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1461dd11ec
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1461dd11ec | |||
73ea0d6fd8 | |||
d6c4741582 |
13 changed files with 154 additions and 74 deletions
2
.vscode/settings.json
vendored
2
.vscode/settings.json
vendored
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@ -18,9 +18,11 @@
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"rust-analyzer.cargo.targetDir": true,
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"cSpell.words": [
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"Backquote",
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"Cheatbook",
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"codegen",
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"despawn",
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"Despawns",
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"Iyes",
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"lerp",
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"PRNG",
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"recip",
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@ -37,10 +37,7 @@ bevy = { version = "0.16.0", default-features = false, features = [
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bevy_rand = { version = "0.11.0", features = ["wyrand", "std"] }
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clap = { version = "4.5.32", features = ["derive"] }
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crossbeam-channel = "0.5.15"
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log = { version = "*", features = [
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"max_level_debug",
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"release_max_level_warn",
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] }
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log = { version = "0.4.27", features = ["release_max_level_warn"] }
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rand = { version = "0.9.1", default-features = false, features = [
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"std",
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"thread_rng",
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15
README.md
Normal file
15
README.md
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@ -0,0 +1,15 @@
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# Distributed Physics Test
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Messing around with learning Rust, Bevy, and trying to remember my networking course from university.
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My hope is that I can make some sort of basic decentralized P2P physics system, but we'll see if I get that far.
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## Thanks
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This is my first Bevy project, so some things are inspired by or taken from the [bevy_new_2d](https://github.com/TheBevyFlock/bevy_new_2d) example repo from "The Bevy Flock".
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I've also found the [Unofficial Bevy Cheatbook](https://bevy-cheatbook.github.io/introduction.html) by Ida Iyes to be a great resource, and have used some of the snippets it provides.
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## License
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I've licensed this as AGPL3 as I like the idea of the GPL and this is networking software.
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Both of the sources in my thanks section are licensed under 0-attribution models that let my freely use and relicense any code I take from them so there's no legal issue there, although I would like to reiterate my thanks in both cases.
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@ -7,7 +7,7 @@ use bevy::{
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prelude::*,
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};
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use crate::AppState;
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use crate::game::state::AppState;
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pub(super) fn dev_tools(app: &mut App) {
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app.add_plugins(FpsOverlayPlugin::default());
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@ -1,5 +1,13 @@
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mod objects;
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mod plugin;
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mod rng;
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pub mod runtime;
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pub mod seed;
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pub mod setup;
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mod runtime;
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mod seed;
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mod setup;
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pub mod state;
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#[allow(unused_imports)]
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pub mod prelude {
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pub use super::plugin::{DataSource, GamePlugin};
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pub use super::seed::Seed;
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}
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@ -1,7 +1,7 @@
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use avian2d::prelude::*;
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use bevy::prelude::*;
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use crate::AppState;
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use super::state::AppState;
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/// Basic implementation of a physics object
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#[derive(Component, Default)]
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91
src/game/plugin.rs
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91
src/game/plugin.rs
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@ -0,0 +1,91 @@
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use std::net::SocketAddr;
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use avian2d::PhysicsPlugins;
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use bevy::{input::common_conditions::input_pressed, prelude::*};
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use crate::net::NetIOPlugin;
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use super::{
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runtime::{move_camera, move_player, quit, zoom_camera},
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seed::Seed,
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setup::{check_for_seed, setup_balls, setup_from_seed, setup_player, setup_ui, setup_walls},
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state::AppState,
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};
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#[derive(Debug, Clone, Copy)]
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pub enum DataSource {
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Address(SocketAddr),
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Seed(Seed),
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None,
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}
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impl DataSource {
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pub fn try_from_options(address: Option<SocketAddr>, seed: Option<Seed>) -> Option<Self> {
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match (address, seed) {
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(None, None) => Some(DataSource::None),
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(None, Some(seed)) => Some(DataSource::Seed(seed)),
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(Some(address), None) => Some(DataSource::Address(address)),
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(Some(_), Some(_)) => None,
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}
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}
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fn try_to_address(&self) -> Option<SocketAddr> {
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match self {
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DataSource::Address(address) => Some(*address),
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_ => None,
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}
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}
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}
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pub struct GamePlugin {
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source: DataSource,
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port: u16,
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}
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impl GamePlugin {
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pub fn new(source: DataSource, port: u16) -> Self {
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Self { source, port }
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}
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}
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impl Plugin for GamePlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins((
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NetIOPlugin::new(self.port, self.source.try_to_address()),
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PhysicsPlugins::default().with_length_unit(50.0),
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))
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.init_state::<AppState>()
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.add_systems(Startup, setup_ui)
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.add_systems(
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OnEnter(AppState::InGame),
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(
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setup_from_seed,
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(setup_player, setup_balls, setup_walls).after(setup_from_seed),
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),
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)
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.add_systems(
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FixedUpdate,
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check_for_seed.run_if(in_state(AppState::Loading)),
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)
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.add_systems(
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Update,
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(
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((move_player, move_camera).chain(), zoom_camera)
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.run_if(in_state(AppState::InGame)),
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quit.run_if(input_pressed(KeyCode::KeyQ)),
