Menus, hurray!
This commit is contained in:
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9d5b554f7e
commit
8c26fa7eb8
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@ -23,16 +23,7 @@ pub struct Fonts {
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pub iosevkalytemin: Handle<Font>,
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}
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pub struct AssetPlugin;
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impl Plugin for AssetPlugin {
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fn build(&self, app: &mut App) {
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app.init_resource::<AssetLoader>()
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.add_systems(Startup, load_assets);
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}
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}
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fn load_assets(
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pub fn startup(
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mut assets: ResMut<AssetLoader>,
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asset_server: Res<AssetServer>,
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mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
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@ -1,29 +1,24 @@
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use bevy::prelude::*;
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use bevy::render::camera::Camera as BevyCamera;
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use bevy::render::camera::Camera;
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pub struct CameraPlugin;
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#[derive(Component, Debug)]
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pub struct CameraTarget;
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impl Plugin for CameraPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Startup, spawn)
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.add_systems(PostUpdate, follow);
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}
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}
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fn spawn(mut commands: Commands) {
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pub fn startup(mut commands: Commands) {
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let mut bundle = (Camera2dBundle::default(), IsDefaultUiCamera);
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bundle.0.projection.scale = 0.5;
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commands.spawn(bundle);
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}
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fn follow(
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player: Query<&Transform, With<CameraTarget>>,
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mut camera: Query<&mut Transform, (With<BevyCamera>, Without<CameraTarget>)>,
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#[derive(Component, Debug)]
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pub struct Watched;
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pub fn update(
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watched: Query<&Transform, With<Watched>>,
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mut camera: Query<&mut Transform, (With<Camera>, Without<Watched>)>,
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) {
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if let Ok(player) = player.get_single() {
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camera.single_mut().translation = player.translation
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if let Ok(mut camera) = camera.get_single_mut() {
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if let Ok(watched) = watched.get_single() {
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camera.translation.x = watched.translation.x
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} else {
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camera.translation = Vec3::ZERO;
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}
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}
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}
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78
src/main.rs
78
src/main.rs
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@ -1,5 +1,5 @@
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use bevy::audio::{AudioPlugin, SpatialScale};
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use bevy::prelude::*;
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use bevy::prelude::{default, *};
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mod assets;
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mod camera;
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@ -8,11 +8,37 @@ mod movement;
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mod player;
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mod statue;
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#[derive(States, Default, Debug, Clone, PartialEq, Eq, Hash)]
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pub enum Game {
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#[default]
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Running,
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Paused,
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}
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#[derive(States, Default, Debug, Clone, PartialEq, Eq, Hash)]
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pub enum View {
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// #[default]
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// LoadingScreen,
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#[default]
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MainMenu,
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InGame,
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}
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#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
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struct MainMenuSet;
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#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
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struct InGameSet;
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fn main() {
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let mut app = App::new();
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app.add_plugins(
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DefaultPlugins
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app.init_resource::<assets::AssetLoader>();
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app.insert_state(View::default());
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app.insert_state(Game::default());
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app.add_plugins((DefaultPlugins
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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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@ -27,18 +53,33 @@ fn main() {
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global_volume: GlobalVolume::new(1.),
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..default()
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})
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.set(ImagePlugin::default_nearest()),
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.set(ImagePlugin::default_nearest()),))
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.add_systems(OnEnter(View::MainMenu), main_menu::startup)
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.add_systems(OnExit(View::MainMenu), main_menu::exit)
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.add_systems(OnEnter(View::InGame), (player::startup, statue::startup))
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.add_systems(OnExit(View::InGame), (player::exit, statue::exit))
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.add_systems(Startup, (assets::startup, camera::startup))
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.add_systems(
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Update,
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(
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(
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player::sprite_select,
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player::controls,
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movement::update_velocity_by_heading,
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movement::resolve_velocity.after(movement::update_velocity_by_heading),
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movement::ysort.after(movement::update_velocity_by_heading),
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camera::update
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.after(player::controls)
