extract modules to files(tm)
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3 changed files with 126 additions and 129 deletions
132
src/main.rs
132
src/main.rs
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@ -3,6 +3,9 @@ use bevy_rapier2d::prelude::*;
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use player::{add_player, move_player};
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use some_bevy_tools::{camera_2d::Camera2DPlugin, controller_2d::SimpleTopDownControllerPlugin};
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mod player;
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mod scene;
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fn main() {
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App::new()
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.insert_resource(RapierConfiguration {
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@ -18,132 +21,3 @@ fn main() {
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.add_systems(Update, move_player)
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.run();
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}
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mod scene {
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use bevy::{
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prelude::*,
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sprite::{MaterialMesh2dBundle, Mesh2dHandle},
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};
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use bevy_rapier2d::prelude::*;
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const METER: f32 = 64.;
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pub fn setup_scene(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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let scene_objs = [
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// Arena walls
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(Rectangle::new(16. * METER, METER), (0., 7.5 * METER)),
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(Rectangle::new(16. * METER, METER), (0., -7.5 * METER)),
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(Rectangle::new(METER, 16. * METER), (7.5 * METER, 0.)),
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(Rectangle::new(METER, 16. * METER), (-7.5 * METER, 0.)),
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(Rectangle::new(8. * METER, METER), (0., 2. * METER)),
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(Rectangle::new(1. * METER, 2. * METER), (2. * METER, 0.)),
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(Rectangle::new(8. * METER, METER), (0., -2. * METER)),
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];
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for (shape_, pos) in scene_objs {
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let shape = Mesh2dHandle(meshes.add(shape_));
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commands
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.spawn(MaterialMesh2dBundle {
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mesh: shape,
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material: materials.add(Color::rgb(1., 0., 0.)),
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transform: Transform::from_xyz(pos.0, pos.1, 1.),
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..default()
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})
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.insert((
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RigidBody::Fixed,
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Collider::cuboid(shape_.half_size.x, shape_.half_size.y),
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));
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}
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}
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}
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mod player {
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use bevy::prelude::*;
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use bevy_rapier2d::prelude::*;
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use some_bevy_tools::camera_2d::Camera2DController;
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use std::f32::consts::PI;
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const TURN_SPEED: f32 = PI / 100.;
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const FW_SPEED: f32 = 5.;
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const BW_SPEED: f32 = 3.;
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const SIDEWARD_SPEED: f32 = 3.5;
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#[derive(Component)]
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pub struct Player {
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move_cooldown: Timer,
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}
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pub fn add_player(mut commands: Commands, asset_server: Res<AssetServer>) {
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let player = commands
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.spawn((
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Player {
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move_cooldown: Timer::from_seconds(0.01, TimerMode::Repeating),
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},
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SpriteBundle {
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texture: asset_server.load("sprites/player.png"),
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transform: Transform::from_xyz(0., 0., 0.),
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..default()
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},
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))
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.insert((Collider::cuboid(32., 32.),))
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.insert(KinematicCharacterController { ..default() })
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.id();
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commands.spawn((
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Camera2dBundle::default(),
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Camera2DController::new_follow_with_speed(player, 300.),
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));
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}
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pub fn move_player(
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kb_input: Res<ButtonInput<KeyCode>>,
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mut query: Query<(
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&mut Transform,
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&mut Player,
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&mut KinematicCharacterController,
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)>,
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time: Res<Time>,
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) {
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let (mut transform, mut player, mut controller) = query.single_mut();
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if player.move_cooldown.tick(time.delta()).finished() {
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let mut moved = false;
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let (mut mv_forward, mut mv_sideward, mut rot) = (0., 0., 0.);
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if kb_input.pressed(KeyCode::KeyA) {
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moved = true;
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rot += TURN_SPEED;
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}
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if kb_input.pressed(KeyCode::KeyD) {
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moved = true;
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rot -= TURN_SPEED;
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}
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if kb_input.pressed(KeyCode::KeyW) {
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moved = true;
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mv_forward += FW_SPEED;
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}
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if kb_input.pressed(KeyCode::KeyE) {
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moved = true;
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mv_sideward += SIDEWARD_SPEED;
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}
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if kb_input.pressed(KeyCode::KeyQ) {
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moved = true;
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mv_sideward -= SIDEWARD_SPEED;
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}
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if kb_input.pressed(KeyCode::KeyS) {
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moved = true;
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mv_forward -= BW_SPEED;
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}
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if moved {
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// player.move_cooldown.reset();
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transform.rotation *= Quat::from_rotation_z(rot);
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let fw = transform.up();
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let right = transform.right();
