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711 lines
22 KiB
Rust
711 lines
22 KiB
Rust
// Bevy basically forces "complex types" with Querys
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#![allow(clippy::type_complexity)]
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use games::physics2d::*;
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use games::*;
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fn main() {
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App::new()
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.add_plugins((
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BaseGamePlugin {
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name: "flappy bird (with rewind)".into(),
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game_type: GameType::Two,
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},
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Physics2dPlugin,
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))
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.insert_resource(Gravity(Vec2::NEG_Y * 9.8 * 100.0))
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.init_resource::<PipeComponents>()
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.init_resource::<GroundComponents>()
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.init_resource::<Score>()
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.init_resource::<RewindFrames>()
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.init_resource::<Flaps>()
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.init_resource::<Deaths>()
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.init_state::<PlayerState>()
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.add_systems(
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Startup,
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(
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init_bird,
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// init_obstacles,
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init_obstacle_assets,
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init_first_batches.after(init_obstacle_assets),
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init_ui,
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tweak_camera.after(create_camera_2d),
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),
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)
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.add_systems(OnEnter(PlayerState::Alive), alive_bird)
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.add_systems(OnEnter(PlayerState::Pause), pause_bird)
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.add_systems(OnEnter(PlayerState::Stasis), pause_bird)
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.add_systems(OnEnter(PlayerState::Rewind), pause_bird)
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.add_systems(
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Update,
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(
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// Systems to run when player state changes
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(
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// Print out when this state changes for debugging purposes
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debug_state_changes::<PlayerState>,
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// Toggle (UI) elements when the player dies/alives
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toggle_state_visibility::<PlayerState>,
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)
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.run_if(state_changed::<PlayerState>),
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// Detect if the bird is "dead" by checking if it is visible
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// from the point of view of the camera
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detect_dead.run_if(in_state(PlayerState::Alive)),
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// Toggle rewinding state when "R" is pressed/released
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toggle_rewind.run_if(
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input_just_pressed(KeyCode::KeyR).or(input_just_released(KeyCode::KeyR)),
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),
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// Systems to run in the "play" state
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(
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// Only flap when we press the space key
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flap_kb.run_if(input_just_pressed(KeyCode::Space)),
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// Rewinding systems
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record.run_if(any_component_changed::<Transform>),
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)
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.run_if(in_state(PlayerState::Alive)),
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// Rewinding systems
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rewind.run_if(in_state(PlayerState::Rewind)),
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// Camera follows when bird moves regardless of player state
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camera_follow_bird.run_if(any_component_changed::<Transform>),
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// Pause when the player presses Escape
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pause_game.run_if(input_just_pressed(KeyCode::Escape)),
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// Transition out of the pause screen if the player presses space
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un_pause_game
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.run_if(input_just_pressed(KeyCode::Space))
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.run_if(in_state(PlayerState::Pause)),
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// Stats that get synced to the UI
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(
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sync_resource_to_ui::<Score>.run_if(resource_changed::<Score>),
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sync_resource_to_ui::<Flaps>.run_if(resource_changed::<Flaps>),
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sync_resource_to_ui::<Deaths>.run_if(resource_changed::<Deaths>),
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sync_resource_to_ui::<RewindFrames>.run_if(resource_changed::<RewindFrames>),
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),
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scoring.run_if(on_event::<CollisionEnded>),
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manage_batches.run_if(on_event::<CollisionStarted>).run_if(in_state(PlayerState::Alive).or(in_state(PlayerState::Rewind))),
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update_tooltip.run_if(in_state(DebuggingState::On)),
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),
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)
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.add_observer(flap)
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.add_observer(populate_batch)
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.add_observer(update_batch)
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.add_observer(populate_pipe)
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.add_observer(populate_ground)
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.add_observer(populate_hitbox)
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.run();
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}
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fn tweak_camera(camera: Single<&mut Camera>) {
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debug!("Tweaking camera");
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let mut c = camera.into_inner();
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c.clear_color = ClearColorConfig::Custom(WHITE.into());
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}
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#[derive(Component)]
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struct Bird;
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#[derive(States, Clone, Eq, PartialEq, Debug, Hash, Default, Component)]
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enum PlayerState {
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Alive,
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Rewind,
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Stasis,
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#[default]
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Pause,
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}
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// A tape tracking the bird's state every frame
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#[derive(Component, Default)]
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struct Tape {
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translations: Vec<Vec3>,
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rotations: Vec<Quat>,
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linear_velocities: Vec<LinearVelocity>,
