# Objective
Support the following syntax for adding systems:
```rust
App::new()
    .add_system(setup.on_startup())
    .add_systems((
        show_menu.in_schedule(OnEnter(GameState::Paused)),
        menu_ssytem.in_set(OnUpdate(GameState::Paused)),
        hide_menu.in_schedule(OnExit(GameState::Paused)),
    ))
```
## Solution
Add the traits `IntoSystemAppConfig{s}`, which provide the extension methods necessary for configuring which schedule a system belongs to. These extension methods return `IntoSystemAppConfig{s}`, which `App::add_system{s}` uses to choose which schedule to add systems to.
---
## Changelog
+ Added the extension methods `in_schedule(label)` and  `on_startup()` for configuring the schedule a system belongs to.
## Future Work
* Replace all uses of `add_startup_system` in the engine.
* Deprecate this method
		
	
			
		
			
				
	
	
		
			423 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			423 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! A simplified implementation of the classic game "Breakout".
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use bevy::{
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    prelude::*,
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    sprite::collide_aabb::{collide, Collision},
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    sprite::MaterialMesh2dBundle,
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};
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// Defines the amount of time that should elapse between each physics step.
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const TIME_STEP: f32 = 1.0 / 60.0;
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// These constants are defined in `Transform` units.
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// Using the default 2D camera they correspond 1:1 with screen pixels.
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const PADDLE_SIZE: Vec3 = Vec3::new(120.0, 20.0, 0.0);
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const GAP_BETWEEN_PADDLE_AND_FLOOR: f32 = 60.0;
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const PADDLE_SPEED: f32 = 500.0;
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// How close can the paddle get to the wall
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const PADDLE_PADDING: f32 = 10.0;
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// We set the z-value of the ball to 1 so it renders on top in the case of overlapping sprites.
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const BALL_STARTING_POSITION: Vec3 = Vec3::new(0.0, -50.0, 1.0);
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const BALL_SIZE: Vec3 = Vec3::new(30.0, 30.0, 0.0);
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const BALL_SPEED: f32 = 400.0;
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const INITIAL_BALL_DIRECTION: Vec2 = Vec2::new(0.5, -0.5);
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const WALL_THICKNESS: f32 = 10.0;
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// x coordinates
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const LEFT_WALL: f32 = -450.;
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const RIGHT_WALL: f32 = 450.;
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// y coordinates
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const BOTTOM_WALL: f32 = -300.;
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const TOP_WALL: f32 = 300.;
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const BRICK_SIZE: Vec2 = Vec2::new(100., 30.);
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// These values are exact
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const GAP_BETWEEN_PADDLE_AND_BRICKS: f32 = 270.0;
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const GAP_BETWEEN_BRICKS: f32 = 5.0;
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// These values are lower bounds, as the number of bricks is computed
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const GAP_BETWEEN_BRICKS_AND_CEILING: f32 = 20.0;
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const GAP_BETWEEN_BRICKS_AND_SIDES: f32 = 20.0;
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const SCOREBOARD_FONT_SIZE: f32 = 40.0;
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const SCOREBOARD_TEXT_PADDING: Val = Val::Px(5.0);
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const BACKGROUND_COLOR: Color = Color::rgb(0.9, 0.9, 0.9);
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const PADDLE_COLOR: Color = Color::rgb(0.3, 0.3, 0.7);
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const BALL_COLOR: Color = Color::rgb(1.0, 0.5, 0.5);
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const BRICK_COLOR: Color = Color::rgb(0.5, 0.5, 1.0);
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const WALL_COLOR: Color = Color::rgb(0.8, 0.8, 0.8);
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const TEXT_COLOR: Color = Color::rgb(0.5, 0.5, 1.0);
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const SCORE_COLOR: Color = Color::rgb(1.0, 0.5, 0.5);
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .insert_resource(Scoreboard { score: 0 })
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        .insert_resource(ClearColor(BACKGROUND_COLOR))
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        .add_startup_system(setup)
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        .add_event::<CollisionEvent>()
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        // Add our gameplay simulation systems to the fixed timestep schedule
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        .add_systems(
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            (
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                check_for_collisions,
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                apply_velocity.before(check_for_collisions),
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                move_paddle
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                    .before(check_for_collisions)
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                    .after(apply_velocity),
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                play_collision_sound.after(check_for_collisions),
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            )
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                .in_schedule(CoreSchedule::FixedUpdate),
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        )
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        // Configure how frequently our gameplay systems are run
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        .insert_resource(FixedTime::new_from_secs(TIME_STEP))
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        .add_system(update_scoreboard)
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        .add_system(bevy::window::close_on_esc)
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        .run();
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}
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#[derive(Component)]
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struct Paddle;
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#[derive(Component)]
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struct Ball;
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#[derive(Component, Deref, DerefMut)]
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struct Velocity(Vec2);
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#[derive(Component)]
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struct Collider;
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#[derive(Default)]
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struct CollisionEvent;
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#[derive(Component)]
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struct Brick;
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#[derive(Resource)]
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struct CollisionSound(Handle<AudioSource>);
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// This bundle is a collection of the components that define a "wall" in our game
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#[derive(Bundle)]
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struct WallBundle {
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    // You can nest bundles inside of other bundles like this
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    // Allowing you to compose their functionality
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    sprite_bundle: SpriteBundle,
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    collider: Collider,
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}
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/// Which side of the arena is this wall located on?