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// transform.translation += fw * mv_forward + right * mv_sideward;
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controller.translation = Some((fw * mv_forward + right * mv_sideward).xy());
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}
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}
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}
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}
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85
src/player.rs
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85
src/player.rs
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@ -0,0 +1,85 @@
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use bevy::prelude::*;
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use bevy_rapier2d::prelude::*;
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use some_bevy_tools::camera_2d::Camera2DController;
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use std::f32::consts::PI;
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const TURN_SPEED: f32 = PI / 100.;
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const FW_SPEED: f32 = 5.;
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const BW_SPEED: f32 = 3.;
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const SIDEWARD_SPEED: f32 = 3.5;
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#[derive(Component)]
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pub struct Player {
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move_cooldown: Timer,
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}
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pub fn add_player(mut commands: Commands, asset_server: Res<AssetServer>) {
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let player = commands
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.spawn((
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Player {
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move_cooldown: Timer::from_seconds(0.01, TimerMode::Repeating),
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},
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SpriteBundle {
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texture: asset_server.load("sprites/player.png"),
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transform: Transform::from_xyz(0., 0., 0.),
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..default()
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},
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))
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.insert((Collider::cuboid(32., 32.),))
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.insert(KinematicCharacterController { ..default() })
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.id();
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commands.spawn((
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Camera2dBundle::default(),
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Camera2DController::new_follow_with_speed(player, 300.),
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));
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}
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pub fn move_player(
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kb_input: Res<ButtonInput<KeyCode>>,
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mut query: Query<(
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&mut Transform,
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&mut Player,
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&mut KinematicCharacterController,
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)>,
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time: Res<Time>,
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) {
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let (mut transform, mut player, mut controller) = query.single_mut();
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if player.move_cooldown.tick(time.delta()).finished() {
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let mut moved = false;
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let (mut mv_forward, mut mv_sideward, mut rot) = (0., 0., 0.);
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if kb_input.pressed(KeyCode::KeyA) {
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moved = true;
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rot += TURN_SPEED;
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}
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if kb_input.pressed(KeyCode::KeyD) {
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moved = true;
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rot -= TURN_SPEED;
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}
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if kb_input.pressed(KeyCode::KeyW) {
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moved = true;
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mv_forward += FW_SPEED;
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}
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if kb_input.pressed(KeyCode::KeyE) {
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moved = true;
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mv_sideward += SIDEWARD_SPEED;
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}
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if kb_input.pressed(KeyCode::KeyQ) {
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moved = true;
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mv_sideward -= SIDEWARD_SPEED;
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}
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if kb_input.pressed(KeyCode::KeyS) {
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moved = true;
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mv_forward -= BW_SPEED;
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}
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if moved {
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// player.move_cooldown.reset();
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transform.rotation *= Quat::from_rotation_z(rot);
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let fw = transform.up();
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let right = transform.right();
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// transform.translation += fw * mv_forward + right * mv_sideward;
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controller.translation = Some((fw * mv_forward + right * mv_sideward).xy());
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}
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}
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}
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38
src/scene.rs
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38
src/scene.rs
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@ -0,0 +1,38 @@
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use bevy::{
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prelude::*,
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sprite::{MaterialMesh2dBundle, Mesh2dHandle},
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};
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use bevy_rapier2d::prelude::*;
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const METER: f32 = 64.;
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pub fn setup_scene(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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let scene_objs = [
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// Arena walls
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(Rectangle::new(16. * METER, METER), (0., 7.5 * METER)),
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(Rectangle::new(16. * METER, METER), (0., -7.5 * METER)),
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(Rectangle::new(METER, 16. * METER), (7.5 * METER, 0.)),
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(Rectangle::new(METER, 16. * METER), (-7.5 * METER, 0.)),
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(Rectangle::new(8. * METER, METER), (0., 2. * METER)),
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(Rectangle::new(1. * METER, 2. * METER), (2. * METER, 0.)),
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(Rectangle::new(8. * METER, METER), (0., -2. * METER)),
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];
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for (shape_, pos) in scene_objs {
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let shape = Mesh2dHandle(meshes.add(shape_));
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commands
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.spawn(MaterialMesh2dBundle {
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mesh: shape,
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material: materials.add(Color::rgb(1., 0., 0.)),
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transform: Transform::from_xyz(pos.0, pos.1, 1.),
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..default()
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})
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.insert((
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RigidBody::Fixed,
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Collider::cuboid(shape_.half_size.x, shape_.half_size.y),
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));
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}
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}
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