mirror of
https://github.com/a-b-street/abstreet.git
synced 2024-11-27 15:03:20 +03:00
adding the logo to the title screen and filling out some credits
This commit is contained in:
parent
f0314c31b1
commit
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28
README.md
28
README.md
@ -79,10 +79,34 @@ writes:
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Existing urban planning software is either proprietary or hard to use. A/B
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Street strives to set the accessibility bar high, by being a fun, engaging game.
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## Credits
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- Created by Dustin Carlino (<dabreegster@gmail.com>)
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- Software engineering
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- Lightning-fast pathfinding thanks to
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[fast_paths](https://github.com/easbar/fast_paths) by Andreas Barth
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(<easbar.mail@posteo.net>)
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- And some
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[contributors](https://github.com/dabreegster/abstreet/graphs/contributors)
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found via [Democracy Lab](https://www.democracylab.org/)
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- Design
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- Logo by [Ryan Pierson](https://www.ryandpierson.com/)
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- UX design by [Yuwen Li](https://www.yuwen-li.com/)
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- Art direction with help from [Starcat Games](http://starcatgames.com/)
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- Data
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- Special thanks to all [OpenStreetMap](https://www.openstreetmap.org/about)
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contributors!
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- [King County GIS](https://www.kingcounty.gov/services/gis.aspx)
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- [Seattle Open Data](https://data.seattle.gov/)
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- [Puget Sound Regional Council](https://www.psrc.org/)
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- Sounding boards
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- [CUGOS](https://cugos.org/)
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- [Julian Michael](http://julianmichael.org/)
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## Contributing
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I'm a one-person team. If you want to bring this to your city or if you're
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skilled in user experience design, traffic simulation, data visualization, or
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Help always needed! If you want to bring this to your city or if you're skilled
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in graphic or user experience, traffic simulation, data visualization, or
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civic/government outreach, please contact Dustin Carlino at
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<dabreegster@gmail.com> or post at
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[r/abstreet](https://www.reddit.com/r/abstreet/). I also welcome any
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@ -14,8 +14,9 @@ pub enum Color {
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TileTexture(TextureID, (f64, f64)),
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// Stretches the entire texture to fit the entire polygon. Rotates from the center of the
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// polygon. Not sure what this means for anything but circles right now. Have to manually
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// fiddle with the original orientation to fix y inversion.
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StretchTexture(TextureID, Angle),
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// fiddle with the original orientation to fix y inversion. Also embeds (texture width,
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// height).
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StretchTexture(TextureID, (f64, f64), Angle),
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// A polygon with UV coordinates for each point must be used.
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CustomUVTexture(TextureID),
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// TODO Figure out how to pack more data into this.
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@ -32,9 +33,11 @@ impl fmt::Display for Color {
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"Color::TileTexture({}:{}, width={}, height={})",
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id.0, id.1, w, h
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),
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Color::StretchTexture(id, angle) => {
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write!(f, "Color::StretchTexture({}:{}, {})", id.0, id.1, angle)
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}
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Color::StretchTexture(id, (w, h), angle) => write!(
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f,
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"Color::StretchTexture({}:{}, width={}, height={}, {})",
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id.0, id.1, w, h, angle
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),
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Color::CustomUVTexture(id) => write!(f, "Color::CustomUVTexture({}:{})", id.0, id.1),
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Color::HatchingStyle1 => write!(f, "Color::HatchingStyle1"),
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Color::HatchingStyle2 => write!(f, "Color::HatchingStyle2"),
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@ -100,7 +103,15 @@ impl Color {
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pub fn rotate(&self, angle: Angle) -> Color {
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match self {
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Color::StretchTexture(id, _) => Color::StretchTexture(*id, angle),
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Color::StretchTexture(id, dims, _) => Color::StretchTexture(*id, *dims, angle),
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_ => unreachable!(),
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}
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}
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pub fn texture_dims(&self) -> (f64, f64) {
