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https://github.com/kristoferssolo/maze-ascension.git
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feat(prism): impl Default
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623b53c34f
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@ -9,8 +9,6 @@ mod maze;
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mod screens;
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mod theme;
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use std::f32::consts::FRAC_PI_4;
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use bevy::{
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asset::AssetMetaCheck,
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audio::{AudioPlugin, Volume},
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@ -93,10 +91,9 @@ fn spawn_camera(mut commands: Commands) {
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commands.spawn((
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Name::new("Camera"),
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Camera3dBundle {
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transform: Transform::from_xyz(0., 5., 10.).looking_at(Vec3::ZERO, Vec3::Y),
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transform: Transform::from_xyz(0., 15., 10.).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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},
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// Camera2dBundle::default(),
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// Render all UI to this camera.
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// Not strictly necessary since we only use one camera,
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// but if we don't use this component, our UI will disappear as soon
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@ -1,4 +1,4 @@
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use std::{f32::consts::PI, usize};
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use std::usize;
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use bevy::{
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color::palettes::css::{BLACK, GREEN, RED, SILVER},
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@ -31,21 +31,6 @@ pub(super) fn plugin(app: &mut App) {
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});
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}
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pub(super) fn spawn_light(mut commands: Commands) {
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commands.spawn((
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Name::new("Light Source"),
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PointLightBundle {
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point_light: PointLight {
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intensity: 5000.,
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_xyz(5., 10., 5.),
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..default()
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},
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));
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}
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pub(super) fn spawn_hex_grid(mut commands: Commands, config: Res<MazeConfig>) {
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let radius = config.radius as i32;
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@ -2,7 +2,7 @@ use bevy::{
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ecs::{system::RunSystemOnce, world::Command},
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prelude::*,
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};
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use grid::{generate_maze, plugin, render_maze, spawn_hex_grid, spawn_light};
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use grid::{generate_maze, plugin, render_maze, spawn_hex_grid};
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pub mod grid;
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pub mod prism;
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pub mod resource;
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@ -12,6 +12,7 @@ pub struct MazePlugin;
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impl Plugin for MazePlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins(prism::plugin);
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app.add_plugins(plugin);
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}
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}
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@ -21,7 +22,6 @@ impl Command for MazePlugin {
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// world.run_system_once(spawn_hex_grid);
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// world.run_system_once(generate_maze);
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// world.run_system_once(render_maze);
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world.run_system_once(spawn_light);
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world.run_system_once(prism::setup);
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}
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}
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@ -1,6 +1,10 @@
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use bevy::prelude::*;
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use std::f32::consts::FRAC_PI_2;
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pub(super) fn plugin(app: &mut App) {
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app.add_systems(Update, spawn_light);
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}
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#[derive(Debug, Reflect, Component)]
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#[reflect(Component)]
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struct Prism {
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@ -9,11 +13,41 @@ struct Prism {
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}
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struct PrismParams {
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positions: Vec3,
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position: Vec3,
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radius: f32,
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height: f32,
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}
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impl From<Vec3> for PrismParams {
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fn from(value: Vec3) -> Self {
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Self {
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position: value,
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..default()
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}
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}
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}
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impl Default for PrismParams {
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fn default() -> Self {
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Self {
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position: Vec3::ZERO,
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radius: 2.,
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height: 4.,
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}
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}
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}
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pub(super) fn spawn_light(mut commands: Commands) {
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commands.spawn((
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Name::new("Light Source"),
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PointLightBundle {
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point_light: PointLight { ..default() },
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transform: Transform::from_xyz(5., 10., 5.),
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..default()
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},
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));
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}
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pub(super) fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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@ -21,23 +55,7 @@ pub(super) fn setup(
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) {
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let prism_material = materials.add(Color::WHITE);
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let prisms = vec![
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PrismParams {
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positions: Vec3::new(-3., 0., 0.),
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radius: 1.,
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height: 2.,
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},
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PrismParams {
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positions: Vec3::new(0., 0., 0.),
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radius: 1.5,
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height: 2.5,
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},
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PrismParams {
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positions: Vec3::new(3., 0., 0.),
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radius: 0.8,
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height: 1.5,
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},
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];
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let prisms: Vec<PrismParams> = vec![Vec3::ZERO.into()];
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for params in prisms {
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let hexagon = RegularPolygon {
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@ -51,7 +69,7 @@ pub(super) fn setup(
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PbrBundle {
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mesh: prism_mesh,
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material: prism_material.clone(),
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transform: Transform::from_translation(params.positions)
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transform: Transform::from_translation(params.position)
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.with_rotation(Quat::from_rotation_x(FRAC_PI_2)),
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..default()
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},
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