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.after(movement::resolve_velocity),
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)
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.add_plugins((
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statue::Statue,
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camera::CameraPlugin,
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assets::AssetPlugin,
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player::Player,
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main_menu::MainMenu,
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movement::Movement,
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))
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.add_systems(Update, exit_on_escape)
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.insert_resource(ClearColor(Color::rgb(0.1, 0., 0.3)))
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.in_set(InGameSet)
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.run_if(in_state(View::InGame)),
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(main_menu::update)
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.in_set(MainMenuSet)
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.run_if(in_state(View::MainMenu)),
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),
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)
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.insert_resource(ClearColor(Color::rgb(0.1, 0.1, 0.1)))
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.insert_resource(AmbientLight {
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color: Color::rgb(1., 1., 1.),
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brightness: 1.,
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@ -46,12 +87,3 @@ fn main() {
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app.run()
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}
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fn exit_on_escape(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut app_exit_events: ResMut<Events<bevy::app::AppExit>>,
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) {
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if keyboard_input.pressed(KeyCode::Escape) {
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app_exit_events.send(bevy::app::AppExit);
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}
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}
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@ -5,15 +5,11 @@ use crate::assets::AssetLoader;
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#[derive(Component, Debug)]
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pub struct MainMenu;
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impl Plugin for MainMenu {
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fn build(&self, app: &mut App) {
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app.add_systems(PostStartup, setup_main_menu);
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}
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}
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fn setup_main_menu(mut commands: Commands, assets: Res<AssetLoader>) {
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pub fn startup(mut commands: Commands, assets: Res<AssetLoader>) {
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commands
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.spawn(NodeBundle {
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.spawn((
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MainMenu,
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NodeBundle {
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style: Style {
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width: Val::Percent(100.0),
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height: Val::Percent(100.0),
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@ -21,7 +17,8 @@ fn setup_main_menu(mut commands: Commands, assets: Res<AssetLoader>) {
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..default()
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},
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..default()
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})
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},
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))
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.with_children(|parent| {
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// text
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parent.spawn((
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@ -59,3 +56,21 @@ fn setup_main_menu(mut commands: Commands, assets: Res<AssetLoader>) {
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});
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});
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}
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pub fn exit(mut commands: Commands, q: Query<Entity, With<MainMenu>>) {
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for id in q.iter() {
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commands.entity(id).despawn_recursive();
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}
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}
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pub fn update(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut next_state: ResMut<NextState<crate::View>>,
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mut app_exit_events: ResMut<Events<bevy::app::AppExit>>,
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) {
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if keyboard_input.just_pressed(KeyCode::Escape) {
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app_exit_events.send(bevy::app::AppExit);
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} else if keyboard_input.pressed(KeyCode::Enter) {
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next_state.set(crate::View::InGame)
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}
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}
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@ -1,5 +1,8 @@
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use bevy::prelude::*;
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#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
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struct SystemSet;
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#[derive(Component, Deref, DerefMut, Debug, Default)]
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pub struct Velocity(pub Vec2);
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@ -9,19 +12,19 @@ pub struct Heading(pub Vec2);
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#[derive(Component, Deref, DerefMut, Debug, Default)]
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pub struct Speed(pub f32);
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fn update_position(mut query: Query<(&Velocity, &mut Transform)>, time: Res<Time>) {
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pub fn resolve_velocity(mut query: Query<(&Velocity, &mut Transform)>, time: Res<Time>) {
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for (velocity, mut transform) in query.iter_mut() {
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transform.translation += (velocity.0 * time.delta_seconds()).extend(0.);
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}
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}
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fn mover_movement(mut query: Query<(&mut Velocity, &Speed, &Heading)>) {
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pub fn update_velocity_by_heading(mut query: Query<(&mut Velocity, &Speed, &Heading)>) {
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if let Ok((mut velocity, speed, heading)) = query.get_single_mut() {
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**velocity = heading.normalize_or_zero() * (**speed);
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}
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}
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fn ysort(mut q: Query<&mut Transform>) {
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pub fn ysort(mut q: Query<&mut Transform>) {
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q.iter_mut()
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.for_each(|mut tf| tf.translation.z = -tf.translation.y)
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}
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pub heading: Heading,
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pub speed: Speed,
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}
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pub struct Movement;
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impl Plugin for Movement {
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fn build(&self, app: &mut App) {
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// TODO: these systems probably needs ordering?
