bevyjam/src/levels/level1.rs

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use crate::game::*;
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use bevy::prelude::{shape::Quad, *};
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use bevy_rapier2d::prelude::*;
pub fn setup(
commands: &mut Commands,
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meshes: &mut ResMut<Assets<Mesh>>,
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character_meshes: &Res<CharacterMeshes>,
materials: &mut ResMut<Assets<ColorMaterial>>,
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audio: &Res<crossbeam_channel::Sender<AudioMsg>>,
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asset_server: &Res<AssetServer>,
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) {
commands
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.spawn_bundle(ColorMesh2dBundle {
mesh: meshes
.add(Mesh::from(Quad {
size: Vec2 { x: 800.0, y: 16.0 },
flip: false,
}))
.into(),
material: materials.add(ColorMaterial::from(Color::GRAY)),
transform: Transform::from_xyz(0.0, -256.0, 0.0),
..default()
})
.insert(Collider::cuboid(400., 8.))
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.insert(Level);
commands
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.spawn_bundle(ColorMesh2dBundle {
mesh: meshes
.add(Mesh::from(Quad {
size: Vec2 { x: 400.0, y: 16.0 },
flip: false,
}))
.into(),
material: materials.add(ColorMaterial::from(Color::GRAY)),
transform: Transform::from_xyz(256.0, -128.0, 0.0),
..default()
})
.insert(Collider::cuboid(200., 8.))
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.insert(Level);
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spawn_characters(
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commands,
character_meshes,
materials,
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audio,
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[
(Transform::from_xyz(128., 64., 0.), Color::BLUE),
(Transform::from_xyz(-128., -128., 0.), Color::RED),
(Transform::from_xyz(0., -128., 0.), Color::GREEN),
],
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);
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commands
.spawn_bundle(AbsorbingFilter {
mesh: ColorMesh2dBundle {
mesh: meshes
.add(Mesh::from(Quad {
size: Vec2 { x: 128.0, y: 16.0 },
flip: false,
}))
.into(),
material: materials.add(Color::rgba(1., 0., 0., 0.5).into()),
transform: Transform::from_xyz(0., 0., 2.),
..Default::default()
},
collider: Collider::cuboid(64., 8.),
sensor: Sensor,
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filter: PassThroughFilter::Absorbing(Color::RED),
})
.insert(Level);
commands
.spawn_bundle(RotatingFilter {
sprite: SpriteBundle {
texture: asset_server.get_handle("bevy.png"),
transform: Transform::from_xyz(256., -224., 2.),
..Default::default()
},
collider: Collider::ball(32.),
sensor: Sensor,
filter: PassThroughFilter::Rotating(45.),
velocity: Velocity::angular(1.),
rigid_body: RigidBody::KinematicVelocityBased,
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})
.insert(Level);
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}