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enum WallLocation {
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    Left,
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    Right,
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    Bottom,
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    Top,
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}
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impl WallLocation {
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    fn position(&self) -> Vec2 {
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        match self {
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            WallLocation::Left => Vec2::new(LEFT_WALL, 0.),
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            WallLocation::Right => Vec2::new(RIGHT_WALL, 0.),
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            WallLocation::Bottom => Vec2::new(0., BOTTOM_WALL),
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            WallLocation::Top => Vec2::new(0., TOP_WALL),
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        }
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    }
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    fn size(&self) -> Vec2 {
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        let arena_height = TOP_WALL - BOTTOM_WALL;
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        let arena_width = RIGHT_WALL - LEFT_WALL;
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        // Make sure we haven't messed up our constants
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        assert!(arena_height > 0.0);
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        assert!(arena_width > 0.0);
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        match self {
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            WallLocation::Left | WallLocation::Right => {
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                Vec2::new(WALL_THICKNESS, arena_height + WALL_THICKNESS)
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            }
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            WallLocation::Bottom | WallLocation::Top => {
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                Vec2::new(arena_width + WALL_THICKNESS, WALL_THICKNESS)
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            }
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        }
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    }
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}
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impl WallBundle {
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    // This "builder method" allows us to reuse logic across our wall entities,
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    // making our code easier to read and less prone to bugs when we change the logic
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    fn new(location: WallLocation) -> WallBundle {
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        WallBundle {
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            sprite_bundle: SpriteBundle {
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                transform: Transform {
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                    // We need to convert our Vec2 into a Vec3, by giving it a z-coordinate
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                    // This is used to determine the order of our sprites
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                    translation: location.position().extend(0.0),
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                    // The z-scale of 2D objects must always be 1.0,
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                    // or their ordering will be affected in surprising ways.
