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55ab83588a
...
683bfa2c99
2 changed files with 62 additions and 52 deletions
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@ -5,6 +5,7 @@
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* name
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* name
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* scene management
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* scene management
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* stream audio (with HexoSynthDSP)
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* stream audio (with HexoSynthDSP)
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* character fusion
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* color filters
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* color filters
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* level design
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* level design
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* win
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* win
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113
src/game.rs
113
src/game.rs
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@ -1,12 +1,11 @@
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#![allow(clippy::precedence)]
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#![allow(clippy::precedence)]
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#![allow(clippy::too_many_arguments)]
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use crate::AppState;
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use crate::AppState;
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use bevy::{
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use bevy::{
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input::{keyboard::KeyCode, Input},
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input::{keyboard::KeyCode, Input},
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prelude::{shape::Quad, *},
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prelude::{shape::Quad, *},
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sprite::Mesh2dHandle,
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sprite::{MaterialMesh2dBundle, Mesh2dHandle},
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};
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};
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use bevy_fundsp::prelude::*;
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use bevy_fundsp::prelude::*;
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use bevy_hanabi::*;
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use bevy_hanabi::*;
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@ -70,9 +69,6 @@ struct SelectedCharacterId(Option<CharacterId>);
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#[derive(Component)]
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#[derive(Component)]
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struct CharacterIdList(BTreeSet<CharacterId>);
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struct CharacterIdList(BTreeSet<CharacterId>);
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#[derive(Clone, Component, PartialEq)]
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struct CharacterColor(Color);
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// Systems
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// Systems
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fn setup(
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fn setup(
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@ -178,21 +174,20 @@ fn spawn_character(
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.clamp(Vec4::new(0., 0., 0., 0.), Vec4::new(1., 1., 1., 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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);
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commands
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commands
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.spawn_bundle(ColorMesh2dBundle {
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.spawn_bundle(MaterialMesh2dBundle {
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mesh: character_meshes.square.clone(),
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mesh: character_meshes.square.clone(),
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material: materials.add(ColorMaterial::from(color)),
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material: materials.add(ColorMaterial::from(color)),
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transform,
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transform,
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..default()
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..default()
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})
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})
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.insert(character_id)
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.insert(character_id)
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.insert(CharacterColor(color))
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.insert(RigidBody::Dynamic)
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.insert(RigidBody::Dynamic)
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.insert(Collider::cuboid(32., 32.))
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.insert(Collider::cuboid(32., 32.))
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.insert(ExternalForce::default())
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.insert(ExternalForce::default())
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.insert(Velocity::default())
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.insert(Velocity::default())
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.insert(GravityScale(10.0))
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.insert(GravityScale(10.0))
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.insert(LockedAxes::ROTATION_LOCKED)
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.insert(LockedAxes::ROTATION_LOCKED)
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.insert(Friction::new(0.8))
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.insert(Friction::new(1.0))
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.insert(Damping {
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.insert(Damping {
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linear_damping: 0.5,
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linear_damping: 0.5,
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angular_damping: 0.5,
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angular_damping: 0.5,
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@ -236,43 +231,30 @@ fn spawn_character(
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fn collision_event_system(
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fn collision_event_system(
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mut commands: Commands,
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mut commands: Commands,
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character_meshes: Res<CharacterMeshes>,
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//materials: ResMut<Assets<ColorMaterial>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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mut effects: ResMut<Assets<EffectAsset>>,
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current_level: Res<CurrentLevel>,
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current_level: Res<CurrentLevel>,
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mut collision_events: EventReader<CollisionEvent>,
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mut collision_events: EventReader<CollisionEvent>,
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character_query: Query<(&CharacterId, &CharacterColor, &Transform)>,
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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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mut level_query: Query<(&mut SelectedCharacterId, &mut CharacterIdList)>,
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) {
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) {
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if let Some(level_entity) = current_level.0 {
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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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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 let CollisionEvent::Started(e1, e2, flags) = collision_event {
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if flags.is_empty() {
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if flags.is_empty() {
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if let (
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//if let (Ok((c1_id, c1_material)), Ok((c2_id, c2_material))) =
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Ok((c1_id, c1_color, c1_transform)),
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if let (Ok(c1_id), Ok(c2_id)) =
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Ok((c2_id, c2_color, _c2_transform)),
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(character_query.get(*e1), character_query.get(*e2))
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) = (character_query.get(*e1), character_query.get(*e2))
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{
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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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let (mut selected_character_id, mut character_id_list) =
