**Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			415 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			415 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Eat the cakes. Eat them all. An example 3D game.
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use std::f32::consts::PI;
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use bevy::prelude::*;
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use rand::{Rng, SeedableRng};
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use rand_chacha::ChaCha8Rng;
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#[derive(Clone, Eq, PartialEq, Debug, Hash, Default, States)]
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enum GameState {
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    #[default]
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    Playing,
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    GameOver,
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}
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#[derive(Resource)]
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struct BonusSpawnTimer(Timer);
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .init_resource::<Game>()
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        .insert_resource(BonusSpawnTimer(Timer::from_seconds(
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            5.0,
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            TimerMode::Repeating,
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        )))
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        .init_state::<GameState>()
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        .add_systems(Startup, setup_cameras)
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        .add_systems(OnEnter(GameState::Playing), setup)
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        .add_systems(
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            Update,
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            (
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                move_player,
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                focus_camera,
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                rotate_bonus,
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                scoreboard_system,
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                spawn_bonus,
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            )
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                .run_if(in_state(GameState::Playing)),
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        )
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        .add_systems(OnExit(GameState::Playing), teardown)
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        .add_systems(OnEnter(GameState::GameOver), display_score)
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        .add_systems(
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            Update,
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            gameover_keyboard.run_if(in_state(GameState::GameOver)),
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        )
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        .add_systems(OnExit(GameState::GameOver), teardown)
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        .run();
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}
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struct Cell {
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    height: f32,
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}
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#[derive(Default)]
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struct Player {
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    entity: Option<Entity>,
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    i: usize,
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    j: usize,
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    move_cooldown: Timer,
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}
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#[derive(Default)]
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struct Bonus {
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    entity: Option<Entity>,
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    i: usize,
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    j: usize,
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    handle: Handle<Scene>,
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}
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#[derive(Resource, Default)]
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struct Game {
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    board: Vec<Vec<Cell>>,
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    player: Player,
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    bonus: Bonus,
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    score: i32,
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    cake_eaten: u32,
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    camera_should_focus: Vec3,
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    camera_is_focus: Vec3,
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}
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#[derive(Resource, Deref, DerefMut)]
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struct Random(ChaCha8Rng);
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const BOARD_SIZE_I: usize = 14;
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const BOARD_SIZE_J: usize = 21;
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const RESET_FOCUS: [f32; 3] = [
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    BOARD_SIZE_I as f32 / 2.0,
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    0.0,
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    BOARD_SIZE_J as f32 / 2.0 - 0.5,
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];
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fn setup_cameras(mut commands: Commands, mut game: ResMut<Game>) {
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    game.camera_should_focus = Vec3::from(RESET_FOCUS);
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    game.camera_is_focus = game.camera_should_focus;
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    commands.spawn((
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        Camera3d::default(),
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        Transform::from_xyz(
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            -(BOARD_SIZE_I as f32 / 2.0),
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            2.0 * BOARD_SIZE_J as f32 / 3.0,
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            BOARD_SIZE_J as f32 / 2.0 - 0.5,
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        )
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        .looking_at(game.camera_is_focus, Vec3::Y),
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    ));
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>, mut game: ResMut<Game>) {
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    let mut rng = if std::env::var("GITHUB_ACTIONS") == Ok("true".to_string()) {
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        // We're seeding the PRNG here to make this example deterministic for testing purposes.
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        // This isn't strictly required in practical use unless you need your app to be deterministic.
