Add Asset loader, added and configured various states
This commit is contained in:
@@ -1,155 +1,173 @@
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use crate::{
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components::{
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camera::{CameraAttachment, CameraMode, CameraPitch, FollowCam, MainCamera},
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player::PlayerDrag,
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tags::{Player, Ship},
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},
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plugins::{state_management::StateManagementPlugin, *},
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states::input::{InputState, PlayerState},
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};
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use bevy::{
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prelude::*,
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window::{CursorGrabMode, PrimaryWindow},
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};
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use bevy_rapier3d::prelude::*;
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#[derive(Default)]
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pub struct GamePlugin;
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impl Plugin for GamePlugin {
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fn build(&self, app: &mut bevy::app::App) {
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app.add_plugins((
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FollowCamPlugin,
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CameraPlugin,
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StateManagementPlugin,
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// ShipPlugin,
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TypesPlugin,
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PlayerPlugin,
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));
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app.add_plugins((
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RapierPhysicsPlugin::<NoUserData>::default(),
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#[cfg(feature = "dev-phys")]
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RapierDebugRenderPlugin::default(),
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));
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app.add_systems(Startup, (setup_scene, spawn_ship).chain());
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}
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}
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fn setup_scene(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut window: Single<&mut Window, With<PrimaryWindow>>,
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) {
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window.cursor_options.visible = false;
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window.cursor_options.grab_mode = CursorGrabMode::Locked;
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let player_eye = commands
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.spawn((
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Name::new("Eye"),
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Transform::from_translation(Vec3::new(0.0, 1.0, 0.0)),
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CameraPitch::default(),
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))
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.id();
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let mut player_commands = commands.spawn((
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Name::new("Player"),
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Player,
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PlayerDrag(0.5),
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Collider::capsule_y(0.5, 0.5),
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RigidBody::KinematicPositionBased,
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KinematicCharacterController::default(),
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Mesh3d(meshes.add(Capsule3d::new(0.5, 1.0))),
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MeshMaterial3d(materials.add(Color::linear_rgb(1.0, 0.0, 0.2))),
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Transform::from_translation(Vec3::new(0.0, 10.0, 10.0)),
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));
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player_commands.add_child(player_eye);
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commands.spawn((
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Name::new("Camera"),
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Transform::from_xyz(0.0, 1.3, 0.0),
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Visibility::default(),
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MainCamera,
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Camera3d::default(),
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CameraMode::Player,
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CameraAttachment(player_eye),
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));
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commands.spawn((
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DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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Transform::default().looking_to(
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Dir3::from_xyz(-1.0, -1.0, -1.0).expect("Invaid Direction for light"),
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Dir3::Y,
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),
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));
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let cube = meshes.add(Cuboid::new(100.0, 0.1, 100.0));
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let material = materials.add(Color::WHITE);
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commands.spawn((
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Mesh3d(cube),
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MeshMaterial3d(material),
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Transform::default(),
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RigidBody::Fixed,
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Collider::cuboid(100.0, 0.1, 100.0),
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));
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}
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fn spawn_ship(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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let window_material = materials.add(Color::linear_rgba(1.0, 0.0, 1.0, 0.5));
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let material = materials.add(Color::BLACK);
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(3.0, 0.1, 6.0))),
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MeshMaterial3d(material.clone()),
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Name::new("Ship"),
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Ship,
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Velocity::zero(),
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Damping::default(),
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Transform::from_xyz(0.0, 1.0, 0.0),
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RigidBody::Dynamic,
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children![
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(
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Name::new("Back Wall"),
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Mesh3d(meshes.add(Cuboid::new(3.0, 2.0, 0.1))),
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Collider::cuboid(3.0, 2.0, 0.1),
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MeshMaterial3d(material.clone()),
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Transform::from_xyz(0.0, 1.0, 6.0 / 2.0),
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),
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(
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Name::new("Front Window"),
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Mesh3d(meshes.add(Cuboid::new(3.0, 2.0, 0.1))),
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Collider::cuboid(3.0, 2.0, 0.1),
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MeshMaterial3d(window_material),
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Transform::from_xyz(0.0, 1.0, -6.0 / 2.0),
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),
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(
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Name::new("Right Wall"),
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Mesh3d(meshes.add(Cuboid::new(0.1, 2.0, 6.0))),
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Collider::cuboid(0.1, 2.0, 6.0),
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MeshMaterial3d(material.clone()),
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Transform::from_xyz(3.0 / 2.0, 1.0, 0.0),
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),
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(
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Name::new("Left Wall"),
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Mesh3d(meshes.add(Cuboid::new(0.1, 2.0, 6.0))),
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Collider::cuboid(0.1, 2.0, 6.0),
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MeshMaterial3d(material.clone()),
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Transform::from_xyz(-3.0 / 2.0, 1.0, 0.0),
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),
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(
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Name::new("Roof"),
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Mesh3d(meshes.add(Cuboid::new(3.0, 0.1, 6.0))),
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Collider::cuboid(3.0, 0.1, 6.0),
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MeshMaterial3d(material.clone()),
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Transform::from_xyz(0.0, 2.0, 0.0),
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)
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],
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));
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}
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use crate::{
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components::{
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camera::{CameraAttachment, CameraMode, CameraPitch, FollowCam, MainCamera},
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player::PlayerDrag,
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tags::{Player, Ship},
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},
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plugins::{state_management::StateManagementPlugin, *},
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states::{
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game::*,
