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551 changes: 507 additions & 44 deletions Cargo.lock

Large diffs are not rendered by default.

17 changes: 15 additions & 2 deletions Cargo.toml
Original file line number Diff line number Diff line change
Expand Up @@ -8,18 +8,31 @@ edition = "2018"
opt-level = 3

[dependencies]
crossbow = "0.1"
macroquad = { version = "0.3.10" }
macroquad-platformer = "0.1"
macroquad-profiler = "0.1"

ff-particles = { version = "0.1", features = ["serde"] }

fishsticks = "0.2.0"
fishsticks = { version = "0.2.0", default-features = false, features = ["gilrs"] }

stunclient = { git = "https://github.com/not-fl3/rust-stunclient", default-features = false }

serde = { version = "1.0", features = ["derive"] }
serde_json = "1.0"
bincode = "1.3.3"

hecs = "0.7.1"
hecs = "0.7.1"

[patch.crates-io]
gilrs = { git = "https://github.com/enfipy/gilrs", rev = "b5bc88bc173cc2734734aaaf3cfd8cc237e5a0f9" }

[package.metadata]
app_name = "Fish Fight"
target_sdk_version = 30
version_code = "1"

android_build_targets = ["aarch64-linux-android"]
android_assets = "assets"

14 changes: 7 additions & 7 deletions src/editor/input.rs
Original file line number Diff line number Diff line change
Expand Up @@ -97,22 +97,22 @@ pub fn collect_editor_input(scheme: EditorInputScheme) -> EditorInput {
let gamepad = gamepad_system.gamepad(ix);

if let Some(gamepad) = gamepad {
input.action = gamepad.digital_inputs.activated(Button::B);
input.back = gamepad.digital_inputs.activated(Button::A);
input.context_menu = gamepad.digital_inputs.activated(Button::X);
input.action = gamepad.digital_inputs.activated(Button::East);
input.back = gamepad.digital_inputs.activated(Button::South);
input.context_menu = gamepad.digital_inputs.activated(Button::West);

input.camera_move_direction = {
let direction_x = gamepad.analog_inputs.value(Axis::LeftX);
let direction_y = gamepad.analog_inputs.value(Axis::LeftY);
let direction_x = gamepad.analog_inputs.value(Axis::LeftStickX);
let direction_y = gamepad.analog_inputs.value(Axis::LeftStickY);

let direction = vec2(direction_x, direction_y);

direction.normalize_or_zero()
};

input.cursor_move_direction = {
let direction_x = gamepad.analog_inputs.value(Axis::RightX);
let direction_y = gamepad.analog_inputs.value(Axis::RightY);
let direction_x = gamepad.analog_inputs.value(Axis::RightStickX);
let direction_y = gamepad.analog_inputs.value(Axis::RightStickY);

let direction = vec2(direction_x, direction_y);

Expand Down
14 changes: 7 additions & 7 deletions src/game/input.rs
Original file line number Diff line number Diff line change
Expand Up @@ -72,21 +72,21 @@ pub fn collect_local_input(input_scheme: GameInputScheme) -> GameInput {
let gamepad = gamepad_context.gamepad(ix);

if let Some(gamepad) = gamepad {
input.pickup = gamepad.digital_inputs.just_activated(Button::X);
input.fire = gamepad.digital_inputs.activated(Button::B);
input.pickup = gamepad.digital_inputs.just_activated(Button::West);
input.fire = gamepad.digital_inputs.activated(Button::East);

input.jump = gamepad.digital_inputs.just_activated(Button::A);
input.jump = gamepad.digital_inputs.just_activated(Button::South);

input.left = gamepad.digital_inputs.activated(Button::DPadLeft)
|| gamepad.analog_inputs.digital_value(Axis::LeftX) < 0.0;
|| gamepad.analog_inputs.digital_value(Axis::LeftStickX) < 0.0;

input.right = gamepad.digital_inputs.activated(Button::DPadRight)
|| gamepad.analog_inputs.digital_value(Axis::LeftX) > 0.0;
|| gamepad.analog_inputs.digital_value(Axis::LeftStickX) > 0.0;

input.down = gamepad.digital_inputs.activated(Button::DPadDown)
|| gamepad.analog_inputs.digital_value(Axis::LeftY) > 0.0;
|| gamepad.analog_inputs.digital_value(Axis::LeftStickY) > 0.0;

input.slide = gamepad.digital_inputs.just_activated(Button::Y)
input.slide = gamepad.digital_inputs.just_activated(Button::North)
}
}
}
Expand Down
5 changes: 3 additions & 2 deletions src/gui/create_map.rs
Original file line number Diff line number Diff line change
Expand Up @@ -125,7 +125,8 @@ pub async fn show_create_map_menu() -> Result<Option<MapResource>> {
ui.separator();
ui.separator();

let btn_a = is_gamepad_btn_pressed(Some(&gamepad_system), fishsticks::Button::A);
let btn_a =
is_gamepad_btn_pressed(Some(&gamepad_system), fishsticks::Button::South);
let enter = is_key_pressed(KeyCode::Enter);

if ui.button(None, "Confirm") || btn_a || enter {
Expand All @@ -151,7 +152,7 @@ pub async fn show_create_map_menu() -> Result<Option<MapResource>> {

ui.same_line(0.0);

let btn_b = is_gamepad_btn_pressed(Some(&gamepad_system), fishsticks::Button::B);
let btn_b = is_gamepad_btn_pressed(Some(&gamepad_system), fishsticks::Button::East);
let escape = is_key_pressed(KeyCode::Escape);

if ui.button(None, "Cancel") || btn_b || escape {
Expand Down
2 changes: 1 addition & 1 deletion src/gui/credits.rs
Original file line number Diff line number Diff line change
Expand Up @@ -83,7 +83,7 @@ pub async fn show_game_credits(assets_dir: &str) {

