Explosions: - trigger_explosion(x, y, radius, damage) in Game - Destroys non-static solids, ignites empty cells, pressure spike - Knockback to entities (velocity away from center + upward pop) - Particle burst on explosion (fire + smoke + debris) Particle system: - ParticleManager in src/physics/particle.rs (capacity 2000) - CPU-side: position, velocity, life, color, gravity, size - spawn_burst() for radial bursts, individual spawn() for ambient - Rendered as third draw call in graphics.rs (is_ui: 2 in shader) - ParticleInstance = ColorInstance compatible (12 bytes) - upload_particles() via GpuRenderer trait - Ambient: fire sparks, lava bubbles — scanned around player Electricity: - chunk.electricity: Vec<u8> (4KB/chunk) — current strength 0-255 - Material.conductive + conductivity fields (water = conductive) - electricity_step() in CA: propagates current through conductive neighbors, decays over time, skips non-conductive cells - cells_swap swaps electricity, serialization saves/loads it Structural integrity: - Material.structural: bool (stone, wood = true) - structural_step() in CA (every 30 ticks, infinite mode only): checks if structural cells have support (below, below-left, below-right) converts unsupported to Sand (falls) - Only active in infinite mode to avoid breaking test grids Graphics shader: is_ui==2 branch renders particles in world-space All 185 tests + 14 scenarios pass. 143 FPS benchmark.
114 lines
2.3 KiB
Rust
114 lines
2.3 KiB
Rust
#[derive(Clone, Copy)]
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pub struct Particle {
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pub x: f32,
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pub y: f32,
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pub vx: f32,
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pub vy: f32,
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pub life: u32,
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pub max_life: u32,
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pub color: [u8; 4],
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pub size: f32,
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pub gravity: f32,
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}
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impl Particle {
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pub fn alive(&self) -> bool {
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self.life > 0
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}
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}
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pub struct ParticleManager {
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particles: Vec<Particle>,
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capacity: usize,
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}
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impl ParticleManager {
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pub fn new(capacity: usize) -> Self {
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Self {
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particles: Vec::with_capacity(capacity),
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capacity,
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}
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}
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pub fn spawn(
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&mut self,
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x: f32,
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y: f32,
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vx: f32,
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vy: f32,
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life: u32,
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color: [u8; 4],
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size: f32,
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gravity: f32,
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) {
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if self.particles.len() >= self.capacity {
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return;
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}
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self.particles.push(Particle {
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x,
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y,
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vx,
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vy,
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life,
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max_life: life,
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color,
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size,
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gravity,
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});
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}
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pub fn spawn_burst(
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&mut self,
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x: f32,
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y: f32,
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count: usize,
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color: [u8; 4],
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speed: f32,
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life: u32,
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size: f32,
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gravity: f32,
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) {
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let mut rng = 0x12345u32;
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for _ in 0..count {
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rng ^= rng << 13;
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rng ^= rng >> 17;
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rng ^= rng << 5;
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let angle = (rng as f32 / u32::MAX as f32) * std::f32::consts::TAU;
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let s = speed * (0.3 + 0.7 * ((rng >> 16) as f32 / u16::MAX as f32));
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let vx = angle.cos() * s;
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let vy = angle.sin() * s - speed * 0.3;
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self.spawn(x, y, vx, vy, life, color, size, gravity);
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}
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}
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pub fn update(&mut self) {
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for p in &mut self.particles {
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p.life = p.life.saturating_sub(1);
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p.vy += p.gravity;
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p.x += p.vx;
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p.y += p.vy;
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p.vx *= 0.96;
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p.vy *= 0.96;
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}
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self.particles.retain(|p| p.alive());
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}
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pub fn all(&self) -> &[Particle] {
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&self.particles
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}
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pub fn clear(&mut self) {
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self.particles.clear();
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}
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pub fn count(&self) -> usize {
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self.particles.len()
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}
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}
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impl Default for ParticleManager {
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fn default() -> Self {
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Self::new(2000)
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}
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}
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