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angular_velocities: Vec<AngularVelocity>,
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}
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fn init_bird(
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mut commands: Commands,
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server: Res<AssetServer>,
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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 material = MeshMaterial2d(materials.add(ColorMaterial {
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texture: Some(server.load("kenny.nl/1-bit-platformer-pack/tile_0380.png")),
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color: ORANGE.into(),
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alpha_mode: AlphaMode2d::Blend,
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..default()
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}));
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let mesh = Mesh2d(meshes.add(Rectangle::new(1.0, 1.0)));
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let name = Name::new("bird");
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let t = Transform::from_xyz(0.0, 0.0, 0.0).with_scale(Vec3::splat(100.0));
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let physics = (
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RigidBody::Static,
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Collider::circle(0.5),
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Mass(10.0),
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ExternalImpulse::default().with_persistence(false),
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MaxLinearSpeed(500.0),
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);
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let tape = Tape::default();
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commands.spawn((
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name,
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mesh,
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material,
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physics,
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t,
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Bird,
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tape,
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CollisionEventsEnabled,
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));
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}
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#[derive(Component, Clone)]
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struct Ground(isize);
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#[derive(Component, Clone)]
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enum Pipe {
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Top,
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Bottom,
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}
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#[derive(Component, Clone)]
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struct Hitbox;
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#[derive(Component, Clone)]
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struct Batch(usize);
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fn init_first_batches(
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mut commands: Commands
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) {
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commands.spawn(Batch(0));
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commands.spawn(Batch(1));
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commands.spawn(Batch(2));
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commands.spawn(Batch(3));
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commands.spawn(Batch(4));
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}
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/// We have the concept of an environment "batch" which contains:
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/// * The ground obstacle
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/// * The pipe obstacle
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/// * The pipe scoring sensor
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///
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/// These are all populated via `OnAdd` observers for the respected components.
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/// This makes it much more concise to spawn each part of the environment.
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fn populate_batch(
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trigger: Trigger<OnAdd, Batch>,
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batches: Query<&Batch>,
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children: Query<&ChildOf>,
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mut commands: Commands,
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) {
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// Only run this for top level batch entities,
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// not children containing a reference to their batch, like hitboxes
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if !children.contains(trigger.target()) {
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let Batch(batch_id) = batches.get(trigger.target()).unwrap();
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commands
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.entity(trigger.target())
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.insert((Transform::from_xyz(500.0 * (*batch_id) as f32, 0.0, 0.0), Visibility::Inherited))
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.with_children(|parent| {
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parent.spawn(Ground(-2));
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parent.spawn(Ground(-1));
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parent.spawn(Ground(0));
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parent.spawn(Ground(1));
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parent.spawn(Ground(2));
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if *batch_id > 0 {
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parent.spawn(Pipe::Top);
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parent.spawn(Pipe::Bottom);
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parent.spawn((Hitbox, Batch(*batch_id)));
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}
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});
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}
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}
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fn update_batch(
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trigger: Trigger<OnReplace, Batch>,
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mut root: Query<(&mut Transform, &Batch), With<Children>>,
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) {
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if let Ok((mut t, Batch(idx))) = root.get_mut(trigger.target()) {
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debug!("Updating batch {:?}", idx);
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t.translation.x = 500.0 * (*idx) as f32;
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}
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// todo!("Adjust pipe positions");
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}
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/// The ground population spawns a center peace and two pieces of ground
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/// to the left and right of the center.
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fn populate_ground(
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trigger: Trigger<OnAdd, Ground>,
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grounds: Query<&Ground>,
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ground_assets: Res<GroundComponents>,
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mut commands: Commands,
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) {
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let Ground(idx) = grounds.get(trigger.target()).unwrap();
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debug!("populating ground {:?}", idx);
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commands.entity(trigger.target()).insert((
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ground_assets.material.clone(),
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ground_assets.mesh.clone(),
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Name::new("ground"),
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RigidBody::Static, Collider::rectangle(1.0, 1.0),
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Transform::from_xyz(100.0 * (*idx) as f32, -300.0, -1.0).with_scale(Vec3::splat(100.0))
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));
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}
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/// Based on if this is a Top or Bottom pipe the placement changes
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/// Otherwise this just spawns in the center of the batch.