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                    // See https://github.com/bevyengine/bevy/issues/4149
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                    scale: location.size().extend(1.0),
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                    ..default()
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                },
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                sprite: Sprite {
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                    color: WALL_COLOR,
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                    ..default()
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                },
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                ..default()
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            },
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            collider: Collider,
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        }
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    }
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}
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// This resource tracks the game's score
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#[derive(Resource)]
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struct Scoreboard {
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    score: usize,
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}
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// Add the game's entities to our world
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fn setup(
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    mut commands: Commands,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<ColorMaterial>>,
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    asset_server: Res<AssetServer>,
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) {
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    // Camera
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    commands.spawn(Camera2dBundle::default());
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    // Sound
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    let ball_collision_sound = asset_server.load("sounds/breakout_collision.ogg");
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    commands.insert_resource(CollisionSound(ball_collision_sound));
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    // Paddle
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    let paddle_y = BOTTOM_WALL + GAP_BETWEEN_PADDLE_AND_FLOOR;
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    commands.spawn((
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        SpriteBundle {
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            transform: Transform {
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                translation: Vec3::new(0.0, paddle_y, 0.0),
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                scale: PADDLE_SIZE,
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                ..default()
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            },
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            sprite: Sprite {
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                color: PADDLE_COLOR,
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                ..default()
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            },
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            ..default()
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        },
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        Paddle,
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        Collider,
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    ));
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    // Ball
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    commands.spawn((
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        MaterialMesh2dBundle {
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            mesh: meshes.add(shape::Circle::default().into()).into(),
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            material: materials.add(ColorMaterial::from(BALL_COLOR)),
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            transform: Transform::from_translation(BALL_STARTING_POSITION).with_scale(BALL_SIZE),
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            ..default()
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        },
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        Ball,
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        Velocity(INITIAL_BALL_DIRECTION.normalize() * BALL_SPEED),
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    ));
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    // Scoreboard
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    commands.spawn(
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        TextBundle::from_sections([
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            TextSection::new(
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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: SCOREBOARD_FONT_SIZE,
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                    color: TEXT_COLOR,
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                },
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            ),
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            TextSection::from_style(TextStyle {
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                font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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                font_size: SCOREBOARD_FONT_SIZE,
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                color: SCORE_COLOR,
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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: SCOREBOARD_TEXT_PADDING,
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                left: SCOREBOARD_TEXT_PADDING,
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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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    // Walls
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    commands.spawn(WallBundle::new(WallLocation::Left));
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    commands.spawn(WallBundle::new(WallLocation::Right));
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    commands.spawn(WallBundle::new(WallLocation::Bottom));
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    commands.spawn(WallBundle::new(WallLocation::Top));
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    // Bricks
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    // Negative scales result in flipped sprites / meshes,
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    // which is definitely not what we want here
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    assert!(BRICK_SIZE.x > 0.0);
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    assert!(BRICK_SIZE.y > 0.0);
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    let total_width_of_bricks = (RIGHT_WALL - LEFT_WALL) - 2. * GAP_BETWEEN_BRICKS_AND_SIDES;
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    let bottom_edge_of_bricks = paddle_y + GAP_BETWEEN_PADDLE_AND_BRICKS;
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    let total_height_of_bricks = TOP_WALL - bottom_edge_of_bricks - GAP_BETWEEN_BRICKS_AND_CEILING;
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    assert!(total_width_of_bricks > 0.0);
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    assert!(total_height_of_bricks > 0.0);
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    // Given the space available, compute how many rows and columns of bricks we can fit
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    let n_columns = (total_width_of_bricks / (BRICK_SIZE.x + GAP_BETWEEN_BRICKS)).floor() as usize;
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    let n_rows = (total_height_of_bricks / (BRICK_SIZE.y + GAP_BETWEEN_BRICKS)).floor() as usize;
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    let n_vertical_gaps = n_columns - 1;
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    // Because we need to round the number of columns,
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    // the space on the top and sides of the bricks only captures a lower bound, not an exact value
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    let center_of_bricks = (LEFT_WALL + RIGHT_WALL) / 2.0;
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    let left_edge_of_bricks = center_of_bricks
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        // Space taken up by the bricks
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        - (n_columns as f32 / 2.0 * BRICK_SIZE.x)
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        // Space taken up by the gaps
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        - n_vertical_gaps as f32 / 2.0 * GAP_BETWEEN_BRICKS;
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    // In Bevy, the `translation` of an entity describes the center point,
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    // not its bottom-left corner
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    let offset_x = left_edge_of_bricks + BRICK_SIZE.x / 2.;
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    let offset_y = bottom_edge_of_bricks + BRICK_SIZE.y / 2.;
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    for row in 0..n_rows {
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        for column in 0..n_columns {
