Use non-spatial sound for now
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7a89010390
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4 changed files with 5 additions and 4 deletions
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@ -17,11 +17,12 @@ the heavy-lifting for me _plus_ it's a fun excuse to write more Rust.
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- [X] Movement
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- [X] Flipping sprites
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- [X] Camera
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- [ ] SFX
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- [X] SFX
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- Examples:
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- https://github.com/bevyengine/bevy/blob/main/examples/audio/audio.rs
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- https://github.com/bevyengine/bevy/blob/main/examples/audio/audio_control.rs
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- https://github.com/bevyengine/bevy/blob/main/examples/audio/spatial_audio_2d.rs
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- [ ] Y-sort
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- [ ] Tile system
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- [ ] Basic map
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- [ ] Enemies
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@ -13,7 +13,7 @@ impl Plugin for Camera {
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fn spawn(mut commands: Commands) {
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let mut bundle = Camera2dBundle::default();
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bundle.projection.scale = 0.25;
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bundle.projection.scale = 1. / 2.;
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commands.spawn(bundle);
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}
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@ -15,7 +15,7 @@ fn main() {
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.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Kodo Tag".into(),
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resolution: (800., 600.).into(),
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resolution: (640. * 2., 360. * 2.).into(),
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..Default::default()
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}),
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..Default::default()
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@ -53,7 +53,7 @@ fn controls(
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let child = commands
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.spawn(AudioSourceBundle {
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source: assets.sounds.meow.clone(),
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settings: PlaybackSettings::DESPAWN.with_spatial(true),
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settings: PlaybackSettings::DESPAWN.with_spatial(false),
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})
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.id();
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commands.entity(player_entity).push_children(&[child]);
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