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fn populate_pipe(
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trigger: Trigger<OnAdd, Pipe>,
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pipes: Query<&Pipe>,
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pipe_assets: Res<PipeComponents>,
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mut commands: Commands,
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) {
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let pipe_t = match pipes.get(trigger.target()).unwrap() {
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Pipe::Top => Transform::from_xyz(0.0, 200.0, -1.0).with_scale(Vec3::splat(100.0)),
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Pipe::Bottom => Transform::from_xyz(0.0, -200.0, -1.0).with_scale(Vec3::splat(100.0)),
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};
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commands.entity(trigger.target()).insert((
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pipe_t,
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pipe_assets.material.clone(),
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pipe_assets.mesh.clone(),
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RigidBody::Static, Collider::rectangle(1.0, 1.0),
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Name::new("pipe"),
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));
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}
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/// The hitbox should cover the entire height of the screen so if the player
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/// passes between the pipes it registers a point
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fn populate_hitbox(
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trigger: Trigger<OnAdd, Hitbox>,
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mut commands: Commands,
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) {
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commands.entity(trigger.target()).insert((
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RigidBody::Static,
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Collider::rectangle(1.0, 10.0),
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Sensor,
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CollisionEventsEnabled,
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Name::new("hitbox"),
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Transform::from_xyz(0.0, 0.0, 0.0).with_scale(Vec3::splat(100.0)),
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));
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}
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#[derive(Resource, Default)]
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struct GroundComponents {
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material: MeshMaterial2d<ColorMaterial>,
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mesh: Mesh2d,
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}
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#[derive(Resource, Default)]
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struct PipeComponents {
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material: MeshMaterial2d<ColorMaterial>,
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mesh: Mesh2d,
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}
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/// Initialize some materials and meshes used by the environment obstacles
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fn init_obstacle_assets(
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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mut pipe_assets: ResMut<PipeComponents>,
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mut ground_assets: ResMut<GroundComponents>,
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server: Res<AssetServer>,
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) {
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pipe_assets.material = MeshMaterial2d(materials.add(ColorMaterial {
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texture: Some(server.load("kenny.nl/1-bit-platformer-pack/tile_0247.png")),
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color: GREEN.into(),
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..default()
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}));
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pipe_assets.mesh = Mesh2d(meshes.add(Rectangle::new(1.0, 1.0)));
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ground_assets.material = MeshMaterial2d(materials.add(ColorMaterial {
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texture: Some(server.load("kenny.nl/1-bit-platformer-pack/tile_0088.png")),
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color: BLACK.into(),
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..default()
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}));
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ground_assets.mesh = Mesh2d(meshes.add(Rectangle::new(1.0, 1.0)));
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}
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fn init_ui(mut commands: Commands) {
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commands.spawn((
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Node {
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align_self: AlignSelf::Center,
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justify_self: JustifySelf::Center,
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flex_direction: FlexDirection::Column,
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..default()
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},
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PlayerState::Stasis,
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children![
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(
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Text::new("You Died"),
