maze walls
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8
src/debugging.rs
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8
src/debugging.rs
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@@ -0,0 +1,8 @@
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use bevy::{app::App, diagnostic::FrameTimeDiagnosticsPlugin};
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use bevy::diagnostic::LogDiagnosticsPlugin;
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pub fn plugin(app: &mut App) {
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app.add_plugins(FrameTimeDiagnosticsPlugin::default());
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app.add_plugins(LogDiagnosticsPlugin::default());
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}
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@@ -1,4 +1,5 @@
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use bevy::prelude::*;
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use bevy_rapier3d::prelude::{Collider, RigidBody};
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use crate::{asset_loading::GltfAssets, GameState};
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@@ -12,13 +13,37 @@ fn spawn_level(
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gltf_assets: Res<GltfAssets>
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) {
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println!("LIBRARY: {:?}", gltf_assets.library);
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let shapes = ["corner_inside", "corner_outside", "wall", "door", "round_door", "round_hole"].map(|mesh_name| {
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let mesh_names = ["corner_inside", "corner_outside", "wall", "door", "round_door", "round_hole"];
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let shapes = mesh_names.map(|mesh_name| {
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let collider: Vec<(Collider, Transform)> = match mesh_name {
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"corner_inside" => vec![
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(Collider::cuboid(1.0, 0.1, 1.0), Transform::from_xyz(0.0, 0.0, 0.0))
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],
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"corner_outside" => vec![
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(Collider::cuboid(1.0, 0.1, 1.0), Transform::from_xyz(0.0, 0.0, 0.0))
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],
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"wall" => vec![
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(Collider::cuboid(1.0, 1.0, 0.1), Transform::from_xyz(0.0, 0.5, -1.0))
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],
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"door" => vec![
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(Collider::cuboid(1.0, 0.1, 1.0), Transform::from_xyz(0.0, 0.0, 0.0))
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],
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"round_door" => vec![
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(Collider::cuboid(1.0, 0.1, 1.0), Transform::from_xyz(0.0, 0.0, 0.0))
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],
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"round_hole" => vec![
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(Collider::cuboid(1.0, 0.1, 1.0), Transform::from_xyz(0.0, 0.0, 0.0))
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],
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_ => vec![
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(Collider::cuboid(1.0, 0.1, 1.0), Transform::from_xyz(0.0, 0.0, 0.0))
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],
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};
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let path = format!("meshes/library/space_{}.glb", mesh_name);
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let handle = gltf_assets.library.get(&path).expect(&format!("Couldn't find {} in library", mesh_name));
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let gltf = models.get(handle).expect(&format!("No model for {}", mesh_name));
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let asset = gltf.default_scene.as_ref().expect(&format!("No scene in {}", mesh_name));
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SceneRoot(asset.clone())
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(SceneRoot(asset.clone()), collider)
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});
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let [
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corner_inside,
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@@ -28,18 +53,44 @@ fn spawn_level(
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round_door,
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round_hole
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] = shapes;
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let mut x_offset = 0.0;
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for i in 0..10 {
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for i in 0..30 {
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commands.spawn((
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wall.clone(),
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wall.0.clone(),
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Transform::from_xyz(i as f32 * 2.0, 0.0, 0.0),
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));
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)).with_children(|parent| {
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for ele in wall.1.clone() {
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parent.spawn((
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RigidBody::Fixed,
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ele.0,
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ele.1,
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));
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}
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});
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commands.spawn((
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wall.clone(),
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wall.0.clone(),
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Transform::from_xyz(i as f32 * 2.0, 0.0, 0.0)
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.with_rotation(Quat::from_rotation_y(std::f32::consts::PI)),
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));
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x_offset += 2.0;
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)).with_children(|parent| {
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for ele in wall.1.clone() {
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parent.spawn((
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RigidBody::Fixed,
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ele.0,
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ele.1,
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));
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}
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});
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}
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// huge floor
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commands.spawn((
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RigidBody::Fixed,
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Collider::cuboid(1000.0, 0.1, 1000.0),
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Transform::from_xyz(-500.0, 0.0, -500.0),
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));
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commands.spawn((
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RigidBody::Fixed,
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Collider::cuboid(1000.0, 0.1, 1000.0),
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Transform::from_xyz(-500.0, 3.0, -500.0),
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));
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}
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@@ -9,6 +9,7 @@ mod level_instantiation;
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mod main_menu;
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mod player;
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mod util;
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mod debugging;
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fn main() {
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App::new()
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@@ -21,6 +22,7 @@ fn main() {
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RapierPhysicsPlugin::<NoUserData>::default(),
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RapierDebugRenderPlugin::default(),
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player::plugin,
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debugging::plugin
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))
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.init_state::<GameState>()
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.add_systems(OnEnter(GameState::Playing), setup)
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@@ -55,7 +57,7 @@ fn setup(
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
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MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
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Transform::from_xyz(3.0, 0.5, 0.0),
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Transform::from_xyz(-3.0, 0.5, 0.0),
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RigidBody::Fixed,
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Collider::cuboid(0.5, 0.5, 0.5),
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));
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@@ -66,7 +66,10 @@ pub fn init_player(
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angular_damping: 1.0,
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},
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GravityScale(3.0),
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Transform::from_xyz(0.0, 1.0, 0.0),
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Transform::from_xyz(0.0, 0.5, 0.0),
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GlobalTransform::default(),
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InheritedVisibility::default(),
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ViewVisibility::default(),
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))
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.with_children(|parent| {
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parent.spawn((
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@@ -87,13 +90,13 @@ pub fn init_player(
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},
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RenderLayers::layer(STATIC_LAYER),
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));
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let window_size = Vec2::new(window.resolution.width(), window.resolution.height());
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let sprite_size = Vec2::new(101.0, 101.0);
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let sprite_size = Vec2::new(101.0, 101.0);
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let scale = window.resolution.width() / 600.0;
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let world_size = sprite_size * scale;
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let offset = window_size.x / 4.0 - 40.0;
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let mut transform = Transform::from_translation(
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Vec3::new(window_size.x / 2.0 - world_size.x / 2.0 - offset, -window_size.y / 2.0 + world_size.y / 2.0, 0.0)
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);
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