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match self {
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Color::TileTexture(_, dims) => *dims,
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Color::StretchTexture(_, dims, _) => *dims,
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_ => unreachable!(),
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}
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}
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@ -445,7 +445,7 @@ impl<'a> Prerender<'a> {
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let ty = pt.y() / tex_height;
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[tx as f32, ty as f32, id.0, 100.0 + id.1]
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}
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Color::StretchTexture(id, angle) => {
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Color::StretchTexture(id, _, angle) => {
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// TODO Cache
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let b = poly.get_bounds();
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let center = poly.center();
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@ -89,21 +89,20 @@ impl<'a> EventCtx<'a> {
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if dims_to_textures.len() > 15 {
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panic!("Only 15 texture arrays supported by some videocards. Group more textures by using the same image dimensions.");
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}
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for (group_idx, (dims, list)) in dims_to_textures.into_iter().enumerate() {
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for (group_idx, (raw_dims, list)) in dims_to_textures.into_iter().enumerate() {
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let mut raw_data = Vec::new();
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for (tex_idx, (filename, raw, tex_type)) in list.into_iter().enumerate() {
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let tex_id = (group_idx as f32, tex_idx as f32);
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let dims = (f64::from(raw_dims.0), f64::from(raw_dims.1));
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self.canvas.texture_lookups.insert(
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filename,
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match tex_type {
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TextureType::Stretch => Color::StretchTexture(tex_id, Angle::ZERO),
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TextureType::Tile => {
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Color::TileTexture(tex_id, (f64::from(dims.0), f64::from(dims.1)))
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}
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TextureType::Stretch => Color::StretchTexture(tex_id, dims, Angle::ZERO),
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TextureType::Tile => Color::TileTexture(tex_id, dims),
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TextureType::CustomUV => Color::CustomUVTexture(tex_id),
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},
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);
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raw_data.push(RawImage2d::from_raw_rgba(raw, dims));
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raw_data.push(RawImage2d::from_raw_rgba(raw, raw_dims));
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}
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self.canvas
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.texture_arrays
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@ -20,8 +20,9 @@ pub use crate::runner::{run, EventLoopMode, Settings, GUI};
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pub use crate::screen_geom::{ScreenDims, ScreenPt, ScreenRectangle};
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pub use crate::text::{Line, Text, TextSpan, HOTKEY_COLOR};
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pub use crate::widgets::{
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Autocomplete, Button, Choice, ItemSlider, MenuUnderButton, ModalMenu, NewScroller, Scroller,
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Slider, SliderWithTextBox, TextButton, Warper, WarpingItemSlider, Wizard, WrappedWizard,
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Autocomplete, Button, Choice, ItemSlider, JustDraw, MenuUnderButton, ModalMenu, NewScroller,
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Scroller, Slider, SliderWithTextBox, TextButton, Warper, WarpingItemSlider, Wizard,
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WrappedWizard,
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};
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pub enum InputResult<T: Clone> {
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@ -4,6 +4,7 @@ mod context_menu;
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mod log_scroller;
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mod menu_under_button;
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mod modal_menu;
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mod no_op;
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mod popup_menu;
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mod screenshot;
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mod scroller;
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@ -17,6 +18,7 @@ pub use self::button::{Button, TextButton};
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pub(crate) use self::context_menu::ContextMenu;
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pub use self::menu_under_button::MenuUnderButton;
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pub use self::modal_menu::ModalMenu;
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pub use self::no_op::JustDraw;
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pub(crate) use self::popup_menu::PopupMenu;
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pub(crate) use self::screenshot::{screenshot_current, screenshot_everything};
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pub use self::scroller::{NewScroller, Scroller};
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47
ezgui/src/widgets/no_op.rs
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47
ezgui/src/widgets/no_op.rs
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@ -0,0 +1,47 @@
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use crate::layout::Widget;
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use crate::{Drawable, EventCtx, GeomBatch, GfxCtx, ScreenDims, ScreenPt};
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use geom::{Distance, Polygon, Pt2D};
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// Just draw something. A widget just so layouting works.
