bevyjam/src/main.rs

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#[cfg(not(target_arch = "wasm32"))]
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mod audio;
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mod filters;
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mod game;
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mod levels;
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mod menu;
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mod particle_effect;
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use bevy::{
prelude::*,
window::{WindowId, WindowMode},
};
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use bevy_common_assets::json::JsonAssetPlugin;
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use bevy_rapier2d::prelude::*;
#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq)]
enum AppState {
Menu,
Game,
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Win,
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}
fn main() {
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let (audio_event_sender, audio_event_receiver) =
crossbeam_channel::bounded::<game::AudioMsg>(512);
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#[cfg(not(target_arch = "wasm32"))]
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std::thread::spawn(move || audio::setup(audio_event_receiver));
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#[cfg(not(target_arch = "wasm32"))]
let first_level = game::LevelId(
std::env::args()
.nth(1)
.map_or(0, |s| s.parse().unwrap_or(0)),
);
#[cfg(target_arch = "wasm32")]
let first_level = game::LevelId(0);
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App::new()
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.insert_resource(Msaa { samples: 4 })
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.insert_resource(audio_event_sender)
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.add_state(AppState::Menu)
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.insert_resource(game::FirstLevel(first_level))
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.insert_resource(ClearColor(Color::BLACK))
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.add_plugins(DefaultPlugins)
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.add_plugin(JsonAssetPlugin::<levels::StoredLevels>::new(&[
"levels.json",
]))
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.add_plugin(RapierPhysicsPlugin::<NoUserData>::pixels_per_meter(64.0))
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//.add_plugin(RapierDebugRenderPlugin::default())
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.add_plugin(menu::MenuPlugin)
.add_plugin(game::GamePlugin)
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.add_plugin(particle_effect::ParticleEffectPlugin)
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//.add_plugin(bevy_inspector_egui::WorldInspectorPlugin::new())
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.add_system(keyboard_util_system)
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.add_startup_system(setup)
.run();
}
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fn setup(mut commands: Commands, mut windows: ResMut<Windows>, asset_server: Res<AssetServer>) {
windows
.get_mut(WindowId::primary())
.unwrap()
.set_title(String::from("Bevyjam"));
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commands.insert_resource(asset_server.load::<levels::StoredLevels, _>("game.levels.json"));
commands.insert_resource(asset_server.load::<Font, _>("UacariLegacy-Thin.ttf"));
commands.insert_resource(asset_server.load::<Image, _>("bevy.png"));
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commands.spawn_bundle(Camera2dBundle::default());
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commands.insert_resource(AmbientLight {
color: Color::WHITE,
brightness: 0.6,
});
}
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fn keyboard_util_system(keyboard_input: Res<Input<KeyCode>>, mut windows: ResMut<Windows>) {
#[cfg(not(target_arch = "wasm32"))]
{
if keyboard_input.just_released(KeyCode::Escape) {
std::process::exit(0);
}
if keyboard_input.just_pressed(KeyCode::F11) {
if let Some(window) = windows.get_primary_mut() {
window.set_mode(match window.mode() {
WindowMode::Windowed => WindowMode::Fullscreen,
_ => WindowMode::Windowed,
});
}
}
}
}