Despawn black characters
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160e881ba7
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2 changed files with 23 additions and 5 deletions
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@ -2,6 +2,8 @@
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[Play in browser](https://txmn.tk/projects/lux-synthese/)
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In latin, _lux synthesĕ_ means "light by the means of synthesia".
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## Controls
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* **Move**: arrows
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@ -14,12 +16,10 @@
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## TODO
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* more filters
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* despawn black characters
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* despawn character when too far
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* more levels
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* (?) multiplayer
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* more audio
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* bug: in level2, move the blue character to win, then reset. The characters are lighter than expected. (also level 4)
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* bug: when reset after win, character colors are wrong
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* redshift warning
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## Build
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@ -54,6 +54,8 @@ Skip to level `N: u32` with the command `bevyjam <N>`.
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Edit the level `N: u32` with the command `bevyjam <N> e`.
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Editor is not available in the WASM build.
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### Editor controls
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* **Select**: left click to select, click in void to deselect, CTRL+click to select many, CTRL+A to select all
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20
src/game.rs
20
src/game.rs
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@ -398,6 +398,8 @@ fn collision_event_system(
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)>,
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pass_through_filter_query: Query<&PassThroughFilter>,
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melty_query: Query<&Melty>,
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mut character_list: ResMut<CharacterList>,
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mut change_character_event: EventWriter<ChangeCharacterEvent>,
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) {
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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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@ -416,20 +418,34 @@ fn collision_event_system(
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}
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}
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} else if *flags == CollisionEventFlags::SENSOR {
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if let (Ok((mut c_color, _c_transform, mut c_material, _c_player)), Ok(filter)) = (
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if let (Ok((mut c_color, _c_transform, mut c_material, c_player)), Ok(filter)) = (
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character_query.get_mut(*e1),
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pass_through_filter_query.get(*e2),
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) {
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c_color.0 = filter.apply(c_color.0);
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if c_color.0.as_hsla_f32()[2] < 0.1 {
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commands.entity(*e1).despawn_recursive();
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character_list.0.remove(e1);
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if c_player.is_some() {
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change_character_event.send(ChangeCharacterEvent);
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}
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}
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*c_material = materials.add(ColorMaterial::from(c_color.0));
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} else if let (
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Ok((mut c_color, _c_transform, mut c_material, _c_player)),
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Ok((mut c_color, _c_transform, mut c_material, c_player)),
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Ok(filter),
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) = (
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character_query.get_mut(*e2),
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pass_through_filter_query.get(*e1),
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) {
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c_color.0 = filter.apply(c_color.0);
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if c_color.0.as_hsla_f32()[2] < 0.1 {
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commands.entity(*e2).despawn_recursive();
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character_list.0.remove(e2);
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if c_player.is_some() {
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change_character_event.send(ChangeCharacterEvent);
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}
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}
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*c_material = materials.add(ColorMaterial::from(c_color.0));
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}
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}
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