refactor():
* moved all reusable parts to core module / folder * moved all game specific code to game module * fixed small issue with camera & other minor tweaks
This commit is contained in:
parent
178e789832
commit
6b769e1ba1
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@ -3,11 +3,11 @@ use bevy::prelude::*;
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use bevy::core_pipeline::bloom::{BloomSettings, BloomCompositeMode};
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use bevy::core_pipeline::bloom::{BloomSettings, BloomCompositeMode};
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use bevy::core_pipeline::tonemapping::{Tonemapping, DebandDither};
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use bevy::core_pipeline::tonemapping::{Tonemapping, DebandDither};
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use super::CameraTracking;
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use super::CameraTrackingOffset;
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pub fn camera_replace_proxies (
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pub fn camera_replace_proxies (
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mut commands: Commands,
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mut commands: Commands,
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mut added_cameras: Query<(Entity, &mut Camera), (Added<Camera>, With<CameraTracking>)>,
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mut added_cameras: Query<(Entity, &mut Camera), (Added<Camera>, With<CameraTrackingOffset>)>,
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) {
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) {
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for (entity, mut camera) in added_cameras.iter_mut(){
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for (entity, mut camera) in added_cameras.iter_mut(){
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@ -18,11 +18,11 @@ pub fn camera_replace_proxies (
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DebandDither::Enabled
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DebandDither::Enabled
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)
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)
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.insert(
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.insert(
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Tonemapping::None
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Tonemapping::BlenderFilmic
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)
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)
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.insert(
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.insert(
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BloomSettings{
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BloomSettings{
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intensity: 0.08,
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intensity: 0.01,
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composite_mode:BloomCompositeMode::Additive,
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composite_mode:BloomCompositeMode::Additive,
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..default()
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..default()
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}
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}
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@ -27,7 +27,6 @@ impl Default for CameraTrackingOffset {
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impl CameraTrackingOffset {
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impl CameraTrackingOffset {
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fn new (input: Vec3) -> Self {
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fn new (input: Vec3) -> Self {
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println!("NEEEW");
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CameraTrackingOffset(input)
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CameraTrackingOffset(input)
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}
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}
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}
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}
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@ -0,0 +1,28 @@
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pub mod process_gltf;
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pub use process_gltf::*;
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pub mod camera;
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pub use camera::*;
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pub mod lighting;
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pub use lighting::*;
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pub mod relationships;
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pub use relationships::*;
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pub mod physics;
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pub use physics::*;
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use bevy::prelude::*;
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pub struct CorePlugin;
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impl Plugin for CorePlugin {
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fn build(&self, app: &mut App) {
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app
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.add_plugins((
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ProcessGltfPlugin,
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LightingPlugin,
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CameraPlugin,
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PhysicsPlugin
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));
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}
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}
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@ -9,7 +9,7 @@ pub use controls::*;
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use bevy::prelude::*;
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use bevy::prelude::*;
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// use crate::state::{GameState};
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// use crate::state::{GameState};
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use super::Collider;
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use crate::Collider;
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pub struct PhysicsPlugin;
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pub struct PhysicsPlugin;
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impl Plugin for PhysicsPlugin {
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impl Plugin for PhysicsPlugin {
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fn build(&self, app: &mut App) {
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fn build(&self, app: &mut App) {
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@ -0,0 +1,103 @@
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use bevy::prelude::*;
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use bevy_rapier3d::prelude::*;
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use crate::insert_dependant_component;
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// this file is just for demo purposes, contains various types of components, systems etc
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#[derive(Component, Reflect, Default, Debug, )]
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#[reflect(Component)]
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pub enum SoundMaterial{
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Metal,
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Wood,
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Rock,
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Cloth,
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Squishy,
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#[default]
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None
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}
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#[derive(Component, Reflect, Default, Debug, )]
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#[reflect(Component)]
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/// Demo marker component
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pub struct Player;
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#[derive(Component, Reflect, Default, Debug, )]
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#[reflect(Component)]
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/// Demo component showing auto injection of components
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pub struct ShouldBeWithPlayer;
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#[derive(Component, Reflect, Default, Debug, )]
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#[reflect(Component)]
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/// Demo marker component
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pub struct Interactible;
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fn player_move_demo(
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keycode: Res<Input<KeyCode>>,
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mut players: Query<&mut Transform, With<Player>>,
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){
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let speed = 0.2;
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if let Ok(mut player) = players.get_single_mut() {
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if keycode.pressed(KeyCode::Left) {
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player.translation.x += speed;
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}
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if keycode.pressed(KeyCode::Right) {
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player.translation.x -= speed;
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}
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if keycode.pressed(KeyCode::Up) {
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player.translation.z += speed;
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}
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if keycode.pressed(KeyCode::Down) {
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player.translation.z -= speed;
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}
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}
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}
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// collision tests/debug
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pub fn test_collision_events(
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mut collision_events: EventReader<CollisionEvent>,
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mut contact_force_events: EventReader<ContactForceEvent>,
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)
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{
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for collision_event in collision_events.iter() {
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println!("collision");
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match collision_event {
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CollisionEvent::Started(entity1, entity2 ,_) => {
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println!("collision started")
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}
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CollisionEvent::Stopped(entity1, entity2 ,_) => {
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println!("collision ended")
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}
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}
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}
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for contact_force_event in contact_force_events.iter() {
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println!("Received contact force event: {:?}", contact_force_event);
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}
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}
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pub struct DemoPlugin;
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impl Plugin for DemoPlugin {
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fn build(&self, app: &mut App) {
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app
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.register_type::<Interactible>()
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.register_type::<SoundMaterial>()
