mirror of
https://github.com/kristoferssolo/maze-ascension.git
synced 2025-10-21 19:20:34 +00:00
feat(floor): add NextFloor component
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parent
f8ea1edd87
commit
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@ -8,6 +8,10 @@ pub struct Floor(pub u8);
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#[reflect(Component)]
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pub struct CurrentFloor;
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#[derive(Debug, Reflect, Component)]
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#[reflect(Component)]
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pub struct NextFloor;
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impl Default for Floor {
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fn default() -> Self {
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Self(1)
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@ -15,11 +19,11 @@ impl Default for Floor {
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}
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impl Floor {
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pub fn increase(&self) -> Self {
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pub fn increased(&self) -> Self {
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Self(self.0.saturating_add(1))
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}
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pub fn decrease(&self) -> Self {
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pub fn decreased(&self) -> Self {
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Self(self.0.saturating_sub(1).max(1))
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}
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}
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@ -36,7 +40,7 @@ mod tests {
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#[case(255, 255)]
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fn increase(#[case] input: u8, #[case] expected: u8) {
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let floor = Floor(input);
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assert_eq!(*floor.increase(), expected);
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assert_eq!(*floor.increased(), expected);
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}
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#[rstest]
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@ -46,6 +50,6 @@ mod tests {
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#[case(255, 254)]
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fn decrease(#[case] input: u8, #[case] expected: u8) {
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let floor = Floor(input);
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assert_eq!(*floor.decrease(), expected);
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assert_eq!(*floor.decreased(), expected);
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}
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}
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@ -1,3 +1,3 @@
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use bevy::prelude::*;
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pub(super) fn despawn_level(mut commands: Commands) {}
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pub(super) fn despawn_floor(mut commands: Commands) {}
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@ -1,14 +1,18 @@
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mod despawn;
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mod movement;
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mod spawn;
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use crate::maze::MazePluginLoaded;
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use bevy::prelude::*;
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use despawn::despawn_level;
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use despawn::despawn_floor;
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use movement::floor_movement;
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use spawn::spawn_floor;
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pub(super) fn plugin(app: &mut App) {
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app.add_systems(
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Update,
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(spawn_floor, despawn_level).run_if(resource_exists::<MazePluginLoaded>),
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(spawn_floor, despawn_floor, floor_movement)
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.chain()
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.run_if(resource_exists::<MazePluginLoaded>),
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);
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}
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59
src/floor/systems/movement.rs
Normal file
59
src/floor/systems/movement.rs
Normal file
@ -0,0 +1,59 @@
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use bevy::prelude::*;
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use crate::{
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floor::{
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components::{CurrentFloor, NextFloor},
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events::TransitionFloor,
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},
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maze::{components::Maze, GlobalMazeConfig},
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player::components::{MovementSpeed, Player},
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};
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pub(super) fn floor_movement(
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mut commands: Commands,
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mut maze_transforms: Query<(Entity, &mut Transform), With<Maze>>,
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current_floor: Query<Entity, With<CurrentFloor>>,
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next_floor: Query<Entity, With<NextFloor>>,
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player_query: Query<&MovementSpeed, With<Player>>,
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time: Res<Time>,
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global_config: Res<GlobalMazeConfig>,
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mut event_reader: EventReader<TransitionFloor>,
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) {
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let speed = player_query.get_single().map(|s| s.0).unwrap_or(100.);
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let movement_distance = speed * time.delta_secs();
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for event in event_reader.read() {
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let (direction, target_y) = match event {
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TransitionFloor::Ascend => (Vec3::Y, -global_config.height),
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TransitionFloor::Descent => (Vec3::NEG_Y, global_config.height),
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};
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let movement = direction * movement_distance;
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for (_, mut transform) in maze_transforms.iter_mut() {
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transform.translation += movement;
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}
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let is_movement_complete = maze_transforms
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.iter()
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.any(|(_, t)| t.translation.y.abs() >= target_y.abs());
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if is_movement_complete {
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if let Ok(current_floor_entity) = current_floor.get_single() {
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commands
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.entity(current_floor_entity)
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.remove::<CurrentFloor>();
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}
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if let Ok(next_floor_entity) = next_floor.get_single() {
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if let Ok((entity, mut transform)) = maze_transforms.get_mut(next_floor_entity) {