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pub struct JustDraw {
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draw: Drawable,
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dims: ScreenDims,
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top_left: ScreenPt,
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}
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impl JustDraw {
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pub fn image(filename: &str, ctx: &EventCtx) -> JustDraw {
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let color = ctx.canvas.texture(filename);
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let (w, h) = color.texture_dims();
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let draw = GeomBatch::from(vec![(
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color,
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Polygon::rectangle_topleft(
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Pt2D::new(0.0, 0.0),
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Distance::meters(w),
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Distance::meters(h),
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),
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)])
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.upload(ctx);
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JustDraw {
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draw,
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dims: ScreenDims::new(w, h),
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top_left: ScreenPt::new(0.0, 0.0),
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}
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}
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pub fn draw(&self, g: &mut GfxCtx) {
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g.fork(Pt2D::new(0.0, 0.0), self.top_left, 1.0);
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g.redraw(&self.draw);
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}
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}
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impl Widget for JustDraw {
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fn get_dims(&self) -> ScreenDims {
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self.dims
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}
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fn set_pos(&mut self, top_left: ScreenPt, _total_width: f64) {
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self.top_left = top_left;
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}
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}
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BIN
game/assets/logo.png
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BIN
game/assets/logo.png
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Binary file not shown.
After Width: | Height: | Size: 16 KiB |
@ -7,7 +7,9 @@ use crate::sandbox::{GameplayMode, SandboxMode};
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use crate::tutorial::TutorialMode;
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use crate::ui::UI;
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use abstutil::elapsed_seconds;
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use ezgui::{layout, Color, EventCtx, EventLoopMode, GfxCtx, Line, ScreenPt, Text, TextButton};
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use ezgui::{
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layout, Color, EventCtx, EventLoopMode, GfxCtx, JustDraw, Line, ScreenPt, Text, TextButton,
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};
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use geom::{Duration, Line, Pt2D, Speed};
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use map_model::Map;
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use rand::Rng;
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@ -15,6 +17,7 @@ use rand_xorshift::XorShiftRng;
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use std::time::Instant;
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pub struct TitleScreen {
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logo: JustDraw,
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play_btn: TextButton,
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screensaver: Screensaver,
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rng: XorShiftRng,
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@ -24,7 +27,7 @@ impl TitleScreen {
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pub fn new(ctx: &mut EventCtx, ui: &UI) -> TitleScreen {
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let mut rng = ui.primary.current_flags.sim_flags.make_rng();
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TitleScreen {
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// TODO logo
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logo: JustDraw::image("assets/logo.png", ctx),
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// TODO that nicer font
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play_btn: TextButton::new(Text::from(Line("PLAY")), Color::BLUE, Color::ORANGE, ctx),
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screensaver: Screensaver::start_bounce(&mut rng, ctx, &ui.primary.map),
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@ -35,10 +38,12 @@ impl TitleScreen {
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impl State for TitleScreen {
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fn event(&mut self, ctx: &mut EventCtx, ui: &mut UI) -> Transition {
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// TODO I'm betting that I'll wind up extracting the ManagedGUIState pattern to work along
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// with another state
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layout::stack_vertically(
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layout::ContainerOrientation::Centered,
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ctx,
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vec![&mut self.play_btn],
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vec![&mut self.logo, &mut self.play_btn],
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);
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// TODO or any keypress
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@ -53,6 +58,7 @@ impl State for TitleScreen {
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}
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fn draw(&self, g: &mut GfxCtx, _: &UI) {
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self.logo.draw(g);
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self.play_btn.draw(g);
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}
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}
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@ -125,7 +131,10 @@ fn about(ctx: &EventCtx) -> Box<dyn State> {
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txt.add(Line("Contact: dabreegster@gmail.com"));
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txt.add(Line("Project: http://github.com/dabreegster/abstreet"));
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txt.add(Line("Map data from OpenStreetMap and King County GIS"));
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// TODO Lots more credits
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// TODO Add more here
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txt.add(Line(
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"See full credits at https://github.com/dabreegster/abstreet#credits",
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));
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// TODO centered
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state.draw_text(txt, ScreenPt::new(100.0, 100.0));
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let (primary, prebaked) = ctx.loading_screen("load map", |ctx, mut timer| {
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// Always load some small icons.
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let mut textures = vec![
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("assets/logo.png", TextureType::Stretch),
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("assets/ui/edit_bike.png", TextureType::Stretch),
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("assets/ui/edit_bus.png", TextureType::Stretch),
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("assets/ui/edit_construction.png", TextureType::Stretch),
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