Platform material & filter bundle
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ce37ddd0bd
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6 changed files with 99 additions and 23 deletions
20
src/filters.rs
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20
src/filters.rs
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@ -0,0 +1,20 @@
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use bevy::prelude::*;
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use bevy_rapier2d::prelude::*;
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#[derive(Component, Default)]
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pub struct FilterColor(pub Color);
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#[derive(Component)]
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pub enum PassThroughFilter {
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Absorbing,
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}
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#[derive(Bundle)]
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pub struct AbsorbingFilter {
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pub color: FilterColor,
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#[bundle]
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pub mesh: ColorMesh2dBundle,
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pub collider: Collider,
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pub sensor: Sensor,
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pub filter_type: PassThroughFilter,
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}
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12
src/game.rs
12
src/game.rs
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@ -1,6 +1,8 @@
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#![allow(clippy::precedence)]
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#![allow(clippy::too_many_arguments)]
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pub use crate::filters::*;
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use crate::AppState;
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use bevy::{
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@ -322,14 +324,16 @@ fn move_camera(
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.iter()
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.find(|(character_id, _transform)| *character_id == selected_character_id)
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{
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let (camera, mut camera_transform) =
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camera_query.single_mut();
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let (camera, mut camera_transform) = camera_query.single_mut();
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let size: Vec2 = camera.logical_viewport_size().unwrap();
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let half_height: f32 = size.y * 0.5;
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camera_transform.translation = camera_transform.translation.lerp(transform.translation, time.delta_seconds() * FOLLOW_SPEED);
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camera_transform.translation = camera_transform
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.translation
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.lerp(transform.translation, time.delta_seconds() * FOLLOW_SPEED);
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// prevent camera from going too low
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camera_transform.translation.y = camera_transform.translation.y.max(half_height-MARGIN);
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camera_transform.translation.y =
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camera_transform.translation.y.max(half_height - MARGIN);
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camera_transform.translation.z = 999.0;
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}
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}
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@ -39,6 +39,7 @@ pub fn despawn_level(mut commands: Commands, level_query: Query<Entity, With<Lev
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pub fn post_setup_level(
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mut commands: Commands,
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character_meshes: Res<CharacterMeshes>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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current_level: Res<CurrentLevel>,
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mut level_query: Query<(&mut SelectedCharacterId, &mut CharacterIdList)>,
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@ -54,6 +55,7 @@ pub fn post_setup_level(
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match level_id.0 {
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0 => level0::setup(
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&mut commands,
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&mut meshes,
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&character_meshes,
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&mut materials,
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&mut selected_character_id,
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@ -62,6 +64,7 @@ pub fn post_setup_level(
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),
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1 => level1::setup(
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&mut commands,
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&mut meshes,
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&character_meshes,
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&mut materials,
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&mut selected_character_id,
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@ -1,10 +1,11 @@
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use crate::game::*;
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use bevy::prelude::*;
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use bevy::prelude::{shape::Quad, *};
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use bevy_rapier2d::prelude::*;
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pub fn setup(
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commands: &mut Commands,
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meshes: &mut ResMut<Assets<Mesh>>,
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character_meshes: &Res<CharacterMeshes>,
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materials: &mut ResMut<Assets<ColorMaterial>>,
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selected_character_id: &mut Mut<SelectedCharacterId>,
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@ -12,8 +13,18 @@ pub fn setup(
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audio: &Res<crossbeam_channel::Sender<AudioMsg>>,
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) {
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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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.spawn_bundle(ColorMesh2dBundle {
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mesh: meshes
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.add(Mesh::from(Quad {
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size: Vec2 { x: 800.0, y: 16.0 },
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flip: false,
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}))
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.into(),
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material: materials.add(ColorMaterial::from(Color::GRAY)),
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transform: Transform::from_xyz(0.0, -256.0, 0.0),
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..default()
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})
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.insert(Collider::cuboid(400., 8.))
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.insert(Level);
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spawn_character(
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@ -1,10 +1,11 @@
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use crate::game::*;
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use bevy::prelude::*;
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use bevy::prelude::{shape::Quad, *};
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use bevy_rapier2d::prelude::*;
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pub fn setup(
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commands: &mut Commands,
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meshes: &mut ResMut<Assets<Mesh>>,
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character_meshes: &Res<CharacterMeshes>,
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materials: &mut ResMut<Assets<ColorMaterial>>,
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selected_character_id: &mut Mut<SelectedCharacterId>,
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@ -12,14 +13,32 @@ pub fn setup(
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audio: &Res<crossbeam_channel::Sender<AudioMsg>>,
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) {
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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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.spawn_bundle(ColorMesh2dBundle {
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mesh: meshes
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.add(Mesh::from(Quad {
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size: Vec2 { x: 800.0, y: 16.0 },
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flip: false,
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}))
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.into(),
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material: materials.add(ColorMaterial::from(Color::GRAY)),
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transform: Transform::from_xyz(0.0, -256.0, 0.0),
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..default()
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})
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.insert(Collider::cuboid(400., 8.))
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.insert(Level);
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commands
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.spawn_bundle(TransformBundle::from(Transform::from_xyz(
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256.0, -128.0, 0.0,
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)))
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.insert(Collider::cuboid(200., 10.))
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.spawn_bundle(ColorMesh2dBundle {
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mesh: meshes
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.add(Mesh::from(Quad {
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size: Vec2 { x: 400.0, y: 16.0 },
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flip: false,
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}))
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.into(),
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material: materials.add(ColorMaterial::from(Color::GRAY)),
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transform: Transform::from_xyz(256.0, -128.0, 0.0),
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..default()
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})
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.insert(Collider::cuboid(200., 8.))
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.insert(Level);
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spawn_character(
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@ -52,4 +71,24 @@ pub fn setup(
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Transform::from_xyz(0., -128., 0.),
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Color::GREEN,
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);
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commands
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.spawn_bundle(AbsorbingFilter {
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color: FilterColor(Color::RED),
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mesh: ColorMesh2dBundle {
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mesh: meshes
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.add(Mesh::from(Quad {
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size: Vec2 { x: 128.0, y: 16.0 },
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flip: false,
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}))
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.into(),
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material: materials.add(Color::rgba(1., 0., 0., 0.5).into()),
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transform: Transform::from_xyz(0., 0., 2.),
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..Default::default()
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},
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collider: Collider::cuboid(64., 8.),
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sensor: Sensor,
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filter_type: PassThroughFilter::Absorbing,
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})
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.insert(Level);
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}
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17
src/main.rs
17
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::{core_pipeline::clear_color::ClearColorConfig, prelude::*};
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use bevy::prelude::*;
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use bevy_rapier2d::prelude::*;
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#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq)]
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std::thread::spawn(move || audio::setup(audio_event_receiver));
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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(ClearColor(Color::BLACK))
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.add_plugins(DefaultPlugins)
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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(RapierDebugRenderPlugin::default())
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.add_plugin(menu::MenuPlugin)
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.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_plugin(bevy_inspector_egui::WorldInspectorPlugin::new())
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.add_system(bevy::window::close_on_esc)
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.add_startup_system(setup)
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.run();
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}
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@ -43,12 +47,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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let font: Handle<Font> = asset_server.load("UacariLegacy-Thin.ttf");
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commands.insert_resource(font);
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commands.spawn_bundle(Camera2dBundle {
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camera_2d: Camera2d {
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clear_color: ClearColorConfig::Custom(Color::BLACK),
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},
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..Default::default()
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});
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commands.spawn_bundle(Camera2dBundle::default());
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commands.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 0.6,
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