Merge branch 'main' into id-cards
This commit is contained in:
@@ -14,7 +14,7 @@ use crate::{
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pub fn map_plugin(app: &mut App) {
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app.add_systems(
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OnEnter(GameState::Playing),
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(spawn_level, spawn_objects).chain(),
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(spawn_level, spawn_objects, spawn_doors).chain(),
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);
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}
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@@ -120,15 +120,15 @@ fn spawn_level(
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// ));
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// let map = GameMap::test();
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let maps = create_maps(3);
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let levels = create_levels(3);
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for map in maps {
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for ((x, z), node) in map.nodes.into_iter() {
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for level in &levels {
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for ((x, z), node) in level.nodes.iter() {
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let values = {
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// corners are handled later, for now just a wall to test
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let node = node.clone();
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let pos = Transform::from_xyz(2.0*x as f32, 0.0, -2.0*z as f32);
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let pos = Transform::from_xyz(2.0*(*x) as f32, 0.0, -2.0*(*z) as f32);
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use Side::{Connection, Closed};
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match (node.north, node.east, node.south, node.west) {
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// hallway horizontal
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@@ -249,19 +249,20 @@ fn spawn_level(
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});
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}
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}
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let (x,z) = map.end_node;
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let (x,z) = level.end_node;
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(1.0, 20.0, 1.0))),
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MeshMaterial3d(materials.add(Color::srgb_u8(255, 0, 0))),
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Transform::from_xyz(2.0*x as f32, 0.5, -2.0*z as f32),
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));
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}
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commands.insert_resource(GameLevels {levels});
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}
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fn create_maps(n: i32) -> Vec<GameMap> {
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fn create_levels(n: i32) -> Vec<GameLevel> {
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let mut maps = Vec::new();
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let mut initial_node = MapNode::new();
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let mut initial_node = LevelNode::new();
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initial_node.east = Side::Closed;
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initial_node.south = Side::Closed;
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initial_node.west = Side::Closed;
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@@ -269,7 +270,7 @@ fn create_maps(n: i32) -> Vec<GameMap> {
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let pos = (0, 0);
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let map = GameMap::new(pos, initial_node.clone(), 5);
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let map = GameLevel::new(pos, initial_node.clone(), 5);
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maps.push(map);
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@@ -277,7 +278,7 @@ fn create_maps(n: i32) -> Vec<GameMap> {
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let map = maps.last().unwrap();
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let mut pos = map.end_node.clone();
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let mut next_node = MapNode::new();
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let mut next_node = LevelNode::new();
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next_node.east = Side::Connection;
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next_node.south = Side::Connection;
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next_node.west = Side::Connection;
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@@ -294,7 +295,7 @@ fn create_maps(n: i32) -> Vec<GameMap> {
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}
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initial_node = next_node;
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let map = GameMap::new(pos, initial_node.clone(), 5);
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let map = GameLevel::new(pos, initial_node.clone(), 5);
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maps.push(map);
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}
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@@ -309,16 +310,16 @@ enum Side {
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}
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#[derive(Clone, Debug)]
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struct MapNode {
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struct LevelNode {
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north: Side,
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south: Side,
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east: Side,
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west: Side,
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}
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impl MapNode {
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impl LevelNode {
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fn new() -> Self {
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MapNode {
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LevelNode {
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north: Side::Empty,
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south: Side::Empty,
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east: Side::Empty,
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@@ -327,18 +328,23 @@ impl MapNode {
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}
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}
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struct GameMap {
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nodes: HashMap<(i32, i32), MapNode>,
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#[derive(Resource)]
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struct GameLevels {
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pub levels: Vec<GameLevel>
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}
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struct GameLevel {
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nodes: HashMap<(i32, i32), LevelNode>,
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end_node: (i32, i32),
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grid_size: i32,
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initial_point: (i32, i32)
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}
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impl GameMap {
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fn new(initial_point: (i32, i32), node: MapNode, grid_size: i32) -> Self {
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impl GameLevel {
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fn new(initial_point: (i32, i32), node: LevelNode, grid_size: i32) -> Self {
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let mut nodes = HashMap::new();
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nodes.insert(initial_point, node);
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let mut m = GameMap { initial_point, nodes, grid_size, end_node: initial_point};
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let mut m = GameLevel { initial_point, nodes, grid_size, end_node: initial_point};
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m.generate_map();
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m
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}
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@@ -367,7 +373,7 @@ impl GameMap {
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}
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}
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fn ensure_connection(&self, node: &mut MapNode, (x, y): (i32, i32)) {
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fn ensure_connection(&self, node: &mut LevelNode, (x, y): (i32, i32)) {
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let am_connections = (node.north == Side::Connection) as u8 +
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(node.south == Side::Connection) as u8 +
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(node.east == Side::Connection) as u8 +
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@@ -398,7 +404,7 @@ impl GameMap {
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}
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let (x, y) = current_idx;
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let mut new_node = MapNode::new();
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let mut new_node = LevelNode::new();
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if x >= self.end_node.0 && y >= self.end_node.1 {
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self.end_node = (x, y);
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@@ -473,7 +479,6 @@ fn spawn_objects(
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gltf_assets: Res<GltfAssets>,
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image_assets: Res<ImageAssets>,
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) {
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// id card
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let card = models.get(&gltf_assets.card).unwrap();
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let asset = card.default_scene.as_ref().unwrap();
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@@ -507,3 +512,57 @@ fn spawn_objects(
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));
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});
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}
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fn spawn_doors(
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mut commands: Commands,
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levels: Res<GameLevels>,
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models: Res<Assets<Gltf>>,
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gltf_assets: Res<GltfAssets>
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){
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let collider: Vec<(Collider, Transform)> = vec![(
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Collider::cuboid(1.0, 1.0, 0.1),
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Transform::from_xyz(0.0, 1.0, -1.0),
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)];
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let path = format!("meshes/library/space_round_door.glb", );
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let handle = gltf_assets
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.library
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.get(&path)
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.unwrap();
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let gltf = models
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.get(handle)
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.unwrap();
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let asset = gltf
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.default_scene
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.as_ref()
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.unwrap();
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let scene_root = SceneRoot(asset.clone());
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for level in levels.levels.iter() {
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let (x, z) = level.end_node;
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if x <= z {
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commands.spawn((
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RigidBody::Fixed,
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Transform::from_xyz(2.0 * x as f32, 0.0, -2.0 * z as f32)
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.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians())),
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scene_root.clone(),
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)).with_children(|parent| {
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for (collider, transform) in collider.clone() {
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parent.spawn((collider, transform));
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}
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});
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} else {
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commands.spawn((
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RigidBody::Dynamic,
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Transform::from_xyz(2.0 * x as f32, 0.0, -2.0 * z as f32),
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scene_root.clone(),
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)).with_children(|parent| {
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for (collider, transform) in collider.clone() {
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parent.spawn((collider, transform));
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}
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});
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}
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}
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}
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@@ -27,8 +27,8 @@ fn main() {
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.init_state::<GameState>()
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.insert_resource(AmbientLight {
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color: Color::srgba(0.8, 0.8, 1.0, 1.0),
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// brightness: 10.0,
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brightness: 80.0,
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brightness: 10.0,
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// brightness: 80.0,
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})
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.add_systems(OnEnter(GameState::Playing), setup)
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.run();
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