chore: squash commits
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parent
7d6044c9cf
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61cf4b9f74
1153
Cargo.lock
generated
1153
Cargo.lock
generated
File diff suppressed because it is too large
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@ -2,6 +2,9 @@
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name = "ambition"
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version = "0.4.0"
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edition = "2021"
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authors = ["Muhammad Nauman Raza <devraza.hazard643@slmail.me>"]
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description = "A fast-paced 2D MMORPG."
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readme = "README.md"
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# Squeeze out more performance for `release` builds - very slow compile times
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[profile.release]
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@ -15,7 +18,7 @@ opt-level = 1
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opt-level = 3
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[dependencies]
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bevy = { version = "0.13.0" }
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bevy_egui = "0.25.0"
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bevy_hanabi = "0.10.0"
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bevy = { version = "0.13.2", features = ["wayland"] }
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bevy_egui = "0.27.1"
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bevy_hanabi = "0.11.0"
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lazy_static = "1.4.0"
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@ -1,7 +1,7 @@
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*Go forth and realise your...*
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# Ambition
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A fast-paced, textual 2D multiplayer role-playing game written in Rust.
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A fast-paced 2D multiplayer role-playing game written in Rust.
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## Credits
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- [Muhammad Nauman Raza](https://github.com/devraza) - Project manager/founder, producer, and programmer
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12
flake.lock
12
flake.lock
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@ -21,11 +21,11 @@
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"nixpkgs": "nixpkgs"
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},
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"locked": {
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"lastModified": 1710868679,
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"narHash": "sha256-V1o2bCZdeYKP/0zgVp4EN0KUjMItAMk6J7SvCXUI5IU=",
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"lastModified": 1713543440,
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"narHash": "sha256-lnzZQYG0+EXl/6NkGpyIz+FEOc/DSEG57AP1VsdeNrM=",
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"owner": "guibou",
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"repo": "nixGL",
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"rev": "d709a8abcde5b01db76ca794280745a43c8662be",
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"rev": "310f8e49a149e4c9ea52f1adf70cdc768ec53f8a",
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"type": "github"
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},
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"original": {
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@ -51,11 +51,11 @@
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},
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"nixpkgs-unstable": {
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"locked": {
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"lastModified": 1711163522,
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"narHash": "sha256-YN/Ciidm+A0fmJPWlHBGvVkcarYWSC+s3NTPk/P+q3c=",
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"lastModified": 1716509168,
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"narHash": "sha256-4zSIhSRRIoEBwjbPm3YiGtbd8HDWzFxJjw5DYSDy1n8=",
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"owner": "nixos",
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"repo": "nixpkgs",
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"rev": "44d0940ea560dee511026a53f0e2e2cde489b4d4",
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"rev": "bfb7a882678e518398ce9a31a881538679f6f092",
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"type": "github"
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},
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"original": {
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12
flake.nix
12
flake.nix
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@ -1,5 +1,5 @@
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{
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description = "Rust development environment for Ambition using fenix";
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description = "Rust development environment for Ambition";
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inputs = {
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utils.url = "github:numtide/flake-utils";
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@ -41,16 +41,14 @@
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pkgs.udev
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pkgs.alsa-lib
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pkgs.libxkbcommon
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pkgs.wayland
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]}"'';
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buildInputs = with pkgs; [
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xorg.libX11 xorg.libXcursor xorg.libXi xorg.libXrandr # To use the x11 feature
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libxkbcommon # To use the wayland feature
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libxkbcommon wayland # To use the wayland feature
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udev alsa-lib vulkan-loader
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pkgs.nixgl.nixVulkanIntel
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mold
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clang
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pkg-config
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tokei
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pkgs.nixgl.nixVulkanIntel mold clang pkg-config tokei
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];
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};
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}
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2
justfile
2
justfile
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@ -4,4 +4,4 @@ timestamp := `date +"%Y-%m-%d\ %H:%M"`
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# Backup assets
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backup:
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ouch compress assets/player assets/logo assets/attacks ~/NAS/Documents/Ambition/{{timestamp}}.tar.gz
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ouch compress assets/player assets/logo assets/attacks ~/NAS/Documents/Ambition/Assets/{{timestamp}}.tar.gz
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62
src/enemy.rs
Normal file
62
src/enemy.rs
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@ -0,0 +1,62 @@
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use bevy::prelude::*;
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use std::f32::consts::PI;
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use crate::player::*;
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// Define the enemy component
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#[derive(Component)]
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pub struct Enemy {
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pub name: String,
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pub movement_speed: f32,
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/*
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pub rotation_speed: f32,
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pub health: f32,
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pub health_max: f32,
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pub stamina: f32,
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pub stamina_max: f32,
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pub mana: f32,
