first committ, still fighting with... a lot! 😅
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126
src/main.rs
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126
src/main.rs
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// Support configuring Bevy lints within code.
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#![cfg_attr(bevy_lint, feature(register_tool), register_tool(bevy))]
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// Disable console on Windows for non-dev builds.
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#![cfg_attr(not(feature = "dev"), windows_subsystem = "windows")]
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mod asset_tracking;
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mod audio;
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mod demo;
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#[cfg(feature = "dev")]
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mod dev_tools;
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mod menus;
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mod screens;
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mod theme;
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use bevy::{asset::AssetMetaCheck, prelude::*, window::PrimaryWindow};
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fn main() -> AppExit {
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App::new().add_plugins(AppPlugin).run()
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}
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pub struct AppPlugin;
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impl Plugin for AppPlugin {
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fn build(&self, app: &mut App) {
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// Add Bevy plugins.
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app.add_plugins(
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DefaultPlugins
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.set(AssetPlugin {
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// Wasm builds will check for meta files (that don't exist) if this isn't set.
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// This causes errors and even panics on web build on itch.
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// See https://github.com/bevyengine/bevy_github_ci_template/issues/48.
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meta_check: AssetMetaCheck::Never,
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..default()
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})
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.set(WindowPlugin {
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primary_window: Window {
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title: "Chain Reaction Collapse".to_string(),
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fit_canvas_to_parent: true,
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..default()
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}
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.into(),
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..default()
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}),
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);
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// Add other plugins.
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app.add_plugins((
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asset_tracking::plugin,
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audio::plugin,
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demo::plugin,
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#[cfg(feature = "dev")]
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dev_tools::plugin,
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menus::plugin,
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screens::plugin,
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theme::plugin,
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));
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// Order new `AppSystems` variants by adding them here:
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app.configure_sets(
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Update,
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(
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AppSystems::TickTimers,
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AppSystems::RecordInput,
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AppSystems::Update,
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)
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.chain(),
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);
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// Set up the `Pause` state.
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app.init_state::<Pause>();
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app.configure_sets(Update, PausableSystems.run_if(in_state(Pause(false))));
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// Spawn the main camera.
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app.add_systems(Startup, spawn_camera);
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}
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}
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/// High-level groupings of systems for the app in the `Update` schedule.
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/// When adding a new variant, make sure to order it in the `configure_sets`
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/// call above.
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#[derive(SystemSet, Debug, Clone, Copy, Eq, PartialEq, Hash, PartialOrd, Ord)]
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enum AppSystems {
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/// Tick timers.
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TickTimers,
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/// Record player input.
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RecordInput,
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/// Do everything else (consider splitting this into further variants).
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Update,
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}
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/// Whether or not the game is paused.
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#[derive(States, Copy, Clone, Eq, PartialEq, Hash, Debug, Default)]
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#[states(scoped_entities)]
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struct Pause(pub bool);
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/// A system set for systems that shouldn't run while the game is paused.
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#[derive(SystemSet, Copy, Clone, Eq, PartialEq, Hash, Debug)]
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struct PausableSystems;
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// fn apply_screen_wrap(
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// window: Single<&Window, With<PrimaryWindow>>,
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// mut wrap_query: Query<&mut Transform, With<ScreenWrap>>,
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// ) {
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// let size = window.size() + 256.0;
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// let half_size = size / 2.0;
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// for mut transform in &mut wrap_query {
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// let position = transform.translation.xy();
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// let wrapped = (position + half_size).rem_euclid(size) - half_size;
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// transform.translation = wrapped.extend(transform.translation.z);
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// }
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// }
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fn spawn_camera(mut commands: Commands, window: Single<&Window, With<PrimaryWindow>>) {
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let half_size = window.size() / 2.0;
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commands.spawn((
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Name::new("Camera"),
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Camera2d,
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Projection::Orthographic(OrthographicProjection {
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scale: 0.5,
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..OrthographicProjection::default_2d()
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}),
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// FIXME: what do I need to transform the camera for?
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// Transform::from_xyz(-half_size.x, half_size.y, 0.0),
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));
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}
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