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.register_type::<Player>()
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// little helper utility, to automatically inject components that are dependant on an other component
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// ie, here an Entity with a Player component should also always have a ShouldBeWithPlayer component
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// you get a warning if you use this, as I consider this to be stop-gap solution (usually you should have either a bundle, or directly define all needed components)
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.add_systems(Update, (
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insert_dependant_component::<Player, ShouldBeWithPlayer>,
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player_move_demo, //.run_if(in_state(AppState::Running)),
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test_collision_events
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))
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;
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}
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}
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129
src/main.rs
129
src/main.rs
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use bevy_editor_pls::prelude::*;
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use bevy_editor_pls::prelude::*;
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use bevy_rapier3d::prelude::*;
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use bevy_rapier3d::prelude::*;
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mod process_gltf;
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mod core;
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use process_gltf::*;
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use crate::core::*;
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mod camera;
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use camera::*;
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mod lighting;
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use lighting::*;
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mod relationships;
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use relationships::*;
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mod physics;
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use physics::*;
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mod game;
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use crate::game::*;
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#[derive(Component, Reflect, Default, Debug, )]
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#[derive(Component, Reflect, Default, Debug, )]
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#[reflect(Component)]
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#[reflect(Component)]
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/// Demo marker component
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/// helper marker component
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pub struct Player;
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#[derive(Component, Reflect, Default, Debug, )]
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#[reflect(Component)]
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/// Demo component showing auto injection of components
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pub struct ShouldBeWithPlayer;
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#[derive(Component, Reflect, Default, Debug, )]
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#[reflect(Component)]
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/// Demo marker component
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pub struct LoadedMarker;
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pub struct LoadedMarker;
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#[derive(Component, Reflect, Default, Debug, )]
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#[reflect(Component)]
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/// Demo marker component
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pub struct Interactible;
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#[derive(Component, Reflect, Default, Debug, )]
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#[reflect(Component)]
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/// Demo marker component
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pub struct MeshCollider;
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#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
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#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
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enum AppState {
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enum AppState {
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#[default]
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#[default]
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use bevy::{prelude::*};
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#[derive(Component, Reflect, Default, Debug, )]
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#[reflect(Component)]
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pub enum SoundMaterial{
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Metal,
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Wood,
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Rock,
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Cloth,
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Squishy,
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#[default]
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None
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}
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fn main(){
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fn main(){
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App::new()
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App::new()
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.add_plugins((
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.add_plugins((
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RapierPhysicsPlugin::<NoUserData>::default(),
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RapierPhysicsPlugin::<NoUserData>::default(),
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RapierDebugRenderPlugin::default(),
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RapierDebugRenderPlugin::default(),
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// our custom plugins
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// our custom plugins
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ProcessGltfPlugin,
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CorePlugin, // reusable plugins
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LightingPlugin,
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DemoPlugin // specific to our game
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CameraPlugin,
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PhysicsPlugin
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))
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))
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.register_type::<Interactible>()
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.register_type::<MeshCollider>()
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.register_type::<SoundMaterial>()
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.register_type::<Player>()
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// little helper utility, to automatically inject components that are dependant on an other component
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// ie, here an Entity with a Player component should also always have a ShouldBeWithPlayer component
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// you get a warning if you use this, as I consider this to be stop-gap solution (usually you should have either a bundle, or directly define all needed components)
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.add_systems(Update, insert_dependant_component::<Player, ShouldBeWithPlayer>)
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.add_state::<AppState>()
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.add_state::<AppState>()
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.add_systems(Startup, setup)
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.add_systems(Startup, setup)
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.add_systems(Update, (
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.add_systems(Update, (
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spawn_level.run_if(in_state(AppState::Loading)),
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spawn_level.run_if(in_state(AppState::Loading)),
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player_move_demo.run_if(in_state(AppState::Running)),
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test_collision_events
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))
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))
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.run();
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.run();
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}
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}
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@ -171,53 +106,3 @@ fn spawn_level(
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}
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}
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fn player_move_demo(
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keycode: Res<Input<KeyCode>>,
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mut players: Query<&mut Transform, With<Player>>,
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){
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let speed = 0.2;
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if let Ok(mut player) = players.get_single_mut() {
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if keycode.pressed(KeyCode::Left) {
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player.translation.x += speed;
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}
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if keycode.pressed(KeyCode::Right) {
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player.translation.x -= speed;
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}
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if keycode.pressed(KeyCode::Up) {
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player.translation.z += speed;
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}
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if keycode.pressed(KeyCode::Down) {
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player.translation.z -= speed;
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}
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}
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}
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// collision tests
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pub fn test_collision_events(
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mut collision_events: EventReader<CollisionEvent>,
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mut contact_force_events: EventReader<ContactForceEvent>,
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)
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{
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for collision_event in collision_events.iter() {
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println!("collision");
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match collision_event {
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CollisionEvent::Started(entity1, entity2 ,_) => {
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println!("collision started")
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}
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CollisionEvent::Stopped(entity1, entity2 ,_) => {
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println!("collision ended")
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}
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}
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}
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for contact_force_event in contact_force_events.iter() {
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println!("Received contact force event: {:?}", contact_force_event);
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}
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}
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Reference in New Issue