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Add new components for dynamically created particle effects

This commit is contained in:
Timothy Warren 2022-01-20 16:31:03 -05:00
parent e001488aa8
commit 1cbb70f294
4 changed files with 38 additions and 21 deletions

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@ -3,7 +3,7 @@ mod tags;
use std::collections::HashMap;
use ::rltk::{Point, RGB};
use ::rltk::{FontCharType, Point, RGB};
use ::serde::{Deserialize, Serialize};
use ::specs::error::NoError;
use ::specs::prelude::*;
@ -366,6 +366,20 @@ pub struct IdentifiedItem {
pub name: String,
}
#[derive(Component, Serialize, Deserialize, Clone)]
pub struct SpawnParticleLine {
pub glyph: FontCharType,
pub color: RGB,
pub lifetime_ms: f32,
}
#[derive(Component, Serialize, Deserialize, Clone)]
pub struct SpawnParticleBurst {
pub glyph: FontCharType,
pub color: RGB,
pub lifetime_ms: f32,
}
// Serialization helper code. We need to implement ConvertSaveLoad for each type that contains an
// Entity.

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@ -103,7 +103,8 @@ fn init_state() -> State {
SimpleMarker<SerializeMe>,
SingleActivation,
Skills,
SufferDamage,
SpawnParticleBurst,
SpawnParticleLine,
TeleportTo,
TownPortal,
Vendor,

View File

@ -416,6 +416,7 @@ impl TownBuilder {
// Place items
let mut to_place: Vec<&str> = vec![
"Priest",
"Altar",
"Parishioner",
"Parishioner",
"Chair",

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@ -1,5 +1,4 @@
use std::fs;
use std::fs::File;
use std::fs::{self, File};
use std::path::Path;
use ::rltk::Point;
@ -16,13 +15,13 @@ use crate::spatial;
macro_rules! serialize_individually {
($ecs:expr, $ser:expr, $data:expr, $( $type:ty),*,) => {
$(
SerializeComponents::<NoError, SimpleMarker<SerializeMe>>::serialize(
&( $ecs.read_storage::<$type>(), ),
&$data.0,
&$data.1,
&mut $ser,
)
.unwrap();
SerializeComponents::<NoError, SimpleMarker<SerializeMe>>::serialize(
&( $ecs.read_storage::<$type>(), ),
&$data.0,
&$data.1,
&mut $ser,
)
.unwrap();
)*
};
}
@ -108,7 +107,8 @@ pub fn save_game(ecs: &mut World) {
SerializationHelper,
SingleActivation,
Skills,
SufferDamage,
SpawnParticleBurst,
SpawnParticleLine,
TeleportTo,
TownPortal,
Vendor,
@ -138,14 +138,14 @@ pub fn does_save_exist() -> bool {
macro_rules! deserialize_individually {
($ecs:expr, $de:expr, $data:expr, $( $type:ty),*,) => {
$(
DeserializeComponents::<NoError, _>::deserialize(
&mut ( &mut $ecs.write_storage::<$type>(), ),
&$data.0, // entities
&mut $data.1, // marker
&mut $data.2, // allocater
&mut $de,
)
.unwrap();
DeserializeComponents::<NoError, _>::deserialize(
&mut ( &mut $ecs.write_storage::<$type>(), ),
&$data.0, // entities
&mut $data.1, // marker
&mut $data.2, // allocater
&mut $de,
)
.unwrap();
)*
};
}
@ -224,7 +224,8 @@ pub fn load_game(ecs: &mut World) {
SerializationHelper,
SingleActivation,
Skills,
SufferDamage,
SpawnParticleBurst,
SpawnParticleLine,
TeleportTo,
TownPortal,
Vendor,