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TextLayout::new_with_justify(JustifyText::Center)
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),
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(
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SyncResource::<Score>::default(),
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Text::default(),
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TextLayout::new_with_justify(JustifyText::Center)
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),
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(
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SyncResource::<Flaps>::default(),
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Text::default(),
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TextLayout::new_with_justify(JustifyText::Center)
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),
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(
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SyncResource::<RewindFrames>::default(),
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Text::default(),
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TextLayout::new_with_justify(JustifyText::Center)
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),
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(
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SyncResource::<Deaths>::default(),
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Text::default(),
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TextLayout::new_with_justify(JustifyText::Center)
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),
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(
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Text::new("Press R to Rewind"),
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TextLayout::new_with_justify(JustifyText::Center)
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),
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],
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));
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fn start_game(_trigger: Trigger<Pointer<Click>>, mut next: ResMut<NextState<PlayerState>>) {
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next.set(PlayerState::Alive);
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}
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commands
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.spawn((
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Node {
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align_self: AlignSelf::Center,
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justify_self: JustifySelf::Center,
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flex_direction: FlexDirection::Column,
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..default()
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},
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Button,
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// TODO: Add Pause (basically Stasis) state
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PlayerState::Pause,
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children![Text::new("Go!"),],
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))
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.observe(start_game);
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commands
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.spawn(Node {
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align_self: AlignSelf::End,
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justify_self: JustifySelf::Center,
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flex_direction: FlexDirection::Row,
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..default()
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})
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.with_children(|parent| {
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parent
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.spawn((
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Node { ..default() },
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Button,
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children![Text::new("Rewind!"),],
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))
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.observe(start_rewind)
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.observe(end_rewind);
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parent
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.spawn((Node { ..default() }, Button, children![Text::new("Flap!"),]))
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.observe(flap_button);
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});
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commands.spawn((
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Node {
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align_self: AlignSelf::Start,
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justify_self: JustifySelf::Center,
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..default()
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},
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BackgroundColor(WHITE.into()),
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SyncResource::<Score>::default(),
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Text::default(),
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TextLayout::new_with_justify(JustifyText::Center),
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));
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}
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fn start_rewind(_trigger: Trigger<Pointer<Pressed>>, mut next: ResMut<NextState<PlayerState>>) {
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next.set(PlayerState::Rewind);
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}
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fn end_rewind(_trigger: Trigger<Pointer<Released>>, mut next: ResMut<NextState<PlayerState>>) {