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pub mana_max: f32,
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*/
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}
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// Define the enemy movement system
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#[allow(clippy::type_complexity)]
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pub fn enemy_movement(
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time: Res<Time>,
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mut set: ParamSet<(
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Query<&Transform, With<Player>>,
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Query<&mut Transform, With<Enemy>>,
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)>,
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mut enemy_query: Query<&Enemy>,
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) {
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let enemy = enemy_query.single_mut();
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// Bring the player translation into scope
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let mut player_translation = Vec3::ZERO;
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for player_transform in set.p0().iter_mut() {
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player_translation = player_transform.translation;
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}
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// Get the enemy's movement distance (based on movement speed)
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let movement_distance = enemy.movement_speed * time.delta_seconds();
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for mut enemy_transform in set.p1().iter_mut() {
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// Calculate the angle from the enemy to the player's position
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let difference = player_translation - enemy_transform.translation;
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let angle = difference.y.atan2(difference.x) - PI / 2.; // Subtract PI/2. to orient the enemy correctly
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// Return a Quat for the enemy's movement direction based on the angle
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let movement_direction = Quat::from_axis_angle(Vec3::new(0., 0., 1.), angle);
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// Update the rotation and translation of the enemy
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enemy_transform.rotation = movement_direction;
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enemy_transform.translation += movement_direction * Vec3::Y * movement_distance;
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}
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}
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pub fn change_enemy_color(mut query: Query<&mut Sprite, With<Enemy>>) {
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for mut sprite in query.iter_mut() {
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sprite.color = Color::rgb(0.5, 1.0, 0.5);
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}
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}
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39
src/main.rs
39
src/main.rs
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@ -13,12 +13,14 @@ mod player;
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use crate::player::*;
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mod ui;
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use crate::ui::*;
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mod enemy;
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use crate::enemy::*;
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// Version information
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const VERSION: &str = env!("CARGO_PKG_VERSION");
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const PKGNAME: &str = env!("CARGO_PKG_NAME");
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// Create a map of the Hypernova colorscheme
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// Create a map of the kagayaki colorscheme
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lazy_static! {
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static ref KAGAYAKI: HashMap<&'static str, (u8, u8, u8)> = vec![
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("BLACK", (13, 13, 15)),
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.add_systems(Startup, (setup, setup_ui))
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.add_systems(
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Update,
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(render_ui, movement, camera_follow, player_regen, attack),
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(
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render_ui,
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player_movement,
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player_regen,
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player_attack,
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attack_movement,
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enemy_movement,
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change_enemy_color,
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),
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)
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.run();
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}
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@ -97,4 +107,29 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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mana: 100.,
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mana_max: 100.,
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});
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// Spawn an enemy
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commands
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.spawn(SpriteBundle {
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texture: asset_server.load("player/player-4x.png"),
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transform: Transform {
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scale: Vec3::splat(0.2),
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..default()
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},
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..default()
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})
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.insert(Enemy {
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name: "Goblin".to_string(),
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movement_speed: 256.,
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/*
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rotation_speed: f32::to_radians(360.),
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health: 10.,
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health_max: 10.,
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stamina: 10.,
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stamina_max: 10.,
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mana: 100.,
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mana_max: 100.,
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*/
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});
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}
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@ -22,10 +22,11 @@ pub struct Attack {
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}
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// Define the player movement system
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pub fn movement(
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pub fn player_movement(
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time: Res<Time>,
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keys: Res<ButtonInput<KeyCode>>,
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mut player_query: Query<(&mut Player, &mut Transform), With<Player>>,
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camera_query: Query<&mut Transform, (Without<Player>, With<Camera>)>,
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) {
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let (mut player, mut transform) = player_query.single_mut();
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// Update the player translation with the translation
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transform.translation += movement_direction * movement_distance;
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camera_follow(
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camera_query,
