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Naive Rust Game
// Implementation contributed by https://github.com/Maplicant
// Optimized game implementation in Rust
extern crate time;
use time::precise_time_ns;
use std::ops::{Add, Sub, Mul};
static NUM_BLOCKS: usize = 65535;
static NUM_ENTITIES: usize = 1000;
static CHUNK_COUNT: usize = 100;
fn main() {
// TODO: Implement timing
println!("Loading World...");
let start = precise_time_ns();
let mut game = Game::new();
let end = precise_time_ns();
println!("FINISHED!");
println!("Load Time: {} milliseconds", (end - start) as f64 * 0.000001);
loop {
let start = precise_time_ns();
let playerMovement = Vector::new(0.1, 0.0, 0.0);
game.player_location = game.player_location + playerMovement;
game.update_chunks();
let end = precise_time_ns();
println!("{}", (end - start) as f64 * 0.000001);
}
}
/*
Game
*/
struct Game {
chunks: Vec<Chunk>,
player_location: Vector,
chunk_counter: f32
}
impl Game {
fn new() -> Game {
let mut chunk_counter = 0.0f32;
let chunks = {
let mut chunks = Vec::with_capacity(CHUNK_COUNT);
for _ in 0..CHUNK_COUNT {
chunks.push(Chunk::new(Vector::new(chunk_counter, 0.0, 0.0)));
chunk_counter += 1.0;
}
chunks
};
Game {
chunks: chunks,
player_location: Vector::new(0.0, 0.0, 0.0),
chunk_counter: chunk_counter
}
}
fn update_chunks(&mut self) {
let mut amount_of_chunks_removed = 0;
for chunk in self.chunks.iter_mut() {
chunk.process_entites();
}
let player_location = self.player_location.clone();
self.chunks.retain(| x | {
let chunkDistance = Vector::get_distance(x.location, player_location);
if chunkDistance > CHUNK_COUNT as f32 {
amount_of_chunks_removed += 1;
return false;
}
true
});
for _ in 0..amount_of_chunks_removed {
self.chunks.push(Chunk::new(Vector::new(self.chunk_counter, 0.0, 0.0)));
self.chunk_counter += 1.0;
}
}
}
/*
Chunk
*/
struct Chunk {
blocks: Vec<Block>,
entities: Vec<Entity>,
location: Vector
}
impl Chunk {
fn new(location: Vector) -> Chunk {
let blocks = {
let mut blocks = Vec::with_capacity(NUM_BLOCKS);
for i in 0..NUM_BLOCKS {
let converted_i = i as f32;
let block = Block::new(
Vector::new(converted_i, converted_i, converted_i),
format!("Block: {}", i),
100,
1,
true,
true,
1
);
blocks.push(block);
}
blocks
};
let entities = {
let mut entities = Vec::with_capacity(NUM_ENTITIES);
for i in 0..(NUM_ENTITIES / 4) {
let converted_i = i as f32;
entities.push(Entity::new(
Vector::new(converted_i, converted_i, converted_i),
EntityType::Chicken
));
entities.push(Entity::new(
Vector::new(converted_i + 2.0, converted_i, converted_i),
EntityType::Chicken
));
entities.push(Entity::new(
Vector::new(converted_i + 3.0, converted_i, converted_i),
EntityType::Chicken
));
entities.push(Entity::new(
Vector::new(converted_i + 4.0, converted_i, converted_i),
EntityType::Chicken
));
}
entities
};
Chunk {
location: location,
blocks: blocks,
entities: entities
}
}
fn process_entites(&mut self) {
for entity in self.entities.iter_mut() {
entity.update_position();
}
}
}
/*
Entity
*/
enum EntityType {
Zombie,
Chicken,
Exploder,
TallCreepyThing
}
struct Entity {
location: Vector,
name: String,
health: i32,
speed: Vector,
}
impl Entity {
fn new(location: Vector, entity_type: EntityType) -> Entity {
match entity_type {
EntityType::Zombie => Entity {
location: location,
name: "Zombie".to_string(),
health: 50,
speed: Vector::new(0.5, 0.0, 0.5) // slow, can't fly
},
EntityType::Chicken => Entity {
location: location,
name: "Chicken".to_string(),
health: 25,
speed: Vector::new(0.75, 0.25, 0.75) // can fly a bit
},
EntityType::Exploder => Entity {
location: location,
name: "Exploder".to_string(),
health: 75,
speed: Vector::new(0.75, 0.0, 0.75)
},
EntityType::TallCreepyThing => Entity {
location: location,
name: "Tall Creepy Thing".to_string(),
health: 500,
speed: Vector::new(1.0, 1.0, 1.0) // does what he wants
}
}
}
fn update_position(&mut self) {
self.location = self.location + self.speed;
}
}
/*
Block
*/
struct Block {
location: Vector,
name: String,
durability: i32,
textureid: usize,
breakable: bool,
visible: bool,
block_type: i32
}
impl Block {
//TODO Make new() more elegant
fn new(location: Vector,
name: String,
durability: i32,
textureid: usize,
breakable: bool,
visible: bool,
block_type: i32) -> Block {
Block {
location: location,
name: name,
durability: durability,
textureid: textureid,
breakable: breakable,
visible: visible,
block_type: block_type
}
}
}
/*
Vector
*/
#[test]
fn test_vector() {
let a = Vector::new(3.0, 2.0, 1.0);
let b = Vector::new(6.5, 3.0, 5.5);
assert_eq!(a + b, Vector::new(9.5, 5.0, 6.5));
let a = Vector::new(3.0, 2.0, 1.0);
let b = Vector::new(2.0, 4.0, 5.0);
assert_eq!(a * b, Vector::new(6.0, 8.0, 5.0));
let a = Vector::new(3.0, 3.0, 1.0);
let b = Vector::new(2.0, 1.0, 2.0);
assert_eq!(a - b, Vector::new(1.0, 2.0, -1.0));
}
#[derive(PartialEq, Debug, Clone, Copy)]
struct Vector {
x: f32, // floats in C# are single-precision, so f32 is used here instead of f64
y: f32,
z: f32
}
impl Vector {
fn new(x: f32, y: f32, z: f32) -> Vector {
Vector {
x: x,
y: y,
z: z
}
}
fn get_distance(a: Vector, b: Vector) -> f32 {
let s = a - b;
(s.x * s.x + s.y * s.y + s.z * s.z).sqrt()
}
}
impl Add for Vector {
type Output = Vector;
fn add(self, _rhs: Vector) -> Vector {
Vector {
x: self.x + _rhs.x,
y: self.y + _rhs.y,
z: self.z + _rhs.z
}
}
}
impl Sub for Vector {
type Output = Vector;
fn sub(self, _rhs: Vector) -> Vector {
Vector {
x: self.x - _rhs.x,
y: self.y - _rhs.y,
z: self.z - _rhs.z
}
}
}
impl Mul for Vector {
type Output = Vector;
fn mul(self, _rhs: Vector) -> Vector {
Vector {
x: self.x * _rhs.x,
y: self.y * _rhs.y,
z: self.z * _rhs.z
}
}
}
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