height map generator
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11
game/main/Cargo.toml
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11
game/main/Cargo.toml
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[package]
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name = "phos"
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version = "0.1.0"
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edition = "2021"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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[dependencies]
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bevy = "0.13.0"
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bevy-inspector-egui = "0.23.4"
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noise = "0.8.2"
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28
game/main/src/main.rs
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28
game/main/src/main.rs
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use bevy::{pbr::wireframe::WireframePlugin, prelude::*};
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use bevy_inspector_egui::quick::WorldInspectorPlugin;
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mod phos;
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use phos::PhosGamePlugin;
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Phos".into(),
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name: Some("phos".into()),
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resolution: (1920.0, 1080.0).into(),
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resizable: false,
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enabled_buttons: bevy::window::EnabledButtons {
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maximize: false,
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..Default::default()
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},
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..default()
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}),
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..default()
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}),
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WireframePlugin,
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WorldInspectorPlugin::new(),
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PhosGamePlugin,
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))
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.run();
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}
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32
game/main/src/phos.rs
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32
game/main/src/phos.rs
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use bevy::{pbr::CascadeShadowConfig, prelude::*};
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pub struct PhosGamePlugin;
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impl Plugin for PhosGamePlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Startup, init_game);
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}
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}
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fn init_game(mut commands: Commands) {
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commands.spawn((
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Camera3dBundle {
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transform: Transform::from_xyz(0., 50., 0.)
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.looking_at(Vec3::new(50., 0., 50.), Vec3::Y),
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..default()
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},
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));
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commands.spawn(DirectionalLightBundle {
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directional_light: DirectionalLight {
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shadows_enabled: false,
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..default()
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},
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cascade_shadow_config: CascadeShadowConfig {
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bounds: vec![20., 40., 80., 1000., 5000., 19000., 20000.],
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..default()
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},
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transform: Transform::from_xyz(0.0, 16.0, 5.).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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