2022-08-21 17:53:08 +00:00
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#![allow(clippy::precedence)]
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2022-08-22 18:03:19 +00:00
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#![allow(clippy::too_many_arguments)]
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2022-08-21 17:53:08 +00:00
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2022-08-21 17:17:55 +00:00
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use crate::AppState;
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use bevy::{
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input::{keyboard::KeyCode, Input},
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prelude::{shape::Quad, *},
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sprite::{MaterialMesh2dBundle, Mesh2dHandle},
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};
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use bevy_fundsp::prelude::*;
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use bevy_hanabi::*;
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use bevy_rapier2d::prelude::*;
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use std::collections::BTreeSet;
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pub struct GamePlugin;
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impl Plugin for GamePlugin {
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fn build(&self, app: &mut App) {
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app.add_event::<LevelStartupEvent>()
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.init_resource::<CharacterMeshes>()
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.insert_resource(CurrentLevel(None))
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.add_system_set(SystemSet::on_enter(AppState::Game).with_system(setup))
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.add_system_set(
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SystemSet::on_update(AppState::Game)
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.with_system(post_setup_level)
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.with_system(keyboard_input_system),
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)
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.add_system_to_stage(CoreStage::PostUpdate, collision_event_system);
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}
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}
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// Events
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struct LevelStartupEvent(Entity);
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// Resources
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struct CurrentLevel(Option<Entity>);
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struct CharacterMeshes {
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square: Mesh2dHandle,
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}
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impl FromWorld for CharacterMeshes {
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fn from_world(world: &mut World) -> Self {
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let mut meshes = world.get_resource_mut::<Assets<Mesh>>().unwrap();
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Self {
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square: meshes
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.add(Mesh::from(Quad {
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size: Vec2 { x: 64.0, y: 64.0 },
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flip: false,
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}))
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.into(),
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}
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}
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}
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// Components
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#[derive(Clone, Component, Copy, Eq, Hash, PartialEq)]
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struct LevelId(u32);
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#[derive(Clone, Component, Copy, Eq, Hash, Ord, PartialEq, PartialOrd)]
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struct CharacterId(u32);
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#[derive(Clone, Component, Copy, Eq, Hash, PartialEq)]
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struct SelectedCharacterId(Option<CharacterId>);
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#[derive(Component)]
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struct CharacterIdList(BTreeSet<CharacterId>);
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// Systems
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fn setup(
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mut commands: Commands,
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mut current_level: ResMut<CurrentLevel>,
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mut level_startup_event: EventWriter<LevelStartupEvent>,
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) {
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let level_entity = commands
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.spawn()
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.insert(LevelId(0))
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.insert(SelectedCharacterId(None))
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.insert(CharacterIdList(BTreeSet::new()))
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.id();
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current_level.0 = Some(level_entity);
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commands
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.spawn_bundle(TransformBundle::from(Transform::from_xyz(0.0, -256.0, 0.0)))
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.insert(Collider::cuboid(400., 10.));
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level_startup_event.send(LevelStartupEvent(level_entity));
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}
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// This is a bad design, but it's the only way I found
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fn post_setup_level(
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mut commands: Commands,
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character_meshes: Res<CharacterMeshes>,
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mut effects: ResMut<Assets<EffectAsset>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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mut level_query: Query<(&mut SelectedCharacterId, &mut CharacterIdList)>,
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mut level_startup_event: EventReader<LevelStartupEvent>,
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) {
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for LevelStartupEvent(level_entity) in level_startup_event.iter() {
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if let Ok((mut selected_character_id, mut character_id_list)) =
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level_query.get_mut(*level_entity)
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{
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spawn_character(
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&mut commands,
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&character_meshes,
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&mut effects,
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&mut materials,
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&mut selected_character_id,
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&mut character_id_list,
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Transform::from_xyz(-128., -64., 0.),
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Color::RED,
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);
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spawn_character(
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&mut commands,
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&character_meshes,
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&mut effects,
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&mut materials,
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&mut selected_character_id,
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&mut character_id_list,
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Transform::from_xyz(0., -64., 0.),
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Color::GREEN,