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        ChaCha8Rng::seed_from_u64(19878367467713)
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    } else {
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        ChaCha8Rng::from_entropy()
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    };
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    // reset the game state
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    game.cake_eaten = 0;
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    game.score = 0;
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    game.player.i = BOARD_SIZE_I / 2;
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    game.player.j = BOARD_SIZE_J / 2;
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    game.player.move_cooldown = Timer::from_seconds(0.3, TimerMode::Once);
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    commands.spawn((
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        PointLight {
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            intensity: 2_000_000.0,
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            shadows_enabled: true,
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            range: 30.0,
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            ..default()
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        },
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        Transform::from_xyz(4.0, 10.0, 4.0),
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    ));
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    // spawn the game board
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    let cell_scene =
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        asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/AlienCake/tile.glb"));
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    game.board = (0..BOARD_SIZE_J)
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        .map(|j| {
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            (0..BOARD_SIZE_I)
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                .map(|i| {
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                    let height = rng.gen_range(-0.1..0.1);
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                    commands.spawn((
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                        Transform::from_xyz(i as f32, height - 0.2, j as f32),
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                        SceneRoot(cell_scene.clone()),
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                    ));
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                    Cell { height }
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                })
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                .collect()
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        })
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        .collect();
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    // spawn the game character
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    game.player.entity = Some(
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        commands
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            .spawn((
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                Transform {
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                    translation: Vec3::new(
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                        game.player.i as f32,
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                        game.board[game.player.j][game.player.i].height,
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                        game.player.j as f32,
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                    ),
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                    rotation: Quat::from_rotation_y(-PI / 2.),
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                    ..default()
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                },
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                SceneRoot(
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                    asset_server
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                        .load(GltfAssetLabel::Scene(0).from_asset("models/AlienCake/alien.glb")),
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                ),
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            ))
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            .id(),
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    );
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    // load the scene for the cake
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    game.bonus.handle =
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        asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/AlienCake/cakeBirthday.glb"));
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    // scoreboard
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    commands.spawn((
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        Text::new("Score:"),
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        TextStyle {
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            font_size: 33.0,
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            color: Color::srgb(0.5, 0.5, 1.0),
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            ..default()
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        },
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        Style {
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            position_type: PositionType::Absolute,
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            top: Val::Px(5.0),
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            left: Val::Px(5.0),
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            ..default()
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        },
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    ));
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    commands.insert_resource(Random(rng));
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}
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// remove all entities that are not a camera or window
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fn teardown(mut commands: Commands, entities: Query<Entity, (Without<Camera>, Without<Window>)>) {
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    for entity in &entities {
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        commands.entity(entity).despawn();
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    }
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}
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// control the game character
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fn move_player(
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    mut commands: Commands,
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    keyboard_input: Res<ButtonInput<KeyCode>>,
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    mut game: ResMut<Game>,
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    mut transforms: Query<&mut Transform>,
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    time: Res<Time>,
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) {
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    if game.player.move_cooldown.tick(time.delta()).finished() {
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        let mut moved = false;
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        let mut rotation = 0.0;
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        if keyboard_input.pressed(KeyCode::ArrowUp) {
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            if game.player.i < BOARD_SIZE_I - 1 {
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                game.player.i += 1;
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            }
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            rotation = -PI / 2.;
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            moved = true;
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        }
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        if keyboard_input.pressed(KeyCode::ArrowDown) {
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            if game.player.i > 0 {
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                game.player.i -= 1;
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            }
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            rotation = PI / 2.;
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            moved = true;
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        }
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        if keyboard_input.pressed(KeyCode::ArrowRight) {
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            if game.player.j < BOARD_SIZE_J - 1 {
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                game.player.j += 1;
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            }
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            rotation = PI;
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            moved = true;
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        }
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        if keyboard_input.pressed(KeyCode::ArrowLeft) {
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            if game.player.j > 0 {
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                game.player.j -= 1;
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            }
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            rotation = 0.0;
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            moved = true;
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        }
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        // move on the board
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        if moved {
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            game.player.move_cooldown.reset();
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            *transforms.get_mut(game.player.entity.unwrap()).unwrap() = Transform {
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                translation: Vec3::new(
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                    game.player.i as f32,
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                    game.board[game.player.j][game.player.i].height,
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                    game.player.j as f32,
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                ),
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                rotation: Quat::from_rotation_y(rotation),
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                ..default()
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            };
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        }
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    }
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    // eat the cake!
