removed hannabi
This commit is contained in:
parent
05ef42d8c3
commit
f0e5f2f360
7 changed files with 17 additions and 112 deletions
29
Cargo.lock
generated
29
Cargo.lock
generated
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@ -469,23 +469,6 @@ dependencies = [
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"thiserror",
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]
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[[package]]
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name = "bevy_hanabi"
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version = "0.3.1"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "371c5bd9edcf42721cd4e769354c221f3c4090e7a1dba0eb0bd6ca29e7828142"
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dependencies = [
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"anyhow",
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"bevy",
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"bitflags",
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"bytemuck",
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"copyless",
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"rand",
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"rand_pcg",
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"ron",
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"serde",
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]
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[[package]]
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name = "bevy_hierarchy"
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version = "0.8.0"
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@ -915,11 +898,12 @@ version = "0.1.0"
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dependencies = [
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"bevy",
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"bevy-inspector-egui",
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"bevy_hanabi",
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"bevy_rapier2d",
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"cpal 0.14.0",
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"crossbeam-channel",
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"hexodsp",
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"rand",
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"rand_distr",
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"ticktock",
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]
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@ -3131,12 +3115,13 @@ dependencies = [
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]
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[[package]]
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name = "rand_pcg"
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version = "0.3.1"
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name = "rand_distr"
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version = "0.4.3"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "59cad018caf63deb318e5a4586d99a24424a364f40f1e5778c29aca23f4fc73e"
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checksum = "32cb0b9bc82b0a0876c2dd994a7e7a2683d3e7390ca40e6886785ef0c7e3ee31"
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dependencies = [
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"rand_core",
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"num-traits",
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"rand",
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]
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[[package]]
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@ -7,13 +7,15 @@ edition = "2021"
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[dependencies]
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bevy = "0.8.0"
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bevy_hanabi = "0.3.1"
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# bevy_hanabi = "0.3.1"
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bevy-inspector-egui = "0.12.1"
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bevy_rapier2d = "0.16.2"
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cpal = "0.14.0"
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crossbeam-channel = "0.5.6"
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hexodsp = { git = "https://github.com/WeirdConstructor/HexoDSP" }
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ticktock = "0.8.0"
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rand = "0.8.5"
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rand_distr = "0.4.3"
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[profile.dev.package."*"]
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opt-level = 3
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79
src/game.rs
79
src/game.rs
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@ -10,7 +10,6 @@ use bevy::{
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prelude::{shape::Quad, *},
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sprite::Mesh2dHandle,
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};
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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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@ -101,7 +100,6 @@ fn setup(
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pub 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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@ -118,22 +116,6 @@ pub fn spawn_character(
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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(ColorMesh2dBundle {
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mesh: character_meshes.square.clone(),
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@ -156,35 +138,7 @@ pub fn spawn_character(
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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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.insert(ActiveEvents::COLLISION_EVENTS);
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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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@ -199,7 +153,6 @@ fn collision_event_system(
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mut commands: Commands,
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character_meshes: Res<CharacterMeshes>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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mut effects: ResMut<Assets<EffectAsset>>,
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mut collision_events: EventReader<CollisionEvent>,
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character_query: Query<(&CharacterId, &CharacterColor, &Transform)>,
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mut level_query: Query<(&mut SelectedCharacterId, &mut CharacterIdList)>,
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@ -235,7 +188,6 @@ fn collision_event_system(
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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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@ -251,27 +203,14 @@ fn collision_event_system(
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fn keyboard_input_system(
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keyboard_input: Res<Input<KeyCode>>,
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mut characters: Query<(&CharacterId, &mut Velocity, &CharacterColor, &Children)>,
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mut characters: Query<(&CharacterId, &mut Velocity, &CharacterColor)>,
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mut level_query: Query<(&mut SelectedCharacterId, &CharacterIdList)>,
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mut effect: Query<&mut ParticleEffect>,
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mut app_state: ResMut<State<AppState>>,
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audio: Res<crossbeam_channel::Sender<AudioMsg>>,
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) {
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if let Ok((mut selected_character_id, character_id_list)) = level_query.get_single_mut() {
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if keyboard_input.just_pressed(KeyCode::Tab) {
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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, _color, children)) = characters
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.iter_mut()
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.find(|(character_id, _velocity, _color, _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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@ -284,16 +223,10 @@ fn keyboard_input_system(
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CharacterId(0)
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};
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if let Some((_character_id, _velocity, color, children)) = characters
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if let Some((_character_id, _velocity, color)) = characters
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.iter_mut()
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.find(|(character_id, _velocity, _color, _children)| **character_id == selected)
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.find(|(character_id, _velocity, _color)| **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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audio
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.send(AudioMsg::Color([color.0.r(), color.0.g(), color.0.b()]))
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.ok();
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@ -306,9 +239,9 @@ fn keyboard_input_system(
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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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if let Some((_character_id, mut velocity, _color, _children)) = characters
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if let Some((_character_id, mut velocity, _color)) = characters
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.iter_mut()
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.find(|(character_id, _velocity, _color, _children)| {
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.find(|(character_id, _velocity, _color)| {
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*character_id == selected_character_id
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}) {
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velocity.linvel.x = 200. * (right_pressed as i8 - left_pressed as i8) as f32;
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@ -7,7 +7,6 @@ mod level1;
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use crate::game::*;
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use bevy::prelude::*;
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use bevy_hanabi::*;
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use std::collections::BTreeSet;
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pub fn setup_level(
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@ -37,7 +36,6 @@ 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 effects: ResMut<Assets<EffectAsset>>,
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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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@ -54,7 +52,6 @@ pub fn post_setup_level(
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0 => level0::setup(
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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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@ -63,7 +60,6 @@ pub fn post_setup_level(
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1 => level1::setup(
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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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@ -1,13 +1,11 @@
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use crate::game::*;
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use bevy::prelude::*;
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use bevy_hanabi::*;
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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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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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@ -21,7 +19,6 @@ pub fn setup(
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spawn_character(
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commands,
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character_meshes,
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effects,
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materials,
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selected_character_id,
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character_id_list,
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@ -32,7 +29,6 @@ pub fn setup(
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spawn_character(
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commands,
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character_meshes,
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effects,
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materials,
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selected_character_id,
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character_id_list,
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@ -43,7 +39,6 @@ pub fn setup(
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spawn_character(
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commands,
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character_meshes,
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effects,
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materials,
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selected_character_id,
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character_id_list,
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@ -1,13 +1,11 @@
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use crate::game::*;
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use bevy::prelude::*;
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use bevy_hanabi::*;
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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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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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@ -27,7 +25,6 @@ pub fn setup(
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spawn_character(
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commands,
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character_meshes,
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effects,
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materials,
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selected_character_id,
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character_id_list,
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@ -38,7 +35,6 @@ pub fn setup(
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spawn_character(
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commands,
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character_meshes,
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effects,
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materials,
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selected_character_id,
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character_id_list,
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@ -49,7 +45,6 @@ pub fn setup(
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spawn_character(
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commands,
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character_meshes,
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effects,
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materials,
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selected_character_id,
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character_id_list,
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@ -9,7 +9,6 @@ use bevy::{
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prelude::*,
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render::settings::{WgpuFeatures, WgpuSettings},
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};
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use bevy_hanabi::*;
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use bevy_rapier2d::prelude::*;
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#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq)]
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@ -33,11 +32,11 @@ fn main() {
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.insert_resource(audio_event_sender)
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.add_state(AppState::Menu)
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.add_plugins(DefaultPlugins)
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.add_plugin(HanabiPlugin)
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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(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_startup_system(setup)
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.run();
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