use crate::game::*; use bevy::prelude::{shape::Quad, *}; use bevy_rapier2d::prelude::*; pub fn setup( commands: &mut Commands, meshes: &mut ResMut>, character_meshes: &Res, materials: &mut ResMut>, audio: &Res>, asset_server: &Res, ) { commands .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.)) .insert(Level); commands .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.)) .insert(Level); spawn_characters( commands, character_meshes, materials, audio, [ (Transform::from_xyz(128., 64., 0.), Color::BLUE), (Transform::from_xyz(-128., -128., 0.), Color::RED), (Transform::from_xyz(0., -128., 0.), Color::GREEN), ], ); 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, 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, }) .insert(Level); }