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next.set(PlayerState::Alive);
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}
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fn flap_button(
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_trigger: Trigger<Pointer<Pressed>>,
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mut commands: Commands,
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bird: Single<Entity, With<Bird>>,
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) {
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let e = *bird;
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debug!("Flapping {:?}", e);
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commands.trigger_targets(Flap, e);
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}
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/// Pause the game when the player presses "Escape"
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fn pause_game(mut next: ResMut<NextState<PlayerState>>) {
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next.set(PlayerState::Pause);
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}
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fn un_pause_game(mut next: ResMut<NextState<PlayerState>>) {
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next.set(PlayerState::Alive);
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}
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|
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#[derive(Component, Clone, Event)]
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struct Flap;
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// Observer for flapping
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fn flap(
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trigger: Trigger<Flap>,
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mut bird: Query<&mut ExternalImpulse, With<Bird>>,
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mut flaps: ResMut<Flaps>,
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) {
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debug!("real flap for {:?}", trigger.target());
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// Increment flap stat
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flaps.0 += 1;
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// Flap birds wings
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if let Ok(mut f) = bird.get_mut(trigger.target()) {
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f.apply_impulse(Vec2::Y * 5000.0 + Vec2::X * 1000.0);
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}
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}
|
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fn flap_kb(
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#[cfg(debug_assertions)] state: Res<State<PlayerState>>,
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#[cfg(debug_assertions)] keycode: Res<ButtonInput<KeyCode>>,
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birds: Query<Entity, With<Bird>>,
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mut commands: Commands,
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) {
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debug_assert!(
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matches!(state.get(), PlayerState::Alive),
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"Only flap when playing"
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);
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debug_assert!(
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keycode.just_pressed(KeyCode::Space),
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"Only flap when space is just pressed"
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);
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birds.iter().for_each(|e| {
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debug!("Flapping {:?}", e);
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commands.trigger_targets(Flap, e);
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});
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}
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fn toggle_rewind(keycode: Res<ButtonInput<KeyCode>>, mut next: ResMut<NextState<PlayerState>>) {
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debug_assert!(
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keycode.just_pressed(KeyCode::KeyR) || keycode.just_released(KeyCode::KeyR),
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"Only toggle rewind when R is pressed"
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);
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if keycode.just_pressed(KeyCode::KeyR) {
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debug!("Toggling rewind ON");
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next.set(PlayerState::Rewind)
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} else {
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debug!("Toggling rewind OFF");
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next.set(PlayerState::Alive)
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}
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}
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|
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fn record(
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#[cfg(debug_assertions)] state: Res<State<PlayerState>>,
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mut birds: Query<(&Transform, &LinearVelocity, &AngularVelocity, &mut Tape), With<Bird>>,
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) {
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debug_assert!(
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matches!(state.get(), PlayerState::Alive),
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"Only record in the alive state"
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);
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|
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birds
