Also increases world size now that not everything has to fit in frame
This commit is contained in:
parent
8e340b62b9
commit
cab6c605ab
2 changed files with 47 additions and 38 deletions
1
.vscode/settings.json
vendored
1
.vscode/settings.json
vendored
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@ -9,6 +9,7 @@
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"codegen",
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"codegen",
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"despawn",
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"despawn",
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"Despawns",
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"Despawns",
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"lerp",
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"recip",
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"recip",
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"respawns",
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"respawns",
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"timestep",
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"timestep",
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82
src/main.rs
82
src/main.rs
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@ -29,8 +29,9 @@ fn main() -> AppExit {
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run_app(AppSettings::parse())
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run_app(AppSettings::parse())
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}
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}
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const BALL_COUNT: u8 = 32;
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const BALL_SIZES: Range<f32> = 10.0..25.0;
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const BALL_SIZES: Range<f32> = 10.0..25.0;
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const DIMENSION_SIZES: Range<f32> = 250.0..1000.0;
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const DIMENSION_SIZES: Range<f32> = 500.0..2000.0;
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#[derive(Clone, Resource)]
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#[derive(Clone, Resource)]
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struct Seed(u64);
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struct Seed(u64);
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@ -70,20 +71,29 @@ fn run_app(settings: AppSettings) -> AppExit {
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.add_systems(
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.add_systems(
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Startup,
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Startup,
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(
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(
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setup_ui,
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setup_pseudo_random,
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setup_pseudo_random,
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(setup_player, setup_walls, setup_balls).after(setup_pseudo_random),
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setup_ui,
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(setup_player, setup_balls, setup_walls).after(setup_pseudo_random),
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),
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),
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)
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)
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.add_systems(
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.add_systems(
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Update,
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Update,
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(move_player, quit.run_if(input_pressed(KeyCode::KeyQ))),
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(move_player, quit.run_if(input_pressed(KeyCode::KeyQ))),
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)
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)
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.add_systems(PostUpdate, move_camera)
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.insert_resource(Gravity(Vector::ZERO))
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.insert_resource(Gravity(Vector::ZERO))
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.insert_resource(seed)
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.insert_resource(seed)
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.run()
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.run()
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}
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}
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fn setup_pseudo_random(mut commands: Commands, mut rng: GlobalEntropy<WyRand>) {
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commands.insert_resource(PlayerSize(rng.random_range(BALL_SIZES)));
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commands.insert_resource(PlayableArea(
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rng.random_range(DIMENSION_SIZES),
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rng.random_range(DIMENSION_SIZES),
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));
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}
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fn setup_ui(mut commands: Commands) {
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fn setup_ui(mut commands: Commands) {
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commands.spawn((Name::new("Camera"), Camera2d, IsDefaultUiCamera));
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commands.spawn((Name::new("Camera"), Camera2d, IsDefaultUiCamera));
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}
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}
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@ -96,33 +106,6 @@ struct GameObject;
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#[require(GameObject, RigidBody = RigidBody::Dynamic)]
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#[require(GameObject, RigidBody = RigidBody::Dynamic)]
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struct Ball;
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struct Ball;
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fn setup_balls(
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mut commands: Commands,
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mut materials: ResMut<Assets<ColorMaterial>>,
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mut meshes: ResMut<Assets<Mesh>>,
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region: Res<PlayableArea>,
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) {
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let mut random = LocalRng::new(Default::default());
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for _ in 0..50 {
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let circle = Circle::new(random.random_range(BALL_SIZES));
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commands.spawn((
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Ball,
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Collider::from(circle),
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Mesh2d(meshes.add(circle)),
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MeshMaterial2d(materials.add(Color::from(RED_400))),
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Transform::from_xyz(
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random.random_range(
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(-region.0 / 2.0 + circle.radius)..(region.0 / 2.0 - circle.radius),
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),
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random.random_range(
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(-region.1 / 2.0 + circle.radius)..(region.1 / 2.0 - circle.radius),
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),
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0.0,
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),
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));
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}
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}
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#[derive(Component, Default)]
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#[derive(Component, Default)]
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#[require(Ball)]
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#[require(Ball)]
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struct Player;
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struct Player;
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@ -142,12 +125,31 @@ fn setup_player(
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));
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));
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}
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}
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fn setup_pseudo_random(mut commands: Commands, mut rng: GlobalEntropy<WyRand>) {
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fn setup_balls(
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commands.insert_resource(PlayerSize(rng.random_range(BALL_SIZES)));
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mut commands: Commands,
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commands.insert_resource(PlayableArea(
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mut materials: ResMut<Assets<ColorMaterial>>,
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rng.random_range(DIMENSION_SIZES),
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mut meshes: ResMut<Assets<Mesh>>,
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rng.random_range(DIMENSION_SIZES),
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region: Res<PlayableArea>,
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) {
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let mut random = LocalRng::new(Default::default());
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for _ in 0..BALL_COUNT {
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let circle = Circle::new(random.random_range(BALL_SIZES));
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commands.spawn((
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Ball,
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Collider::from(circle),
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Mesh2d(meshes.add(circle)),
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MeshMaterial2d(materials.add(Color::from(RED_400))),
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Transform::from_xyz(
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random.random_range(
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(-region.0 / 2.0 + circle.radius)..(region.0 / 2.0 - circle.radius),
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),
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random.random_range(
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(-region.1 / 2.0 + circle.radius)..(region.1 / 2.0 - circle.radius),
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),
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0.0,
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),
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));
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));
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}
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}
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}
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#[derive(Component, Default)]
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#[derive(Component, Default)]
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@ -188,11 +190,10 @@ fn setup_walls(
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fn move_player(
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fn move_player(
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time: Res<Time>,
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time: Res<Time>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut player: Query<&mut LinearVelocity, With<Player>>,
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mut velocity: Single<&mut LinearVelocity, With<Player>>,
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) -> Result {
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) -> Result {
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let acceleration = 500.0;
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let acceleration = 500.0;
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let mut velocity = player.single_mut()?;
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let delta_time = time.delta_secs();
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let delta_time = time.delta_secs();
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if keyboard_input.any_pressed([KeyCode::KeyW, KeyCode::ArrowUp]) {
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if keyboard_input.any_pressed([KeyCode::KeyW, KeyCode::ArrowUp]) {
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@ -214,3 +215,10 @@ fn move_player(
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fn quit(mut exit: EventWriter<AppExit>) {
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fn quit(mut exit: EventWriter<AppExit>) {
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exit.write(AppExit::Success);
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exit.write(AppExit::Success);
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}
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}
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fn move_camera(
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mut camera: Single<&mut Transform, (Without<Player>, With<IsDefaultUiCamera>)>,
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player: Single<&Transform, (With<Player>, Without<IsDefaultUiCamera>)>,
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) {
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camera.translation = camera.translation.lerp(player.translation, 0.05);
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}
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