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9f04ec861e
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9f04ec861e | |||
f3f74f668a | |||
e5b041c2c9 |
4 changed files with 57 additions and 14 deletions
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@ -17,7 +17,9 @@
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* (?) multiplayer
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* (?) multiplayer
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* more audio
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* more audio
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* "jumpable" component to avoid jumping on sensors
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* "jumpable" component to avoid jumping on sensors
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* bug: in level2, move the blue character to win, then reset. The characters are lighter than expected.
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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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* redshift warning
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* itchio test
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## Build
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## Build
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26
src/game.rs
26
src/game.rs
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@ -52,7 +52,8 @@ impl Plugin for GamePlugin {
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.with_system(player_movement_system)
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.with_system(player_movement_system)
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.with_system(level_keyboard_system)
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.with_system(level_keyboard_system)
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.with_system(move_camera)
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.with_system(move_camera)
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.with_system(character_particle_effect_system),
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.with_system(character_particle_effect_system)
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.with_system(move_win_text_system),
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)
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)
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.add_system_to_stage(CoreStage::PostUpdate, collision_event_system);
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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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@ -101,6 +102,9 @@ pub struct CollisionCount(usize);
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#[derive(Component)]
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#[derive(Component)]
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pub struct Melty(pub Color);
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pub struct Melty(pub Color);
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#[derive(Component)]
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pub struct WinText;
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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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@ -286,8 +290,7 @@ fn collision_event_system(
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.clamp(Vec4::ZERO, Vec4::ONE);
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.clamp(Vec4::ZERO, Vec4::ONE);
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// If color approximately white
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// If color approximately white
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if app_state.current() == &AppState::Game
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if app_state.current() == &AppState::Game && new_color.min_element() >= 0.9
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&& Vec4::from(new_color).min_element() >= 0.9
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{
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{
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app_state.replace(AppState::Win).ok();
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app_state.replace(AppState::Win).ok();
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}
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}
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@ -491,7 +494,8 @@ fn win_setup(
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transform: Transform::from_xyz(0., 0., 3.),
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transform: Transform::from_xyz(0., 0., 3.),
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..default()
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..default()
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})
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})
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.insert(Level);
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.insert(Level)
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.insert(WinText);
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commands
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commands
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.spawn_bundle(Text2dBundle {
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.spawn_bundle(Text2dBundle {
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text: Text::from_section(
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text: Text::from_section(
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@ -506,7 +510,8 @@ fn win_setup(
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transform: Transform::from_xyz(0., 0., 4.),
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transform: Transform::from_xyz(0., 0., 4.),
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..Default::default()
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..Default::default()
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})
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})
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.insert(Level);
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.insert(Level)
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.insert(WinText);
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}
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}
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fn move_camera(
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fn move_camera(
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@ -535,6 +540,17 @@ fn move_camera(
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}
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}
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}
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}
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fn move_win_text_system(
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camera_query: Query<&Transform, With<Camera>>,
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mut win_text_query: Query<&mut Transform, (With<WinText>, Without<Camera>)>,
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) {
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let camera_pos = camera_query.single();
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for mut pos in win_text_query.iter_mut() {
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pos.translation.x = camera_pos.translation.x;
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pos.translation.y = camera_pos.translation.y;
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}
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}
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fn level_keyboard_system(
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fn level_keyboard_system(
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mut commands: Commands,
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mut commands: Commands,
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mut current_level: ResMut<CurrentLevel>,
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mut current_level: ResMut<CurrentLevel>,
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16
src/menu.rs
16
src/menu.rs
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@ -20,6 +20,22 @@ impl Plugin for MenuPlugin {
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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let font = asset_server.get_handle("UacariLegacy-Thin.ttf");
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let font = asset_server.get_handle("UacariLegacy-Thin.ttf");
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#[cfg(target_arch = "wasm32")]
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commands
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.spawn_bundle(Text2dBundle {
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text: Text::from_section(
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"Note:\nAudio is NOT available in the WASM build.",
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TextStyle {
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font: font.clone(),
