Work on adding sound playback
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BIN
assets/sfx/meow.wav
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BIN
assets/sfx/meow.wav
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@ -17,6 +17,11 @@ 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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- 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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- [ ] Tile system
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- [ ] Basic map
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- [ ] Enemies
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@ -2,7 +2,8 @@ use bevy::prelude::*;
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#[derive(Resource, Debug, Default)]
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pub struct AssetLoader {
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pub sprites: Sprites,
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pub images: Sprites,
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pub sounds: Sounds,
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}
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#[derive(Resource, Debug, Default)]
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@ -11,6 +12,11 @@ pub struct Sprites {
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pub statue: Handle<TextureAtlas>,
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}
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#[derive(Resource, Debug, Default)]
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pub struct Sounds {
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pub meow: Handle<AudioSource>,
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}
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pub struct AssetPlugin;
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impl Plugin for AssetPlugin {
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@ -49,9 +55,13 @@ fn load_assets(
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let statue_atlas_handle = texture_atlases.add(statue_atlas);
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*assets = AssetLoader {
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sprites: Sprites {
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images: Sprites {
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player: player_atlas_handle,
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statue: statue_atlas_handle,
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},
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sounds: Sounds {
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meow: asset_server.load("sfx/meow.wav"),
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},
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};
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}
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28
src/main.rs
28
src/main.rs
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@ -1,3 +1,4 @@
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use bevy::audio::{AudioPlugin, SpatialScale};
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use bevy::prelude::*;
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mod assets;
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@ -8,6 +9,7 @@ mod statue;
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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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.set(WindowPlugin {
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@ -18,6 +20,10 @@ fn main() {
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}),
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..Default::default()
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})
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.set(AudioPlugin {
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spatial_scale: SpatialScale::new_2d(100.),
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..default()
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})
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.set(ImagePlugin::default_nearest()),
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)
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.add_plugins((
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@ -27,7 +33,6 @@ fn main() {
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player::Player,
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movement::Movement,
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))
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.add_systems(Update, keyboard_input_system)
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.insert_resource(ClearColor(Color::rgb(0.3, 0., 0.5)))
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.insert_resource(AmbientLight {
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color: Color::rgb(1., 1., 1.),
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@ -36,24 +41,3 @@ fn main() {
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app.run()
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}
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fn keyboard_input_system(
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mut query: Query<(&Handle<TextureAtlas>, &mut TextureAtlasSprite), With<player::Player>>,
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keyboard_input: Res<Input<KeyCode>>,
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mut app_exit_events: ResMut<Events<bevy::app::AppExit>>,
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texture_atlases: Res<Assets<TextureAtlas>>,
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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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} else if keyboard_input.just_pressed(KeyCode::N) {
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let (texture, mut sprite) = query.single_mut();
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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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if sprite.index < t.textures.len() - 1 {
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sprite.index += 1;
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} else {
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sprite.index = 0;
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}
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}
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}
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@ -32,6 +32,9 @@ 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(Update, (mover_movement, update_position));
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app.add_systems(
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Update,
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(update_position, mover_movement.after(update_position)),
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);
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}
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}
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@ -5,7 +5,7 @@ use crate::{
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movement::{Heading, Mover, Speed, Velocity},
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};
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const PLAYER_SPEED: f32 = 500.;
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const PLAYER_SPEED: f32 = 100.;
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#[derive(Component, Debug)]
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pub struct Player;
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@ -13,27 +13,33 @@ pub struct Player;
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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, player_movement);
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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(mut commands: Commands, assets: Res<AssetLoader>) {
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commands.spawn((
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Player,
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SpriteSheetBundle {
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texture_atlas: assets.sprites.player.clone(),
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sprite: TextureAtlasSprite::new(0),
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..Default::default()
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},
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Mover {
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velocity: Velocity(Vec2::ZERO),
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heading: Heading(Vec2::ZERO),
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speed: Speed(PLAYER_SPEED),
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},
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));
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let listener = SpatialListener::new(0.);
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commands
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.spawn((
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Player,
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SpriteSheetBundle {
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texture_atlas: assets.images.player.clone(),
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sprite: TextureAtlasSprite::new(0),
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..Default::default()
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},
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Mover {
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velocity: Velocity(Vec2::ZERO),
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heading: Heading(Vec2::ZERO),
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speed: Speed(PLAYER_SPEED),
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},
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))
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.with_children(|parent| {
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parent.spawn((SpatialBundle::default(), listener.clone()));
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});
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}
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fn player_movement(
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fn controls(
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mut query: Query<(&mut TextureAtlasSprite, &mut Heading), With<Player>>,
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input: Res<Input<KeyCode>>,
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) {
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@ -41,6 +47,7 @@ fn player_movement(
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**heading = Vec2::ZERO;
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for key in input.get_pressed() {
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match key {
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KeyCode::Space => {}
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KeyCode::A | KeyCode::Left => {
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**heading -= Vec2::X;
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}
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@ -65,3 +72,24 @@ fn player_movement(
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sprite.flip_x = heading.x > 0.;
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}
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}
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fn sprite_select(
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mut query: Query<(&Handle<TextureAtlas>, &mut TextureAtlasSprite), With<Player>>,
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keyboard_input: Res<Input<KeyCode>>,
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mut app_exit_events: ResMut<Events<bevy::app::AppExit>>,
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texture_atlases: Res<Assets<TextureAtlas>>,
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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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} else if keyboard_input.just_pressed(KeyCode::N) {
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let (texture, mut sprite) = query.single_mut();
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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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if sprite.index < t.textures.len() - 1 {
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sprite.index += 1;
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} else {
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sprite.index = 0;
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}
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}
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}
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@ -15,7 +15,7 @@ fn spawn_statue(mut commands: Commands, assets: Res<AssetLoader>) {
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commands.spawn((
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Statue,
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SpriteSheetBundle {
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texture_atlas: assets.sprites.statue.clone(),
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texture_atlas: assets.images.statue.clone(),
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sprite: TextureAtlasSprite::new(0),
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transform: Transform::from_translation(Vec3::new(50., 50., 0.)),
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..Default::default()
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@ -24,7 +24,7 @@ fn spawn_statue(mut commands: Commands, assets: Res<AssetLoader>) {
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commands.spawn((
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Statue,
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SpriteSheetBundle {
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texture_atlas: assets.sprites.statue.clone(),
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texture_atlas: assets.images.statue.clone(),
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sprite: TextureAtlasSprite::new(0),
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transform: Transform::from_translation(Vec3::new(50., 100., 0.)),
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..Default::default()
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