From 3ac782fb3823ec4f5f4fb597db7c8852b6c04e75 Mon Sep 17 00:00:00 2001 From: Joshua Coles Date: Mon, 20 Mar 2023 15:04:13 +0000 Subject: [PATCH] Delete unneeded targets and dependencies --- Cargo.toml | 10 ----- src/clib.rs | 4 -- src/ui.rs | 108 ---------------------------------------------------- 3 files changed, 122 deletions(-) delete mode 100644 src/clib.rs delete mode 100644 src/ui.rs diff --git a/Cargo.toml b/Cargo.toml index 5fe05ea..60023a9 100644 --- a/Cargo.toml +++ b/Cargo.toml @@ -5,19 +5,10 @@ edition = "2021" # See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html -[lib] -name = "dla" -crate-type = ["staticlib"] -path = "src/clib.rs" - [[bin]] name = "model" path = "src/main.rs" -[[bin]] -name = "ui" -path = "src/ui.rs" - [[bin]] name = "tools" path = "src/tools_cli.rs" @@ -36,7 +27,6 @@ opt-level = 3 [dependencies] clap = { version = "4.1.8", features = ["derive"] } -bevy = { version = "0.10.0" } nd_array = "0.1.0" num-integer = "0.1.45" rand = { version = "0.8.5", features = ["default", "small_rng"] } diff --git a/src/clib.rs b/src/clib.rs deleted file mode 100644 index 32fc4d2..0000000 --- a/src/clib.rs +++ /dev/null @@ -1,4 +0,0 @@ -#[no_mangle] -pub extern "C" fn dla_rust_disabled() -> bool { - true -} diff --git a/src/ui.rs b/src/ui.rs deleted file mode 100644 index 6422f6f..0000000 --- a/src/ui.rs +++ /dev/null @@ -1,108 +0,0 @@ -//! A simplified implementation of the classic game "Breakout". - -use bevy::{ - prelude::*, -}; - -// These constants are defined in `Transform` units. -// Using the default 2D camera they correspond 1:1 with screen pixels. -const GAP_BETWEEN_PADDLE_AND_FLOOR: f32 = 60.0; - -const LEFT_WALL: f32 = -450.; -const RIGHT_WALL: f32 = 450.; -// y coordinates -const BOTTOM_WALL: f32 = -300.; -const TOP_WALL: f32 = 300.; - -const PARTICLE_SIZE: Vec2 = Vec2::new(10., 10.); - -// These values are exact -const GAP_BETWEEN_PADDLE_AND_BRICKS: f32 = 270.0; -const GAP_BETWEEN_BRICKS: f32 = 5.0; -// These values are lower bounds, as the number of bricks is computed -const GAP_BETWEEN_BRICKS_AND_CEILING: f32 = 20.0; -const GAP_BETWEEN_BRICKS_AND_SIDES: f32 = 20.0; - -const BACKGROUND_COLOR: Color = Color::rgb(0.9, 0.9, 0.9); -const BRICK_COLOR: Color = Color::rgb(0.5, 0.5, 1.0); - -fn main() { - App::new() - .add_plugins(DefaultPlugins) - .insert_resource(ClearColor(BACKGROUND_COLOR)) - .add_startup_system(setup) - .add_system(bevy::window::close_on_esc) - .run(); -} - -#[derive(Component)] -struct Brick; - -// Add the game's entities to our world -fn setup( - mut commands: Commands, -) { - // Camera - commands.spawn(Camera2dBundle::default()); - - // Paddle - let paddle_y = BOTTOM_WALL + GAP_BETWEEN_PADDLE_AND_FLOOR; - - // Bricks - // Negative scales result in flipped sprites / meshes, - // which is definitely not what we want here - assert!(PARTICLE_SIZE.x > 0.0); - assert!(PARTICLE_SIZE.y > 0.0); - - let total_width_of_bricks = (RIGHT_WALL - LEFT_WALL) - 2. * GAP_BETWEEN_BRICKS_AND_SIDES; - let bottom_edge_of_bricks = paddle_y + GAP_BETWEEN_PADDLE_AND_BRICKS; - let total_height_of_bricks = TOP_WALL - bottom_edge_of_bricks - GAP_BETWEEN_BRICKS_AND_CEILING; - - assert!(total_width_of_bricks > 0.0); - assert!(total_height_of_bricks > 0.0); - - // Given the space available, compute how many rows and columns of bricks we can fit - let n_columns = (total_width_of_bricks / (PARTICLE_SIZE.x + GAP_BETWEEN_BRICKS)).floor() as usize; - let n_rows = (total_height_of_bricks / (PARTICLE_SIZE.y + GAP_BETWEEN_BRICKS)).floor() as usize; - let n_vertical_gaps = n_columns - 1; - - // Because we need to round the number of columns, - // the space on the top and sides of the bricks only captures a lower bound, not an exact value - let center_of_bricks = (LEFT_WALL + RIGHT_WALL) / 2.0; - let left_edge_of_bricks = center_of_bricks - // Space taken up by the bricks - - (n_columns as f32 / 2.0 * PARTICLE_SIZE.x) - // Space taken up by the gaps - - n_vertical_gaps as f32 / 2.0 * GAP_BETWEEN_BRICKS; - - // In Bevy, the `translation` of an entity describes the center point, - // not its bottom-left corner - let offset_x = left_edge_of_bricks + PARTICLE_SIZE.x / 2.; - let offset_y = bottom_edge_of_bricks + PARTICLE_SIZE.y / 2.; - - for row in 0..n_rows { - for column in 0..n_columns { - let brick_position = Vec2::new( - offset_x + column as f32 * (PARTICLE_SIZE.x + GAP_BETWEEN_BRICKS), - offset_y + row as f32 * (PARTICLE_SIZE.y + GAP_BETWEEN_BRICKS), - ); - - // brick - commands.spawn(( - SpriteBundle { - sprite: Sprite { - color: BRICK_COLOR, - ..default() - }, - transform: Transform { - translation: brick_position.extend(0.0), - scale: Vec3::new(PARTICLE_SIZE.x, PARTICLE_SIZE.y, 1.0), - ..default() - }, - ..default() - }, - Brick, - )); - } - } -}