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);
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spawn_character(
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&mut commands,
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&character_meshes,
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&mut effects,
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&mut materials,
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&mut selected_character_id,
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&mut character_id_list,
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Transform::from_xyz(128., -64., 0.),
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Color::BLUE,
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);
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}
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}
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}
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fn spawn_character(
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commands: &mut Commands,
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character_meshes: &Res<CharacterMeshes>,
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effects: &mut ResMut<Assets<EffectAsset>>,
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materials: &mut ResMut<Assets<ColorMaterial>>,
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selected_character_id: &mut Mut<SelectedCharacterId>,
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character_id_list: &mut Mut<CharacterIdList>,
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transform: Transform,
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color: Color,
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) {
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let character_id = CharacterId(
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character_id_list
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.0
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.iter()
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.last()
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.map_or(0, |last_character_id| last_character_id.0 + 1),
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);
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character_id_list.0.insert(character_id);
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let mut gradient = Gradient::new();
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gradient.add_key(
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0.0,
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(Vec4::from(color) + Vec4::new(0.1, 0.1, 0.1, 0.0))
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.clamp(Vec4::new(0., 0., 0., 0.), Vec4::new(1., 1., 1., 0.)),
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);
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gradient.add_key(
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0.2,
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(Vec4::from(color) + Vec4::new(0.1, 0.1, 0.1, 0.0))
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.clamp(Vec4::new(0., 0., 0., 0.), Vec4::new(1., 1., 1., 1.)),
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);
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gradient.add_key(
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1.0,
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(Vec4::from(color) + Vec4::new(0.1, 0.1, 0.1, 0.0))
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.clamp(Vec4::new(0., 0., 0., 0.), Vec4::new(1., 1., 1., 0.)),
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);
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commands
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.spawn_bundle(MaterialMesh2dBundle {
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mesh: character_meshes.square.clone(),
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material: materials.add(ColorMaterial::from(color)),
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transform,
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..default()
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})
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.insert(character_id)
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.insert(RigidBody::Dynamic)
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.insert(Collider::cuboid(32., 32.))
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.insert(ExternalForce::default())
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.insert(Velocity::default())
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.insert(GravityScale(10.0))
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.insert(LockedAxes::ROTATION_LOCKED)
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.insert(Friction::new(0.8))
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.insert(Damping {
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linear_damping: 0.5,
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angular_damping: 0.5,
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})
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.insert(ExternalImpulse::default())
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.insert(ActiveEvents::COLLISION_EVENTS)
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.with_children(|c| {
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c.spawn_bundle(ParticleEffectBundle {
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effect: ParticleEffect::new(
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effects.add(
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EffectAsset {
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name: "Particles".into(),
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capacity: 4096,
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spawner: Spawner::rate(30.0.into())
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.with_active(selected_character_id.0.is_none()),
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..Default::default()
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}
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.init(PositionCircleModifier {
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radius: 30.0,
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speed: 20.0.into(),
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dimension: ShapeDimension::Surface,
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..Default::default()
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})
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.init(ParticleLifetimeModifier { lifetime: 0.8 })
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.render(SizeOverLifetimeModifier {
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gradient: Gradient::constant(Vec2::splat(4.0)),
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})
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.render(ColorOverLifetimeModifier { gradient }),
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),
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),
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transform: Transform::from_xyz(0., 0., 0.1),
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..Default::default()
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});
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});
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// If no character is selected, then select this one
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if selected_character_id.0.is_none() {
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selected_character_id.0 = Some(character_id);
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}
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}
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fn collision_event_system(
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mut commands: Commands,
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//materials: ResMut<Assets<ColorMaterial>>,
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current_level: Res<CurrentLevel>,
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mut collision_events: EventReader<CollisionEvent>,
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//character_query: Query<(&CharacterId, &Handle<ColorMaterial>)>,
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character_query: Query<&CharacterId>,
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mut level_query: Query<(&mut SelectedCharacterId, &mut CharacterIdList)>,
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) {