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transform.translation.x,
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transform.translation.y,
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)
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}
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pub fn attack(
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#[allow(clippy::type_complexity)]
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pub fn player_attack(
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keys: Res<ButtonInput<KeyCode>>,
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mut set: ParamSet<(
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Query<&mut Transform, With<Attack>>,
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Query<&Transform, With<Player>>,
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)>,
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mut player_query: Query<&mut Player>,
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mut player_query: Query<(&Transform, &mut Player), With<Player>>,
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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) {
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let mut player = player_query.single_mut();
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let (transform, mut player) = player_query.single_mut();
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let attack_position = transform.translation + (transform.rotation * Vec3::Y * 100.);
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for player_transform in set.p1().iter_mut() {
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let attack_position =
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player_transform.translation + ((player_transform.rotation * Vec3::Y) * 100.);
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if keys.just_pressed(KeyCode::Enter) {
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commands
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.spawn(SpriteBundle {
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texture: asset_server.load("attacks/stone_cannon.png"),
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transform: Transform {
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scale: Vec3::splat(0.3),
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translation: attack_position,
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rotation: transform.rotation,
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},
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..default()
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})
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.insert(Attack {
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velocity: 20.,
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damage: 20.,
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});
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if keys.just_pressed(KeyCode::Enter) {
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commands
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.spawn(SpriteBundle {
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texture: asset_server.load("attacks/stone_cannon.png"),
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transform: Transform {
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scale: Vec3::splat(0.3),
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translation: attack_position,
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rotation: player_transform.rotation,
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},
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..default()
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})
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.insert(Attack {
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velocity: 10.,
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damage: 20.,
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});
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player.mana -= 1.;
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}
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player.mana -= 1.;
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}
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}
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for mut attack_transform in set.p0().iter_mut() {
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let direction = attack_transform.rotation * Vec3::Y;
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attack_transform.translation += direction * 20.;
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pub fn attack_movement(mut attack_query: Query<(&mut Transform, Option<&Attack>), With<Attack>>) {
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for (mut transform, attack) in attack_query.iter_mut() {
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if let Some(attack) = attack {
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let direction = transform.rotation * Vec3::Y;
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transform.translation += direction * attack.velocity;
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}
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}
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}
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// Function to make the camera follow the plaeyr
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pub fn camera_follow(
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mut player: Query<(&Player, &mut Transform)>,
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mut cameras: Query<&mut Transform, (With<Camera>, Without<Player>)>,
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fn camera_follow(
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mut camera_query: Query<&mut Transform, (Without<Player>, With<Camera>)>,
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player_x: f32,
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player_y: f32,
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) {
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let (_, transform) = player.single_mut();
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let pos = transform.translation;
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let mut camera_transform = camera_query.single_mut();
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for mut camera_transform in &mut cameras {
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camera_transform.translation.x = pos.x;
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camera_transform.translation.y = pos.y;
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}
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camera_transform.translation.x = player_x;
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camera_transform.translation.y = player_y;
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}
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pub fn player_regen(mut player_query: Query<&mut Player, With<Player>>, time: Res<Time>) {
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@ -105,7 +105,7 @@ pub fn render_ui(
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egui::CentralPanel::default()
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.frame(egui::containers::Frame {
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fill: egui::Color32::TRANSPARENT,
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inner_margin: egui::style::Margin::same(10.),
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inner_margin: crate::ui::egui::Margin::same(10.),
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..default()
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})
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.show(ctx, |ui| {
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egui::Grid::new("Stats")
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.spacing(egui::Vec2::new(20., 10.))
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.show(ui, |ui| {
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let health_bar = egui::widgets::ProgressBar::new(player.health)
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.desired_width(window_width / 10.);
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let health_bar =
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egui::widgets::ProgressBar::new(player.health / player.health_max)
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.desired_width(window_width / 10.);
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let mut stamina_bar =
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egui::widgets::ProgressBar::new(player.stamina / player.stamina_max)
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.desired_width(window_width / 10.);
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Reference in a new issue