# Objective - As @james7132 said [on Discord](https://discord.com/channels/691052431525675048/692572690833473578/1224626740773523536), the `close_on_esc` system is forcing `bevy_window` to depend on `bevy_input`. - `close_on_esc` is not likely to be used in production, so it arguably does not have a place in `bevy_window`. ## Solution - As suggested by @afonsolage, move `close_on_esc` into `bevy_dev_tools`. - Add an example to the documentation too. - Remove `bevy_window`'s dependency on `bevy_input`. - Add `bevy_reflect`'s `smol_str` feature to `bevy_window` because it was implicitly depended upon with `bevy_input` before it was removed. - Remove any usage of `close_on_esc` from the examples. - `bevy_dev_tools` is not enabled by default. I personally find it frustrating to run examples with additional features, so I opted to remove it entirely. - This is up for discussion if you have an alternate solution. --- ## Changelog - Moved `bevy_window::close_on_esc` to `bevy_dev_tools::close_on_esc`. - Removed usage of `bevy_dev_tools::close_on_esc` from all examples. ## Migration Guide `bevy_window::close_on_esc` has been moved to `bevy_dev_tools::close_on_esc`. You will first need to enable `bevy_dev_tools` as a feature in your `Cargo.toml`: ```toml [dependencies] bevy = { version = "0.14", features = ["bevy_dev_tools"] } ``` Finally, modify any imports to use `bevy_dev_tools` instead: ```rust // Old: // use bevy:🪟:close_on_esc; // New: use bevy::dev_tools::close_on_esc; App::new() .add_systems(Update, close_on_esc) // ... .run(); ```
		
			
				
	
	
		
			421 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			421 lines
		
	
	
		
			13 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(Camera3dBundle {
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        transform: 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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        ..default()
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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(PointLightBundle {
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        transform: Transform::from_xyz(4.0, 10.0, 4.0),
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        point_light: 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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        ..default()
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    });
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    // spawn the game board
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    let cell_scene = asset_server.load("models/AlienCake/tile.glb#Scene0");
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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(SceneBundle {
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                        transform: Transform::from_xyz(i as f32, height - 0.2, j as f32),
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                        scene: cell_scene.clone(),
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                        ..default()
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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(SceneBundle {
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                transform: 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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                scene: asset_server.load("models/AlienCake/alien.glb#Scene0"),
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                ..default()
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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 = asset_server.load("models/AlienCake/cakeBirthday.glb#Scene0");
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    // scoreboard
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    commands.spawn(
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        TextBundle::from_section(
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            "Score:",
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            TextStyle {
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                font_size: 40.0,
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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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        .with_style(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(SceneBundle {
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                transform: 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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                scene: game.bonus.handle.clone(),
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                ..default()
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            })
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            .with_children(|children| {
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                children.spawn(PointLightBundle {
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                    point_light: 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: Transform::from_xyz(0.0, 2.0, 0.0),
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                    ..default()
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                });
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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 =
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                Vec3::splat(1.0 + (game.score as f32 / 10.0 * time.elapsed_seconds().sin()).abs());
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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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    let mut text = query.single_mut();
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    text.sections[0].value = 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_children(|parent| {
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            parent.spawn(TextBundle::from_section(
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                format!("Cake eaten: {}", game.cake_eaten),
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                TextStyle {
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                    font_size: 80.0,
 | 
						|
                    color: Color::srgb(0.5, 0.5, 1.0),
 | 
						|
                    ..default()
 | 
						|
                },
 | 
						|
            ));
 | 
						|
        });
 | 
						|
}
 |