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    if let Some(entity) = game.bonus.entity {
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        if game.player.i == game.bonus.i && game.player.j == game.bonus.j {
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            game.score += 2;
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            game.cake_eaten += 1;
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            commands.entity(entity).despawn_recursive();
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            game.bonus.entity = None;
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        }
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    }
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}
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// change the focus of the camera
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fn focus_camera(
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    time: Res<Time>,
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    mut game: ResMut<Game>,
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    mut transforms: ParamSet<(Query<&mut Transform, With<Camera3d>>, Query<&Transform>)>,
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) {
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    const SPEED: f32 = 2.0;
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    // if there is both a player and a bonus, target the mid-point of them
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    if let (Some(player_entity), Some(bonus_entity)) = (game.player.entity, game.bonus.entity) {
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        let transform_query = transforms.p1();
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        if let (Ok(player_transform), Ok(bonus_transform)) = (
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            transform_query.get(player_entity),
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            transform_query.get(bonus_entity),
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        ) {
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            game.camera_should_focus = player_transform
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                .translation
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                .lerp(bonus_transform.translation, 0.5);
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        }
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        // otherwise, if there is only a player, target the player
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    } else if let Some(player_entity) = game.player.entity {
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        if let Ok(player_transform) = transforms.p1().get(player_entity) {
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            game.camera_should_focus = player_transform.translation;
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        }
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        // otherwise, target the middle
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    } else {
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        game.camera_should_focus = Vec3::from(RESET_FOCUS);
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    }
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    // calculate the camera motion based on the difference between where the camera is looking
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    // and where it should be looking; the greater the distance, the faster the motion;
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    // smooth out the camera movement using the frame time
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    let mut camera_motion = game.camera_should_focus - game.camera_is_focus;
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    if camera_motion.length() > 0.2 {
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        camera_motion *= SPEED * time.delta_seconds();
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        // set the new camera's actual focus
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        game.camera_is_focus += camera_motion;
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    }
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    // look at that new camera's actual focus
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    for mut transform in transforms.p0().iter_mut() {
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        *transform = transform.looking_at(game.camera_is_focus, Vec3::Y);
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    }
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}
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// despawn the bonus if there is one, then spawn a new one at a random location
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fn spawn_bonus(
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    time: Res<Time>,
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    mut timer: ResMut<BonusSpawnTimer>,
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    mut next_state: ResMut<NextState<GameState>>,
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    mut commands: Commands,
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    mut game: ResMut<Game>,
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    mut rng: ResMut<Random>,
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) {
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    // make sure we wait enough time before spawning the next cake
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    if !timer.0.tick(time.delta()).finished() {
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        return;
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    }
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    if let Some(entity) = game.bonus.entity {
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        game.score -= 3;
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        commands.entity(entity).despawn_recursive();
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        game.bonus.entity = None;
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        if game.score <= -5 {
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            next_state.set(GameState::GameOver);
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            return;
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        }
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    }
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    // ensure bonus doesn't spawn on the player
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    loop {
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        game.bonus.i = rng.gen_range(0..BOARD_SIZE_I);
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        game.bonus.j = rng.gen_range(0..BOARD_SIZE_J);
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        if game.bonus.i != game.player.i || game.bonus.j != game.player.j {
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            break;
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        }
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    }
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    game.bonus.entity = Some(
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        commands
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            .spawn((
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                Transform::from_xyz(
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                    game.bonus.i as f32,
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                    game.board[game.bonus.j][game.bonus.i].height + 0.2,
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                    game.bonus.j as f32,
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                ),
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                SceneRoot(game.bonus.handle.clone()),
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            ))
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            .with_child((
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                PointLight {
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                    color: Color::srgb(1.0, 1.0, 0.0),
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                    intensity: 500_000.0,
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                    range: 10.0,
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                    ..default()
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                },
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                Transform::from_xyz(0.0, 2.0, 0.0),
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            ))
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            .id(),
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    );
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}
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// let the cake turn on itself
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fn rotate_bonus(game: Res<Game>, time: Res<Time>, mut transforms: Query<&mut Transform>) {
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    if let Some(entity) = game.bonus.entity {
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        if let Ok(mut cake_transform) = transforms.get_mut(entity) {
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            cake_transform.rotate_y(time.delta_seconds());
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            cake_transform.scale = Vec3::splat(
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                1.0 + (game.score as f32 / 10.0 * ops::sin(time.elapsed_seconds())).abs(),
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            );
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        }
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    }
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}
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// update the score displayed during the game
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fn scoreboard_system(game: Res<Game>, mut query: Query<&mut Text>) {
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    **query.single_mut() = format!("Sugar Rush: {}", game.score);
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}
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// restart the game when pressing spacebar
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fn gameover_keyboard(
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    mut next_state: ResMut<NextState<GameState>>,
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    keyboard_input: Res<ButtonInput<KeyCode>>,
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) {
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    if keyboard_input.just_pressed(KeyCode::Space) {
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        next_state.set(GameState::Playing);
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    }
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}
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// display the number of cake eaten before losing
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fn display_score(mut commands: Commands, game: Res<Game>) {
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    commands
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        .spawn(NodeBundle {
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            style: Style {
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                width: Val::Percent(100.),
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                align_items: AlignItems::Center,
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                justify_content: JustifyContent::Center,
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                ..default()
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            },
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            ..default()
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        })
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        .with_child((
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            Text::new(format!("Cake eaten: {}", game.cake_eaten)),
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            TextStyle {
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                font_size: 67.0,
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                color: Color::srgb(0.5, 0.5, 1.0),
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                ..default()
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            },
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        ));
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}
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