loop {
if is_key_pressed(KeyCode::Escape)
|| is_gamepad_btn_pressed(Some(&gamepad_context), Button::B)
|| is_gamepad_btn_pressed(Some(&gamepad_context), Button::East)
{
break;
}
Expand Down
2 changes: 1 addition & 1 deletion src/gui/main_menu.rs
Original file line number Diff line number Diff line change
Expand Up @@ -269,7 +269,7 @@ fn local_game_ui(ui: &mut ui::Ui, player_input: &mut Vec<GameInputScheme>) -> Op
} else {
let gamepad_context = storage::get::<GamepadContext>();
if is_key_pressed(KeyCode::Escape)
|| is_gamepad_btn_pressed(Some(&gamepad_context), Button::B)
|| is_gamepad_btn_pressed(Some(&gamepad_context), Button::East)
{
return Some(Menu::CANCEL_INDEX.into());
}
Expand Down
8 changes: 4 additions & 4 deletions src/gui/menu.rs
Original file line number Diff line number Diff line change
Expand Up @@ -412,10 +412,10 @@ impl Menu {
for (_, gamepad) in gamepad_context.gamepads() {
gamepad_up = gamepad_up
|| gamepad.digital_inputs.activated(Button::DPadUp)
|| gamepad.analog_inputs.digital_value(Axis::LeftY) < 0.0;
|| gamepad.analog_inputs.digital_value(Axis::LeftStickY) < 0.0;
gamepad_down = gamepad_down
|| gamepad.digital_inputs.activated(Button::DPadDown)
|| gamepad.analog_inputs.digital_value(Axis::LeftY) > 0.0;
|| gamepad.analog_inputs.digital_value(Axis::LeftStickY) > 0.0;
}

if self.up_grace_timer >= Self::NAVIGATION_GRACE_TIME
Expand Down Expand Up @@ -459,10 +459,10 @@ impl Menu {
self.current_selection = Some(selection);
}

let should_confirm = is_gamepad_btn_pressed(Some(&gamepad_context), Button::A)
let should_confirm = is_gamepad_btn_pressed(Some(&gamepad_context), Button::South)
|| is_key_pressed(KeyCode::Enter);

let should_cancel = is_gamepad_btn_pressed(Some(&gamepad_context), Button::B)
let should_cancel = is_gamepad_btn_pressed(Some(&gamepad_context), Button::East)
|| is_key_pressed(KeyCode::Escape);

(should_confirm, should_cancel)
Expand Down
6 changes: 3 additions & 3 deletions src/gui/select_character.rs
Original file line number Diff line number Diff line change
Expand Up @@ -130,14 +130,14 @@ pub async fn show_select_characters_menu(

if let Some(gamepad) = gamepad {
should_navigate_left = can_navigate
&& (gamepad.analog_inputs.digital_value(Axis::LeftX) < 0.0
&& (gamepad.analog_inputs.digital_value(Axis::LeftStickX) < 0.0
|| gamepad.digital_inputs.just_activated(Button::DPadLeft));

should_navigate_right = can_navigate
&& (gamepad.analog_inputs.digital_value(Axis::LeftX) > 0.0
&& (gamepad.analog_inputs.digital_value(Axis::LeftStickX) > 0.0
|| gamepad.digital_inputs.just_activated(Button::DPadRight));

should_confirm = gamepad.digital_inputs.just_activated(Button::A);
should_confirm = gamepad.digital_inputs.just_activated(Button::South);
}
}
}
Expand Down
10 changes: 5 additions & 5 deletions src/gui/select_map.rs
Original file line number Diff line number Diff line change
Expand Up @@ -48,29 +48,29 @@ pub async fn show_select_map_menu() -> MapResource {

up |= gamepad.digital_inputs.just_activated(Button::DPadUp)
|| matches!(
gamepad.analog_inputs.just_activated_digital(Axis::LeftY),
gamepad.analog_inputs.just_activated_digital(Axis::LeftStickY),
Some(value) if value < 0.0
);

down |= gamepad.digital_inputs.just_activated(Button::DPadDown)
|| matches!(
gamepad.analog_inputs.just_activated_digital(Axis::LeftY),
gamepad.analog_inputs.just_activated_digital(Axis::LeftStickY),
Some(value) if value > 0.0
);

left |= gamepad.digital_inputs.just_activated(Button::DPadLeft)
|| matches!(
gamepad.analog_inputs.just_activated_digital(Axis::LeftX),
gamepad.analog_inputs.just_activated_digital(Axis::LeftStickX),
Some(value) if value < 0.0
);

right |= gamepad.digital_inputs.just_activated(Button::DPadRight)
|| matches!(
gamepad.analog_inputs.just_activated_digital(Axis::LeftX),
gamepad.analog_inputs.just_activated_digital(Axis::LeftStickX),
Some(value) if value > 0.0
);

start |= gamepad.digital_inputs.just_activated(Button::A)
start |= gamepad.digital_inputs.just_activated(Button::South)
|| gamepad.digital_inputs.just_activated(Button::Start);
}

Expand Down
2 changes: 1 addition & 1 deletion src/main.rs
Original file line number Diff line number Diff line change
Expand Up @@ -115,7 +115,7 @@ async fn main() -> Result<()> {
use events::iter_events;
use gui::MainMenuResult;

let assets_dir = env::var(ASSETS_DIR_ENV_VAR).unwrap_or_else(|_| "./assets".to_string());
let assets_dir = env::var(ASSETS_DIR_ENV_VAR).unwrap_or_else(|_| "".to_string());

rand::srand(0);

Expand Down