Examples inconsistently use either `TAU`, `PI`, `FRAC_PI_2` or `FRAC_PI_4`. Often in odd ways and without `use`ing the constants, making it difficult to parse. * Use `PI` to specify angles. * General code-quality improvements. * Fix borked `hierarchy` example. Co-authored-by: devil-ira <justthecooldude@gmail.com>
		
			
				
	
	
		
			396 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			396 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::{ecs::schedule::SystemSet, prelude::*, time::FixedTimestep};
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use rand::Rng;
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#[derive(Clone, Eq, PartialEq, Debug, Hash)]
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enum GameState {
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    Playing,
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    GameOver,
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}
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fn main() {
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    App::new()
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        .init_resource::<Game>()
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        .add_plugins(DefaultPlugins)
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        .add_state(GameState::Playing)
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        .add_startup_system(setup_cameras)
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        .add_system_set(SystemSet::on_enter(GameState::Playing).with_system(setup))
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        .add_system_set(
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            SystemSet::on_update(GameState::Playing)
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                .with_system(move_player)
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                .with_system(focus_camera)
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                .with_system(rotate_bonus)
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                .with_system(scoreboard_system),
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        )
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        .add_system_set(SystemSet::on_exit(GameState::Playing).with_system(teardown))
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        .add_system_set(SystemSet::on_enter(GameState::GameOver).with_system(display_score))
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        .add_system_set(SystemSet::on_update(GameState::GameOver).with_system(gameover_keyboard))
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        .add_system_set(SystemSet::on_exit(GameState::GameOver).with_system(teardown))
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        .add_system_set(
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            SystemSet::new()
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                .with_run_criteria(FixedTimestep::step(5.0))
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                .with_system(spawn_bonus),
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        )
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        .add_system(bevy::window::close_on_esc)
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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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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_bundle(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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    // 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, false);
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    commands.spawn_bundle(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: 3000.0,
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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 = rand::thread_rng().gen_range(-0.1..0.1);
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                    commands.spawn_bundle(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_bundle(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_bundle(
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        TextBundle::from_section(
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            "Score:",
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            TextStyle {
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                font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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                font_size: 40.0,
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                color: Color::rgb(0.5, 0.5, 1.0),
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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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            position: UiRect {
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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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            ..default()
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        }),
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    );
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}
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// remove all entities that are not a camera
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fn teardown(mut commands: Commands, entities: Query<Entity, Without<Camera>>) {
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    for entity in &entities {
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        commands.entity(entity).despawn_recursive();
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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<Input<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::Up) {
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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::Down) {
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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::Right) {
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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::Left) {
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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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    mut state: ResMut<State<GameState>>,
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    mut commands: Commands,
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    mut game: ResMut<Game>,
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) {
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    if *state.current() != GameState::Playing {
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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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            // We don't particularly care if this operation fails
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            let _ = state.overwrite_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 = rand::thread_rng().gen_range(0..BOARD_SIZE_I);
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        game.bonus.j = rand::thread_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_bundle(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_bundle(PointLightBundle {
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                    point_light: PointLight {
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                        color: Color::rgb(1.0, 1.0, 0.0),
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                        intensity: 1000.0,
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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 = Vec3::splat(
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                1.0 + (game.score as f32 / 10.0 * time.seconds_since_startup().sin() as f32).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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    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(mut state: ResMut<State<GameState>>, keyboard_input: Res<Input<KeyCode>>) {
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    if keyboard_input.just_pressed(KeyCode::Space) {
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        state.set(GameState::Playing).unwrap();
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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, asset_server: Res<AssetServer>, game: Res<Game>) {
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    commands
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        .spawn_bundle(NodeBundle {
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            style: Style {
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                margin: UiRect::all(Val::Auto),
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                justify_content: JustifyContent::Center,
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                align_items: AlignItems::Center,
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                ..default()
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            },
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            color: Color::NONE.into(),
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            ..default()
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        })
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        .with_children(|parent| {
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            parent.spawn_bundle(TextBundle::from_section(
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                format!("Cake eaten: {}", game.cake_eaten),
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                TextStyle {
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                    font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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                    font_size: 80.0,
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                    color: Color::rgb(0.5, 0.5, 1.0),
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                },
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            ));
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        });
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}
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