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level_query.get_mut(level_entity).unwrap();
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level_query.get_mut(level_entity).unwrap();
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character_id_list.0.remove(c1_id);
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character_id_list.0.remove(c2_id);
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character_id_list.0.remove(c2_id);
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selected_character_id.0 = None;
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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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// TODO completely remove particles
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}
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commands.entity(*e1).despawn_recursive();
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commands.entity(*e2).despawn_recursive();
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commands.entity(*e2).despawn_recursive();
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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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*c1_transform,
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(Vec4::from(c1_color.0) + Vec4::from(c2_color.0)).into(),
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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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}
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@ -285,7 +267,7 @@ fn keyboard_input_system(
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current_level: Res<CurrentLevel>,
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current_level: Res<CurrentLevel>,
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mut characters: Query<(
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mut characters: Query<(
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&CharacterId,
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&CharacterId,
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&mut Velocity,
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&mut Velocity,
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&mut ExternalImpulse,
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&mut ExternalImpulse,
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&mut ExternalForce,
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&mut ExternalForce,
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&Children,
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&Children,
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@ -303,11 +285,21 @@ fn keyboard_input_system(
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audio.play(dsp_assets.graph(&sine_wave));
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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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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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if let Some((
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.iter_mut()
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_character_id,
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.find(|(character_id, _velocity, _impulse, _force, _children)| {
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_velocity,
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*character_id == selected_character_id
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_impulse,
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}) {
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_force,
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children
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)) = characters.iter_mut().find(|(
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character_id,
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_velocity,
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_impulse,
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_force,
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_children
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)| { *character_id == selected_character_id }) {
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effect
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effect
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.get_mut(children[0])
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.get_mut(children[0])
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.unwrap()
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.unwrap()
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@ -327,11 +319,20 @@ fn keyboard_input_system(
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CharacterId(0)
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CharacterId(0)
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};
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};
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if let Some((_character_id, _velocity, _impulse, _force, children)) = characters
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if let Some((
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.iter_mut()
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_character_id,
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.find(|(character_id, _velocity, _impulse, _force, _children)| {
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_velocity,
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**character_id == selected
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_impulse,
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}) {
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_force,
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children
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)) = characters.iter_mut().find(|(
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character_id,
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_velocity,
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_impulse,
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_force,
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_children
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)| **character_id == selected)
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{
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effect
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effect
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.get_mut(children[0])
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.get_mut(children[0])
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.unwrap()
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.unwrap()
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@ -341,17 +342,25 @@ fn keyboard_input_system(
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}
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}
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}
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}
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let right_pressed: bool =
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let right_pressed: bool = keyboard_input.pressed(KeyCode::Right) || keyboard_input.pressed(KeyCode::D);
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keyboard_input.pressed(KeyCode::Right) || keyboard_input.pressed(KeyCode::D);
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let left_pressed: bool = keyboard_input.pressed(KeyCode::Left) || keyboard_input.pressed(KeyCode::A);
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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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if let Some(selected_character_id) = &selected_character_id.0 {
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if let Some((_character_id, mut velocity, _impulse, _force, _children)) = characters
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if let Some((
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.iter_mut()
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_character_id,
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.find(|(character_id, _velocity, _impulse, _force, _children)| {
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mut velocity,
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*character_id == selected_character_id
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mut impulse,
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}) {
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mut force,
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_children
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)) = characters.iter_mut().find(|(
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character_id,
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_velocity,
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_impulse,
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_force,
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_children
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)| { *character_id == selected_character_id }) {
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velocity.linvel.x = 200. * (right_pressed as i8 - left_pressed as i8) as f32;
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velocity.linvel.x = 200. * (right_pressed as i8 - left_pressed as i8) as f32;
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if keyboard_input.just_pressed(KeyCode::Space) {
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if keyboard_input.just_pressed(KeyCode::Space) {
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