        ctx.draw(
1689            Gem.at(Transform::from_scale_rotation_translation(
1690                Vec3::ONE,
1691                Quat::from_rotation_y(t * GEM_SPIN_SPEED),
1692                GEM_POSITION + Vec3::Y * bob,
1693            ))
1694            .material(Material::shaded(GEM_COLOR, 0.7).emissive(GEM_COLOR.dimmed(1.6))),
1695        );
1696    }
1697
1698    /// The player: upright so it always faces the camera about `+Y`,
1699    /// windowed to its facing's row and the walk cycle's current frame.
1700    fn draw_walker(&self, ctx: &mut FrameContext<'_, Keep>, ground: Vec3) {
1701        let step = if self.walk_ticks > 0 {
1702            (self.walk_ticks / TICKS_PER_WALK_FRAME) % WALKER_COLUMNS
1703        } else {
1704            0
1705        };
1706        let cell = Sheet::new(UVec2::new(WALKER_COLUMNS, WALKER_ROWS))
1707            .cell_at(UVec2::new(step, self.facing as u32));
1708        let size = Vec2::new(WALKER_WIDTH, WALKER_HEIGHT);
1709
1710        ctx.draw(
1711            Walker
1712                .at(Transform::from_scale_rotation_translation(
1713                    size.extend(1.0),
1714                    Quat::IDENTITY,
1715                    ground + Vec3::Y * (WALKER_HEIGHT * 0.5),
1716                ))
1717                .upright()
1718                .frame(cell),
1719        );
1720    }

Trait Implementations§

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impl Clone for Sheet

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fn clone(&self) -> Self

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Copy for Sheet

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impl Debug for Sheet

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Eq for Sheet

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impl PartialEq for Sheet

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fn eq(&self, other: &Self) -> bool

Equality operator ==. Read more
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fn ne(&self, other: &Rhs) -> bool

Inequality operator !=. Read more
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impl StructuralPartialEq for Sheet

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impl Freeze for Sheet

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impl RefUnwindSafe for Sheet

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impl Send for Sheet

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impl Sync for Sheet

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impl Unpin for Sheet

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impl UnsafeUnpin for Sheet

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impl UnwindSafe for Sheet

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🔬This is a nightly-only experimental API. (clone_to_uninit)
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