Crosshair drawing over statues without going invisible past -1000 on the Y axis
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aaddc46c65
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@ -3,6 +3,13 @@ use bevy::render::camera::Camera;
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pub fn startup(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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let mut bundle = (Camera2dBundle::default(), IsDefaultUiCamera);
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bundle.0.projection = OrthographicProjection {
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near: f32::MIN,
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far: f32::MAX,
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scale: 1.,
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..default()
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};
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// bundle.0.transform.translation.z = f32::MAX;
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bundle.0.projection.scale = 1.;
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bundle.0.projection.scale = 1.;
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commands.spawn(bundle);
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commands.spawn(bundle);
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}
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}
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@ -96,6 +96,7 @@ fn main() -> AppExit {
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(update,).after(input::process_input),
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(update,).after(input::process_input),
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(
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(
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player::control,
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player::control,
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player::player_debug_info,
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statue::spawn_statue,
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statue::spawn_statue,
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movement::update_velocity_by_heading,
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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::resolve_velocity.after(movement::update_velocity_by_heading),
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@ -9,6 +9,9 @@ pub struct Heading(pub Vec2);
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#[derive(Component, Deref, DerefMut, Debug, Default)]
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#[derive(Component, Deref, DerefMut, Debug, Default)]
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pub struct Speed(pub f32);
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pub struct Speed(pub f32);
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#[derive(Component, Deref, DerefMut, Debug, Default)]
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pub struct Height(pub f32);
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#[derive(Component, Debug, Default)]
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#[derive(Component, Debug, Default)]
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pub struct YSortable;
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pub struct YSortable;
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@ -24,9 +27,9 @@ pub fn update_velocity_by_heading(mut query: Query<(&mut Velocity, &Speed, &Head
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}
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}
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}
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}
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pub fn ysort(mut q: Query<&mut Transform, With<YSortable>>) {
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pub fn ysort(mut q: Query<(&mut Transform, Option<&Height>), With<YSortable>>) {
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q.iter_mut()
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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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.for_each(|(mut tf, z)| tf.translation.z = -tf.translation.y - z.map(|z| z.0).unwrap_or(0.))
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}
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}
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#[derive(Bundle, Debug, Default)]
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#[derive(Bundle, Debug, Default)]
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@ -55,28 +55,15 @@ pub fn startup(
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.with_children(|player| {
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.with_children(|player| {
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let mesh = meshes.add(Capsule2d::new(3.0, 25.0));
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let mesh = meshes.add(Capsule2d::new(3.0, 25.0));
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let material = materials.add(Color::hsl(360. * 1 as f32 / 3 as f32, 0.95, 0.7));
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let material = materials.add(Color::hsl(360. * 1 as f32 / 3 as f32, 0.95, 0.7));
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// let global_transform = GlobalTransform::from_xyz(
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let transform = Transform::from_xyz(0.0, 0.0, 500.);
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// 0.0, 20.0,
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// // TODO: need some way to ensure this draws above everything else?
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// // a UI layer or something?
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// 1000.,
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// );
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let transform = Transform::from_xyz(
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0.0, 0.0,
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// TODO: need some way to ensure this draws above everything else?
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// a UI layer or something?
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1000.,
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);
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player.spawn((
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player.spawn((
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Crosshair,
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Crosshair,
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// TODO: crosshair transform?
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// TODO: crosshair transform?
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MaterialMesh2dBundle {
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MaterialMesh2dBundle {
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// global_transform,
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mesh: mesh.into(),
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mesh: mesh.into(),
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material,
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transform,
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transform,
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material,
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..default()
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..default()
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},
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},
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));
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));
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@ -102,6 +89,12 @@ pub fn control(input: Res<Input>, mut player: Query<&mut Heading, With<Player>>)
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}
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}
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}
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}
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pub fn player_debug_info(mut player: Query<(&Heading, &Transform), With<Player>>) {
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if let Ok((heading, transform)) = player.get_single_mut() {
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info!("{heading:#?} {transform:#?}");
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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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pub fn exit(mut commands: Commands, q: Query<Entity, With<Player>>) {
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for id in q.iter() {
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for id in q.iter() {
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commands.entity(id).despawn_recursive();
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commands.entity(id).despawn_recursive();
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