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            let brick_position = Vec2::new(
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                offset_x + column as f32 * (BRICK_SIZE.x + GAP_BETWEEN_BRICKS),
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                offset_y + row as f32 * (BRICK_SIZE.y + GAP_BETWEEN_BRICKS),
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            );
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            // brick
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            commands.spawn((
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                SpriteBundle {
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                    sprite: Sprite {
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                        color: BRICK_COLOR,
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                        ..default()
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                    },
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                    transform: Transform {
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                        translation: brick_position.extend(0.0),
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                        scale: Vec3::new(BRICK_SIZE.x, BRICK_SIZE.y, 1.0),
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                        ..default()
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                    },
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                    ..default()
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                },
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                Brick,
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                Collider,
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            ));
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        }
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    }
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}
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fn move_paddle(
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    keyboard_input: Res<Input<KeyCode>>,
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    mut query: Query<&mut Transform, With<Paddle>>,
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) {
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    let mut paddle_transform = query.single_mut();
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    let mut direction = 0.0;
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    if keyboard_input.pressed(KeyCode::Left) {
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        direction -= 1.0;
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    }
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    if keyboard_input.pressed(KeyCode::Right) {
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        direction += 1.0;
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    }
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    // Calculate the new horizontal paddle position based on player input
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    let new_paddle_position = paddle_transform.translation.x + direction * PADDLE_SPEED * TIME_STEP;
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    // Update the paddle position,
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    // making sure it doesn't cause the paddle to leave the arena
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    let left_bound = LEFT_WALL + WALL_THICKNESS / 2.0 + PADDLE_SIZE.x / 2.0 + PADDLE_PADDING;
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    let right_bound = RIGHT_WALL - WALL_THICKNESS / 2.0 - PADDLE_SIZE.x / 2.0 - PADDLE_PADDING;
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    paddle_transform.translation.x = new_paddle_position.clamp(left_bound, right_bound);
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}
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fn apply_velocity(mut query: Query<(&mut Transform, &Velocity)>) {
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    for (mut transform, velocity) in &mut query {
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        transform.translation.x += velocity.x * TIME_STEP;
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        transform.translation.y += velocity.y * TIME_STEP;
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    }
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}
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fn update_scoreboard(scoreboard: Res<Scoreboard>, mut query: Query<&mut Text>) {
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    let mut text = query.single_mut();
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    text.sections[1].value = scoreboard.score.to_string();
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}
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fn check_for_collisions(
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    mut commands: Commands,
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    mut scoreboard: ResMut<Scoreboard>,
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    mut ball_query: Query<(&mut Velocity, &Transform), With<Ball>>,
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    collider_query: Query<(Entity, &Transform, Option<&Brick>), With<Collider>>,
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    mut collision_events: EventWriter<CollisionEvent>,
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) {
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    let (mut ball_velocity, ball_transform) = ball_query.single_mut();
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    let ball_size = ball_transform.scale.truncate();
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    // check collision with walls
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    for (collider_entity, transform, maybe_brick) in &collider_query {
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        let collision = collide(
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            ball_transform.translation,
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            ball_size,
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            transform.translation,
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            transform.scale.truncate(),
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        );
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        if let Some(collision) = collision {
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            // Sends a collision event so that other systems can react to the collision
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            collision_events.send_default();
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            // Bricks should be despawned and increment the scoreboard on collision
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            if maybe_brick.is_some() {
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                scoreboard.score += 1;
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                commands.entity(collider_entity).despawn();
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            }
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            // reflect the ball when it collides
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            let mut reflect_x = false;
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            let mut reflect_y = false;
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            // only reflect if the ball's velocity is going in the opposite direction of the
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            // collision
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            match collision {
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                Collision::Left => reflect_x = ball_velocity.x > 0.0,
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                Collision::Right => reflect_x = ball_velocity.x < 0.0,
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                Collision::Top => reflect_y = ball_velocity.y < 0.0,
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                Collision::Bottom => reflect_y = ball_velocity.y > 0.0,
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                Collision::Inside => { /* do nothing */ }
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            }
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            // reflect velocity on the x-axis if we hit something on the x-axis
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            if reflect_x {
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                ball_velocity.x = -ball_velocity.x;
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            }
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            // reflect velocity on the y-axis if we hit something on the y-axis
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						|
            if reflect_y {
 | 
						|
                ball_velocity.y = -ball_velocity.y;
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
fn play_collision_sound(
 | 
						|
    mut collision_events: EventReader<CollisionEvent>,
 | 
						|
    audio: Res<Audio>,
 | 
						|
    sound: Res<CollisionSound>,
 | 
						|
) {
 | 
						|
    // Play a sound once per frame if a collision occurred.
 | 
						|
    if !collision_events.is_empty() {
 | 
						|
        // This prevents events staying active on the next frame.
 | 
						|
        collision_events.clear();
 | 
						|
        audio.play(sound.0.clone());
 | 
						|
    }
 | 
						|
}
 |