
This technology is indistinguishable from magic. I am merely recalling which spells and incantations worked for me. If you have anything to add, you can reach me on https://gitgud.io/yuvallanger/kaka.farm/ or https://gitlab.com/yuvallanger/kaka.farm/.
Several months ago, writing a Flappy Bird clone called Rectangly Rect, I have done a bunch of asking around and found exactly which parts don't work and how to replace them. Yesterday, trying to adapt YasamSim to the web, I have re-discovered those workarounds, and decided to write this down.
println!!First thing, drop all of your println!s. For some esoteric reason, this
function throws a wrench into the web's machinery. Same goes for
std::time::Instance::now(). For now I just dropped all calls to now(),
maybe I could ask the browser manually with whatever function Javascript has,
or maybe there is a more standardized std alternative for the web - I don't
know.
In order to replace println!, I had to add to Cargo.toml a general
dependency for the crate log, an entry for every target that is not wasm32
for the crate env_logger, and an entry for the crate web_logger for the
wasm32 target:
[dependencies]
log = "0.4"
[target.'cfg(not(wasm32))'.dependencies]
env_logger = "0.6"
[target.'cfg(wasm32)'.dependencies]
web_logger = "0.1"In src/logging.rs, conditionally compile a different init_logger() function
for each platform, wasm32 and not-wasm32:
#[cfg(target_arch = "wasm32")]
pub fn init_logger() {
::web_logger::init();
}
#[cfg(not(target_arch = "wasm32"))]
pub fn init_logger() {
::env_logger::init();
}In src/main.rs, call the init_logger() defined in the logging.rs
sub-module at the head of your main() function:
mod logging;
fn main() {
logging::init_logger();
…
}Now you can call info!(), error!(), warn!(), etc., as described in https://docs.rs/log/0.4/log/.
If you also debug it in your native target, you can also provide the RUST_LOG
environment variable, as per https://docs.rs/env_logger/0.6/env_logger/'s
documentation, in your command line incantations:
$ RUST_LOG=DEBUG cargo runFor some more esoteric reasons, probably something to do with threads, I had to
rewrite how I run my specs::Systems , and
how specs::Systems written.
specs::Dispatcher.One normally builds a dependency graph of specs::Systems using something
like:
fn make_specs_dispatcher() -> specs::Dispatcher<'static, 'static> {
specs::DispatcherBuilder::new()
.with(
SystemFoo,
"system_foo",
&[],
)
.with(
SystemBar,
"system_bar",
&["system_foo"],
)
.build()
}
struct OurGameState {
specs_world: specs::World,
specs_dispatcher: specs::Dispatcher,
}
impl State for OurGameState {
fn new() -> Result<World> {
let specs_world = make_specs_world_and_register_components(); // Implemented elsewhere…
let specs_dispatcher = make_specs_dispatcher();
Ok(
OurGameState {
specs_world,
specs_dispatcher,
}
)
}
fn update(&mut self, window: &mut Window) -> Result<()> {
let system_foo = SystemFoo;
let system_bar = SystemBar;
system_foo.run_now(&selfworld.res);
system_bar.run_now(&world.res);
world.maintain();
Ok(())
}
[imagine the rest of the quicksilver::lifecycle::State methods implemented here…]
}In this example SystemBar depends on the state of the specs::World left by
SystemFoo after it does its thing.
Instead of using this Dispatcher as described in
https://slide-rs.github.io/specs/03_dispatcher.html, you do this in your
quicksilver::lifecycle::State::update()
struct OurGameState {
specs_world: specs::World,
}
impl State for OurGameState {
fn new() -> Result<World> {
let specs_world = make_specs_world_and_register_components(); // Implemented elsewhere…
Ok(
OurGameState {
specs_world,
}
)
}
fn update(&mut self, window: &mut Window) -> Result<()> {
let system_foo = SystemFoo;
let system_bar = SystemBar;
system_foo.run_now(&selfworld.res);
system_bar.run_now(&world.res);
world.maintain();
Ok(())
}
[imagine the rest of the quicksilver::lifecycle::State methods implemented here…]
}But in order to sequentialize how you deal with specs, you'd need to change one more thing:
specs::LazyUpdater.If you do anything with specs::LazyUpdate, you would have to convert it into
another form, interacting with your Component Storages directly with
WriteStorage or whatever.
Kaka Farm by Yuval Langer is licensed under Attribution-ShareAlike 4.0 International