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app.add_systems(
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Update,
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(
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update_position,
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mover_movement.after(update_position),
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ysort.after(mover_movement),
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),
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);
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}
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}
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@ -2,7 +2,7 @@ use bevy::sprite::MaterialMesh2dBundle;
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use bevy::sprite::Mesh2dHandle;
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use bevy::{prelude::*, window::PrimaryWindow};
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use crate::camera::CameraTarget;
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use crate::camera::Watched;
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use crate::{
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assets::AssetLoader,
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movement::{Heading, Mover, Speed, Velocity},
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@ -17,14 +17,7 @@ pub struct Player;
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#[derive(Component, Debug)]
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pub struct Crosshair;
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impl Plugin for Player {
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fn build(&self, app: &mut App) {
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app.add_systems(PostStartup, spawn_player)
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.add_systems(Update, (sprite_select, controls.after(sprite_select)));
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}
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}
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fn spawn_player(
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pub fn startup(
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mut commands: Commands,
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assets: Res<AssetLoader>,
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asset_server: Res<AssetServer>,
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@ -37,7 +30,7 @@ fn spawn_player(
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commands
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.spawn((
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Player,
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CameraTarget,
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Watched,
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SpriteSheetBundle {
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texture,
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atlas: assets.images.player.clone().into(),
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@ -95,7 +88,7 @@ fn spawn_player(
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});
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}
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fn controls(
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pub fn controls(
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mut commands: Commands,
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mut player_q: Query<(&mut Sprite, &mut TextureAtlas, &mut Heading, Entity), With<Player>>,
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asset_server: Res<AssetServer>,
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@ -104,6 +97,7 @@ fn controls(
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assets: Res<AssetLoader>,
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win_q: Query<&Window, With<PrimaryWindow>>,
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cam_q: Query<(&Camera, &GlobalTransform), With<Camera>>,
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mut next_state: ResMut<NextState<crate::View>>,
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mut crosshair_q: Query<&mut Transform, With<Crosshair>>,
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) {
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let (mut sprite, mut texture, mut heading, player_entity) = player_q.single_mut();
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@ -153,6 +147,7 @@ fn controls(
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}
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for key in input.get_just_pressed() {
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match key {
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KeyCode::Escape => next_state.set(crate::View::MainMenu),
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KeyCode::Space => {
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let child = commands
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.spawn(AudioSourceBundle {
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@ -192,13 +187,15 @@ fn controls(
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}
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}
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fn sprite_select(
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pub fn sprite_select(
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mut q: Query<(&Handle<TextureAtlasLayout>, &mut TextureAtlas), With<Player>>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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texture_atlases: Res<Assets<TextureAtlasLayout>>,
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) {
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if let Ok((texture, mut sprite)) = q.get_single_mut() {
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if keyboard_input.just_pressed(KeyCode::KeyN) {
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info!("pressed N");
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if let Ok((texture, mut sprite)) = q.get_single_mut() {
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info!("next tex: {}", sprite.index);
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let t = texture_atlases
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.get(texture)
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.expect("could not load player texture");
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@ -210,3 +207,9 @@ fn sprite_select(
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}
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}
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}
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pub fn exit(mut commands: Commands, q: Query<Entity, With<Player>>) {
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for id in q.iter() {
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commands.entity(id).despawn_recursive();
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}
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}
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@ -1,17 +1,10 @@
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use bevy::prelude::*;
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use crate::assets::AssetLoader;
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use bevy::prelude::*;
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#[derive(Component, Debug)]
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pub struct Statue;
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impl Plugin for Statue {
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fn build(&self, app: &mut App) {
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app.add_systems(PostStartup, spawn_statue);
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}
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}
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fn spawn_statue(mut commands: Commands, assets: Res<AssetLoader>, asset_server: Res<AssetServer>) {
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pub fn startup(mut commands: Commands, assets: Res<AssetLoader>, asset_server: Res<AssetServer>) {
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let texture = asset_server.load("img/Props.png");
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commands.spawn((
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Statue,
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@ -38,3 +31,9 @@ fn spawn_statue(mut commands: Commands, assets: Res<AssetLoader>, asset_server:
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},
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));
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}
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pub fn exit(mut commands: Commands, q: Query<Entity, With<Statue>>) {
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for id in q.iter() {
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commands.entity(id).despawn_recursive();
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}
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}
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