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if let Some(level_entity) = current_level.0 {
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for collision_event in collision_events.iter() {
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if let CollisionEvent::Started(e1, e2, flags) = collision_event {
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if flags.is_empty() {
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//if let (Ok((c1_id, c1_material)), Ok((c2_id, c2_material))) =
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if let (Ok(c1_id), Ok(c2_id)) =
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(character_query.get(*e1), character_query.get(*e2))
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{
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//c1_material.color = (Vec4::from(c1_material.color) + Vec4::from(c2_material.color)).into();
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let (mut selected_character_id, mut character_id_list) =
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level_query.get_mut(level_entity).unwrap();
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character_id_list.0.remove(c2_id);
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if selected_character_id.0 == Some(*c2_id) {
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selected_character_id.0 = Some(*c1_id);
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}
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commands.entity(*e2).despawn_recursive();
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}
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}
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}
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}
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}
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}
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fn keyboard_input_system(
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keyboard_input: Res<Input<KeyCode>>,
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current_level: Res<CurrentLevel>,
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mut characters: Query<(
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&CharacterId,
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&mut Velocity,
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&mut ExternalImpulse,
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&mut ExternalForce,
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&Children,
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)>,
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mut level_query: Query<(&mut SelectedCharacterId, &CharacterIdList)>,
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mut effect: Query<&mut ParticleEffect>,
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dsp_assets: Res<DspAssets>,
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audio: Res<Audio>,
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) {
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if let Some(level_entity) = current_level.0 {
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if let Ok((mut selected_character_id, character_id_list)) =
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level_query.get_mut(level_entity)
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{
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if keyboard_input.just_pressed(KeyCode::Tab) {
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audio.play(dsp_assets.graph(&sine_wave));
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let selected = if let Some(selected_character_id) = &mut selected_character_id.0 {
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if let Some((_character_id, _velocity, _impulse, _force, children)) = characters
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.iter_mut()
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.find(|(character_id, _velocity, _impulse, _force, _children)| {
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*character_id == selected_character_id
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}) {
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effect
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.get_mut(children[0])
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.unwrap()
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.maybe_spawner()
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.unwrap()
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.set_active(false);
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}
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*selected_character_id = *character_id_list
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.0
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.range(*selected_character_id..)
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.nth(1)
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.unwrap_or_else(|| character_id_list.0.iter().next().unwrap());
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*selected_character_id
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} else {
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selected_character_id.0 = Some(CharacterId(0));
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CharacterId(0)
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};
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if let Some((_character_id, _velocity, _impulse, _force, children)) = characters
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.iter_mut()
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.find(|(character_id, _velocity, _impulse, _force, _children)| {
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**character_id == selected
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}) {
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effect
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.get_mut(children[0])
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.unwrap()
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.maybe_spawner()
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.unwrap()
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.set_active(true);
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}
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}
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let right_pressed: bool =
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keyboard_input.pressed(KeyCode::Right) || keyboard_input.pressed(KeyCode::D);
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let left_pressed: bool =
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keyboard_input.pressed(KeyCode::Left) || keyboard_input.pressed(KeyCode::A);
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if let Some(selected_character_id) = &selected_character_id.0 {
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2022-08-22 18:03:19 +00:00
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if let Some((_character_id, mut velocity, _impulse, _force, _children)) =
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characters.iter_mut().find(
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|(character_id, _velocity, _impulse, _force, _children)| {
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*character_id == selected_character_id
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},
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) {
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2022-08-22 16:56:11 +00:00
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velocity.linvel.x = 200. * (right_pressed as i8 - left_pressed as i8) as f32;
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|
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|
|
if keyboard_input.just_pressed(KeyCode::Space) {
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|
|
velocity.linvel.y = 500.;
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|
|
|
}
|
2022-08-21 17:17:55 +00:00
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|
|
}
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|
|
|
}
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|
|
|
}
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|
|
}
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|
|
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}
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|
// Sounds
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|
|
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pub fn sine_wave() -> impl AudioUnit32 {
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|
|
|
sine_hz(440.0) >> split::<U2>() * 0.2
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|
|
|
}
|