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input::{InputState, PlayerState},
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loading::{AssetLoadingState, StartupLoadingState},
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menu::MenuState,
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},
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};
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use bevy::{
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prelude::*,
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window::{CursorGrabMode, PrimaryWindow},
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};
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use bevy_asset_loader::prelude::*;
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use bevy_rapier3d::prelude::*;
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#[derive(Default)]
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pub struct GamePlugin;
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impl Plugin for GamePlugin {
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fn build(&self, app: &mut bevy::app::App) {
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app.init_state::<AssetLoadingState>();
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app.init_state::<StartupLoadingState>();
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app.insert_state(GameState::Startup);
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app.init_state::<MenuState>();
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app.init_state::<PlayerState>();
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app.add_loading_state(
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LoadingState::new(AssetLoadingState::Loading).continue_to_state(AssetLoadingState::Finalizing),
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)
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.add_loading_state(
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LoadingState::new(StartupLoadingState::Loading).continue_to_state(StartupLoadingState::Finalizing),
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);
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app.add_plugins((
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FollowCamPlugin,
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CameraPlugin,
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StateManagementPlugin,
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// ShipPlugin,
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TypesPlugin,
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PlayerPlugin,
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));
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app.add_plugins((
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RapierPhysicsPlugin::<NoUserData>::default(),
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#[cfg(feature = "dev-phys")]
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RapierDebugRenderPlugin::default(),
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));
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app.add_systems(Startup, (setup_scene, spawn_ship).chain());
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}
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}
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fn setup_scene(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut window: Single<&mut Window, With<PrimaryWindow>>,
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) {
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window.cursor_options.visible = false;
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window.cursor_options.grab_mode = CursorGrabMode::Locked;
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let player_eye = commands
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.spawn((
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Name::new("Eye"),
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Transform::from_translation(Vec3::new(0.0, 1.0, 0.0)),
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CameraPitch::default(),
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))
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.id();
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let mut player_commands = commands.spawn((
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Name::new("Player"),
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Player,
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PlayerDrag(0.5),
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Collider::capsule_y(0.5, 0.5),
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RigidBody::KinematicPositionBased,
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KinematicCharacterController::default(),
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Mesh3d(meshes.add(Capsule3d::new(0.5, 1.0))),
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MeshMaterial3d(materials.add(Color::linear_rgb(1.0, 0.0, 0.2))),
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Transform::from_translation(Vec3::new(0.0, 10.0, 10.0)),
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));
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player_commands.add_child(player_eye);
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commands.spawn((
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Name::new("Camera"),
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Transform::from_xyz(0.0, 1.3, 0.0),
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Visibility::default(),
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MainCamera,
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Camera3d::default(),
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CameraMode::Player,
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CameraAttachment(player_eye),
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));
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commands.spawn((
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DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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Transform::default().looking_to(
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Dir3::from_xyz(-1.0, -1.0, -1.0).expect("Invaid Direction for light"),
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Dir3::Y,
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),
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));
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let cube = meshes.add(Cuboid::new(100.0, 0.1, 100.0));
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let material = materials.add(Color::WHITE);
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commands.spawn((
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Mesh3d(cube),
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MeshMaterial3d(material),
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Transform::default(),
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RigidBody::Fixed,
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Collider::cuboid(100.0, 0.1, 100.0),
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));
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}
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fn spawn_ship(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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let window_material = materials.add(Color::linear_rgba(1.0, 0.0, 1.0, 0.5));
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let material = materials.add(Color::BLACK);
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(3.0, 0.1, 6.0))),
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MeshMaterial3d(material.clone()),
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Name::new("Ship"),
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Ship,
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Velocity::zero(),
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Damping::default(),
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Transform::from_xyz(0.0, 1.0, 0.0),
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RigidBody::Dynamic,
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children![
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(
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Name::new("Back Wall"),
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Mesh3d(meshes.add(Cuboid::new(3.0, 2.0, 0.1))),
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Collider::cuboid(3.0, 2.0, 0.1),
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MeshMaterial3d(material.clone()),
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Transform::from_xyz(0.0, 1.0, 6.0 / 2.0),
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),
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(
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Name::new("Front Window"),
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Mesh3d(meshes.add(Cuboid::new(3.0, 2.0, 0.1))),
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Collider::cuboid(3.0, 2.0, 0.1),
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MeshMaterial3d(window_material),
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Transform::from_xyz(0.0, 1.0, -6.0 / 2.0),
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),
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(
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Name::new("Right Wall"),
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Mesh3d(meshes.add(Cuboid::new(0.1, 2.0, 6.0))),
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Collider::cuboid(0.1, 2.0, 6.0),
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MeshMaterial3d(material.clone()),
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Transform::from_xyz(3.0 / 2.0, 1.0, 0.0),
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),
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(
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Name::new("Left Wall"),
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Mesh3d(meshes.add(Cuboid::new(0.1, 2.0, 6.0))),
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Collider::cuboid(0.1, 2.0, 6.0),
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MeshMaterial3d(material.clone()),
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Transform::from_xyz(-3.0 / 2.0, 1.0, 0.0),
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),
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(
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Name::new("Roof"),
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Mesh3d(meshes.add(Cuboid::new(3.0, 0.1, 6.0))),
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Collider::cuboid(3.0, 0.1, 6.0),
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MeshMaterial3d(material.clone()),
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Transform::from_xyz(0.0, 2.0, 0.0),
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)
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],
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));
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}
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