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),
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);
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match self.source {
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DataSource::Address(peer) => {
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info!("Will retrieve seed from peer => {peer}");
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}
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DataSource::Seed(seed) => {
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app.insert_resource(seed);
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}
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DataSource::None => {
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app.insert_resource(Seed::random());
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}
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};
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}
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}
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@ -7,7 +7,7 @@ use bevy::prelude::*;
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use rand::random;
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/// Value with which to initialize the PRNG
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#[derive(Resource, Clone, Copy)]
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#[derive(Resource, Debug, Clone, Copy)]
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pub struct Seed(u64);
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impl Seed {
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@ -11,7 +11,7 @@ use bevy::{
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use rand::{Rng as _, SeedableRng};
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use wyrand::WyRand;
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use crate::AppState;
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use super::state::AppState;
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use super::{
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objects::{Ball, Player, Radius, Wall},
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9
src/game/state.rs
Normal file
9
src/game/state.rs
Normal file
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@ -0,0 +1,9 @@
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use bevy::prelude::*;
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#[derive(States, Default, Debug, Clone, PartialEq, Eq, Hash)]
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#[states(scoped_entities)]
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pub enum AppState {
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#[default]
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Loading,
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InGame,
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}
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79
src/lib.rs
79
src/lib.rs
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@ -1,21 +1,16 @@
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use std::net::SocketAddr;
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use avian2d::{math::Vector, prelude::*};
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use bevy::{input::common_conditions::input_pressed, prelude::*};
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use bevy::prelude::*;
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use clap::{Args, Parser};
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#[cfg(feature = "dev")]
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mod dev;
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mod game;
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use game::{
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runtime::{move_camera, move_player, quit, zoom_camera},
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seed::Seed,
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setup::{check_for_seed, setup_balls, setup_from_seed, setup_player, setup_ui, setup_walls},
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};
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mod net;
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use game::prelude::*;
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/// The initial configuration passed to the game's setup functions.
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/// Also functions as a Bevy plugin to pass the configuration into the app.
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#[derive(Parser)]
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@ -41,60 +36,24 @@ struct Source {
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connect: Option<SocketAddr>,
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}
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#[derive(States, Default, Debug, Clone, PartialEq, Eq, Hash)]
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#[states(scoped_entities)]
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enum AppState {
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#[default]
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Loading,
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InGame,
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}
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impl Plugin for AppSettings {
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fn build(&self, app: &mut App) {
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app.insert_resource(Gravity(Vector::ZERO))
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.add_plugins((
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DefaultPlugins.set(WindowPlugin {
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primary_window: Window {
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title: "Distributed physics test".into(),
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fit_canvas_to_parent: true,
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..default()
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}
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.into(),
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app.insert_resource(Gravity(Vector::ZERO)).add_plugins((
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DefaultPlugins.set(WindowPlugin {
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primary_window: Window {
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title: "Distributed physics test".into(),
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fit_canvas_to_parent: true,
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..default()
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}),
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PhysicsPlugins::default().with_length_unit(50.0),
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#[cfg(feature = "dev")]
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dev::dev_tools,
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net::NetIOPlugin::new(self.port, self.source.connect),
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))
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.init_state::<AppState>()
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.add_systems(Startup, setup_ui)
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.add_systems(
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OnEnter(AppState::InGame),
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(
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setup_from_seed,
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(setup_player, setup_balls, setup_walls).after(setup_from_seed),
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),
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)
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.add_systems(
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FixedUpdate,
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check_for_seed.run_if(in_state(AppState::Loading)),
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)
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.add_systems(
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Update,
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(
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((move_player, move_camera).chain(), zoom_camera)
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.run_if(in_state(AppState::InGame)),
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quit.run_if(input_pressed(KeyCode::KeyQ)),
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),
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);
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if let Some(ref seed) = self.source.seed {
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app.insert_resource(*seed);
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} else if let Some(ref peer) = self.source.connect {
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info!("Will retrieve seed from peer => {peer}");
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} else {
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app.insert_resource(Seed::random());
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}
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}
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.into(),
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..default()
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}),
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#[cfg(feature = "dev")]
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dev::dev_tools,
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GamePlugin::new(
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DataSource::try_from_options(self.source.connect, self.source.seed).unwrap(),
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self.port,
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),
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));
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}
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}
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@ -1,6 +1,5 @@
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mod plugin;
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pub use plugin::NetIOPlugin;
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mod socket;
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mod thread;
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mod types;
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pub use plugin::NetIOPlugin;
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@ -2,7 +2,7 @@ use std::net::SocketAddr;
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use bevy::prelude::*;
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use crate::game::seed::Seed;
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use crate::game::prelude::Seed;
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use super::{
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socket::bind_socket,
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Loading…
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Reference in a new issue