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.iter_mut()
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.for_each(|(transform, linear_velocity, angular_velocity, mut tape)| {
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|
tape.translations.push(transform.translation);
|
|
tape.rotations.push(transform.rotation);
|
|
tape.linear_velocities.push(*linear_velocity);
|
|
tape.angular_velocities.push(*angular_velocity);
|
|
});
|
|
}
|
|
|
|
fn rewind(
|
|
#[cfg(debug_assertions)] state: Res<State<PlayerState>>,
|
|
mut birds: Query<
|
|
(
|
|
&mut Transform,
|
|
&mut AngularVelocity,
|
|
&mut LinearVelocity,
|
|
&mut Tape,
|
|
),
|
|
With<Bird>,
|
|
>,
|
|
mut frames: ResMut<RewindFrames>,
|
|
) {
|
|
debug_assert!(
|
|
matches!(state.get(), PlayerState::Rewind),
|
|
"Only rewind in the rewinding state"
|
|
);
|
|
|
|
birds.iter_mut().for_each(
|
|
|(mut transform, mut angular_velocity, mut linear_velocity, mut tape)| {
|
|
match (tape.translations.pop(), tape.rotations.pop()) {
|
|
(Some(t), Some(r)) => {
|
|
transform.translation = t;
|
|
transform.rotation = r;
|
|
frames.0 += 1;
|
|
}
|
|
(None, None) => (),
|
|
_ => panic!("Translations and rotations are out of sync!"),
|
|
}
|
|
// TODO: Only need to set {angular|linear}_velocity at end of Rewind
|
|
if let Some(av) = tape.angular_velocities.pop() {
|
|
*angular_velocity = av;
|
|
}
|
|
if let Some(lv) = tape.linear_velocities.pop() {
|
|
*linear_velocity = lv;
|
|
}
|
|
},
|
|
);
|
|
}
|
|
|
|
// PERF: May run more than necessary, should be event-driven on aabb intersection
|
|
fn detect_dead(
|
|
#[cfg(debug_assertions)] state: Res<State<PlayerState>>,
|
|
bird: Single<&ColliderAabb, With<Bird>>,
|
|
obstacles: Query<&ColliderAabb, Or<(With<Ground>, With<Pipe>)>>,
|
|
mut next: ResMut<NextState<PlayerState>>,
|
|
) {
|
|
debug_assert!(
|
|
matches!(state.get(), PlayerState::Alive),
|
|
"Only check if dead while alive"
|
|
);
|
|
|
|
if obstacles.iter().any(|obstacle| bird.intersects(obstacle)) {
|
|
next.set(PlayerState::Stasis);
|
|
}
|
|
}
|
|
|
|
fn alive_bird(
|
|
#[cfg(debug_assertions)] state: Res<State<PlayerState>>,
|
|
mut bird: Single<&mut RigidBody, With<Bird>>,
|
|
) {
|
|
debug_assert!(matches!(state.get(), PlayerState::Alive));
|
|
debug!("Setting bird to Dynamic");
|
|
**bird = RigidBody::Dynamic;
|
|
}
|
|
|
|
fn pause_bird(
|
|
state: Res<State<PlayerState>>,
|
|
mut bird: Single<&mut RigidBody, With<Bird>>,
|
|
mut deaths: ResMut<Deaths>,
|
|
) {
|
|
debug_assert!(!matches!(state.get(), PlayerState::Alive));
|
|
|
|
// Increment death count
|
|
if state.get() == &PlayerState::Stasis { deaths.0 += 1 }
|
|
|
|
debug!("Setting bird to Static");
|
|
**bird = RigidBody::Static;
|
|
}
|
|
|
|
fn camera_follow_bird(
|
|
bird: Single<&Transform, (With<Bird>, Changed<Transform>)>,
|
|
mut camera: Single<&mut Transform, (With<Camera>, Without<Bird>)>,
|
|
) {
|
|
camera.translation.x = bird.translation.x;
|
|
}
|
|
|
|
/// How many pipes the player has passed
|
|
#[derive(Resource, Default)]
|
|
struct Score(usize);
|
|
|
|
impl Display for Score {
|
|
fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result {
|
|
writeln!(f, "Score: {}", self.0)
|
|
}
|
|
}
|
|
|
|
/// Number of frames that were rewound
|
|
#[derive(Resource, Default)]
|
|
struct RewindFrames(usize);
|
|
|
|
impl Display for RewindFrames {
|
|
fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result {
|
|
writeln!(f, "Frames Rewound: {}", self.0)
|
|
}
|
|
}
|
|
|
|
// Track number of times player flapped their wings
|
|
#[derive(Resource, Default)]
|
|
struct Flaps(usize);
|
|
|
|
impl Display for Flaps {
|
|
fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result {
|
|
writeln!(f, "Flaps: {}", self.0)
|
|
}
|
|
}
|
|
|
|
// Track number of times player died
|
|
#[derive(Resource, Default)]
|
|
struct Deaths(usize);
|
|
|
|
impl Display for Deaths {
|
|
fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result {
|
|
writeln!(f, "Deaths: {}", self.0)
|
|
}
|
|
}
|
|
|
|
// TODO: Scoring is bugged, need to make it correct.
|
|
fn scoring(
|
|
mut events: EventReader<CollisionEnded>,
|
|
state: Res<State<PlayerState>>,
|
|
bird: Query<Entity, With<Bird>>,
|
|
hitboxes: Query<Entity, With<Hitbox>>,
|
|
mut score: ResMut<Score>,
|
|
) {
|
|
events
|
|
.read()
|
|
.filter(|CollisionEnded(a, b)| bird.contains(*a) && hitboxes.contains(*b))
|
|
.for_each(|_| {
|
|
debug!("Hit event while {:?}", state.get());
|
|
match state.get() {
|
|
PlayerState::Alive => score.0 = score.0.saturating_add(1),
|
|
PlayerState::Rewind => score.0 = score.0.saturating_sub(1),
|
|
PlayerState::Pause | PlayerState::Stasis => (),
|
|
}
|
|
})
|
|
}
|
|
|
|
/// When the player moves forward while alive
|
|
/// spawn more batches and despawn old batches
|
|
fn manage_batches(
|
|
mut events: EventReader<CollisionStarted>,
|
|
state: Res<State<PlayerState>>,
|
|
bird: Query<Entity, With<Bird>>,
|
|
batches: Query<(Entity, &Batch)>,
|
|
mut commands: Commands,
|
|
) {
|
|
debug_assert!(matches!(state.get(), PlayerState::Alive) || matches!(state.get(), PlayerState::Rewind));
|
|
events
|
|
.read()
|
|
// This is written in a wonky way to avoid borrow checker rules
|
|
// Instaed of updating the Batch in place we use Commands to get it and upsert a new batch
|
|
.filter_map(|CollisionStarted(a, b)| {
|
|
if bird.contains(*a) && let Ok((e, Batch(idx))) = batches.get(*b) && *idx > 2 {
|
|
Some((e, idx))
|
|
} else { None }
|
|
}).for_each(|(_, idx)| {
|
|
let (old_batch_idx, new_batch_idx) = match state.get() {
|
|
PlayerState::Alive => (idx - 2, idx + 2),
|
|
PlayerState::Rewind => (idx + 2, idx - 2),
|
|
_ => panic!("Should not happen!"),
|
|
};
|
|
// Find all entities with the old batch and adjust them
|
|
batches.iter().filter_map(|(e, batch)| {
|
|
(batch.0 == old_batch_idx).then_some(e)
|
|
}).for_each(|e| {
|
|
commands.entity(e).insert(Batch(new_batch_idx));
|
|
})
|
|
});
|
|
}
|
|
|
|
fn update_tooltip(
|
|
mut query: Query<(&mut ToolTip, &LinearVelocity, Entity), With<Bird>>,
|
|
) {
|
|
query.iter_mut().for_each(|(mut tt, lv, _)| {
|
|
tt.insert("Velocity", format!("{}", lv.0));
|
|
});
|
|
}
|