fix bug
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@@ -1,4 +1,4 @@
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use bevy::{prelude::*, window::CursorOptions};
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use bevy::prelude::*;
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/// Overrides the default Bevy plugins and configures things like the screen settings.
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pub(super) fn plugin(app: &mut App) {
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@@ -6,13 +6,6 @@ pub(super) fn plugin(app: &mut App) {
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DefaultPlugins.set(WindowPlugin {
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primary_window: Window {
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title: "Among Me".into(),
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// This will spawn an invisible window
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// The window will be made visible in the make_visible() system after 3 frames.
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// This is useful when you want to avoid the white window that shows up before the GPU is ready to render the app.
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cursor_options: CursorOptions {
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visible: false,
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..default()
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},
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..default()
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}
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.into(),
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@@ -6,7 +6,7 @@ use crate::{
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};
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use bevy::{
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input::mouse::AccumulatedMouseMotion, pbr::NotShadowCaster, prelude::*,
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render::view::RenderLayers,
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render::view::RenderLayers, window::PrimaryWindow,
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};
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#[derive(Debug, Component)]
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@@ -24,7 +24,7 @@ impl Default for CameraSensitivity {
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struct WorldModelCamera;
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pub fn plugin(app: &mut App) {
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app.add_systems(OnEnter(GameState::Playing), init_player)
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app.add_systems(OnEnter(GameState::Playing), (init_player, hide_cursor))
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.add_systems(Update, move_camera.run_if(in_state(GameState::Playing)))
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.add_systems(
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RunFixedMainLoop,
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@@ -97,9 +97,14 @@ pub fn init_player(
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));
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});
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}
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fn hide_cursor(mut windows: Query<&mut Window, With<PrimaryWindow>>) {
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// Query returns one window typically.
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for mut window in windows.iter_mut() {
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window.cursor_options.visible = false;
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}
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}
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use std::f32::consts::FRAC_PI_2;
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const PITCH_LIMIT: f32 = FRAC_PI_2 - 0.01;
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const PITCH_LIMIT: f32 = std::f32::consts::FRAC_PI_2 - 0.01;
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pub fn move_camera(
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accumulated_mouse_motion: Res<AccumulatedMouseMotion>,
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