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font_size: 24.0,
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color: Color::rgba(1., 0.4, 0.4, 1.),
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},
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)
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.with_alignment(TextAlignment::CENTER),
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transform: Transform::from_xyz(0., -128.0, 0.),
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..Default::default()
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})
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.insert(Menu);
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commands
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commands
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.spawn_bundle(Text2dBundle {
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.spawn_bundle(Text2dBundle {
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text: Text::from_section(
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text: Text::from_section(
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@ -1,5 +1,5 @@
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use bevy::{prelude::*, sprite::Mesh2dHandle};
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use bevy::{prelude::*, sprite::Mesh2dHandle};
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use rand::Rng;
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use rand::{rngs::ThreadRng, Rng};
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use rand_distr::{Distribution, UnitCircle};
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use rand_distr::{Distribution, UnitCircle};
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#[cfg(not(target_arch = "wasm32"))]
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#[cfg(not(target_arch = "wasm32"))]
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@ -68,15 +68,20 @@ pub struct ParticleComponent {
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}
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}
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impl ParticleComponent {
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impl ParticleComponent {
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pub fn new() -> Self {
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pub fn new(rng: &mut ThreadRng) -> Self {
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let mut particle_component: Self = Self::default();
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let mut particle_component: Self = Self::default();
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particle_component.randomize_velocity(MIN_VELOCITY, MAX_VELOCITY);
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particle_component.randomize_velocity(rng, MIN_VELOCITY, MAX_VELOCITY);
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particle_component
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particle_component
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}
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}
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pub fn randomize_velocity(&mut self, min_velocity: f32, max_velocity: f32) {
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pub fn randomize_velocity(
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let random_direction: [f32; 2] = UnitCircle.sample(&mut rand::thread_rng());
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&mut self,
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let random_magnitude: f32 = rand::thread_rng().gen_range(min_velocity..max_velocity);
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rng: &mut ThreadRng,
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min_velocity: f32,
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max_velocity: f32,
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) {
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let random_direction: [f32; 2] = UnitCircle.sample(rng);
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let random_magnitude: f32 = rng.gen_range(min_velocity..max_velocity);
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self.velocity = Vec3::new(random_direction[0], random_direction[1], 0.0) * random_magnitude;
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self.velocity = Vec3::new(random_direction[0], random_direction[1], 0.0) * random_magnitude;
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}
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}
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}
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}
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@ -87,6 +92,8 @@ fn particle_effect_startup(
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particle_mesh: Res<ParticleMesh>,
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particle_mesh: Res<ParticleMesh>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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) {
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let mut rng = rand::thread_rng();
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for _p in 0..POOL_COUNT {
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for _p in 0..POOL_COUNT {
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let color_mesh = ColorMesh2dBundle {
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let color_mesh = ColorMesh2dBundle {
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mesh: particle_mesh.square.clone(),
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mesh: particle_mesh.square.clone(),
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@ -96,7 +103,7 @@ fn particle_effect_startup(
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commands
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commands
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.spawn_bundle(color_mesh)
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.spawn_bundle(color_mesh)
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.insert(ParticleComponent::new());
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.insert(ParticleComponent::new(&mut rng));
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}
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}
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}
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}
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@ -110,6 +117,8 @@ fn particle_effect_system(
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mut particle_effect: ResMut<ParticleEffectResource>,
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mut particle_effect: ResMut<ParticleEffectResource>,
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time: Res<Time>,
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time: Res<Time>,
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) {
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) {
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let mut rng = rand::thread_rng();
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let delta_seconds: f32 = f32::max(0.001, time.delta_seconds());
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let delta_seconds: f32 = f32::max(0.001, time.delta_seconds());
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let delta_position: Vec3 = particle_effect.translation - particle_effect.prev_translation;
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let delta_position: Vec3 = particle_effect.translation - particle_effect.prev_translation;
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// let overall_velocity: Vec3 = delta_position / delta_seconds;
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// let overall_velocity: Vec3 = delta_position / delta_seconds;
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@ -124,7 +133,7 @@ fn particle_effect_system(
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.distance_squared(particle_effect.translation);
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.distance_squared(particle_effect.translation);
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if squared_distance > particle_effect.radius_squared {
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if squared_distance > particle_effect.radius_squared {
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transform.translation = particle_effect.translation;
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transform.translation = particle_effect.translation;
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particle_component.randomize_velocity(MIN_VELOCITY, MAX_VELOCITY);
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particle_component.randomize_velocity(&mut rng, MIN_VELOCITY, MAX_VELOCITY);
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}
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}
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if let Some(material) = materials.get_mut(color_material) {
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if let Some(material) = materials.get_mut(color_material) {
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