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transform.translation.y = 0.;
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commands
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.entity(entity)
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.remove::<NextFloor>()
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.insert(CurrentFloor);
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}
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}
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}
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}
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}
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@ -1,5 +1,3 @@
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use bevy::prelude::*;
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use crate::{
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floor::{
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components::{CurrentFloor, Floor},
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@ -7,30 +5,30 @@ use crate::{
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},
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maze::events::SpawnMaze,
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};
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use bevy::prelude::*;
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pub(super) fn spawn_floor(
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mut commands: Commands,
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query: Query<(Entity, &Floor), With<CurrentFloor>>,
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query: Query<&mut Floor, With<CurrentFloor>>,
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mut event_reader: EventReader<TransitionFloor>,
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) {
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let Ok((entity, floor)) = query.get_single() else {
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let Ok(floor) = query.get_single() else {
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return;
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};
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for event in event_reader.read() {
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dbg!(event);
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let floor = match event {
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TransitionFloor::Ascend => *floor.increase(),
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TransitionFloor::Descent => *floor.decrease(),
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TransitionFloor::Ascend => *floor.increased(),
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TransitionFloor::Descent => *floor.decreased(),
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};
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if floor == 1 {
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warn!("Cannot descend below floor 1");
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return;
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}
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info!("Creating level for floor {}", floor);
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commands.entity(entity).remove::<CurrentFloor>();
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commands.trigger(SpawnMaze { floor, ..default() });
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}
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}
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@ -1,6 +1,53 @@
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use crate::maze::events::SpawnMaze;
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use crate::{
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floor::components::{CurrentFloor, Floor},
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maze::{
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assets::MazeAssets,
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components::Maze,
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events::SpawnMaze,
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triggers::{
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common::generate_maze,
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spawn::{spawn_maze_tiles, FLOOR_Y_OFFSET},
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},
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GlobalMazeConfig,
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},
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};
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use bevy::prelude::*;
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pub(crate) fn setup(mut commands: Commands) {
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commands.trigger(SpawnMaze::default());
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pub(crate) 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<StandardMaterial>>,
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maze_query: Query<(Entity, &Floor, &Maze)>,
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global_config: Res<GlobalMazeConfig>,
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) {
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let SpawnMaze { floor, config } = SpawnMaze::default();
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if maze_query.iter().any(|(_, f, _)| f.0 == floor) {
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warn!("Floor {} already exists, skipping creation", floor);
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return;
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}
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let maze = generate_maze(&config).expect("Failed to generate maze during spawn");
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let y_offset = (floor - 1) * FLOOR_Y_OFFSET;
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let entity = commands
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.spawn((
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Name::new(format!("Floor {}", floor)),
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Maze(maze.clone()),
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Floor(floor),
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CurrentFloor,
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config.clone(),
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Transform::from_translation(Vec3::ZERO.with_y(y_offset as f32)),
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Visibility::Visible,
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))
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.id();
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let assets = MazeAssets::new(&mut meshes, &mut materials, &global_config);
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spawn_maze_tiles(
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&mut commands,
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entity,
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&maze,
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&assets,
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&config,
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&global_config,
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);
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}
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@ -1,7 +1,7 @@
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pub mod common;
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mod despawn;
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mod respawn;
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mod spawn;
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pub mod spawn;
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use bevy::prelude::*;
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use despawn::despawn_maze;
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@ -1,5 +1,5 @@
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use crate::{
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floor::components::{CurrentFloor, Floor},
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floor::components::{CurrentFloor, Floor, NextFloor},
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maze::{
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assets::MazeAssets,
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components::{Maze, MazeConfig, Tile, Wall},
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@ -14,7 +14,7 @@ use std::f32::consts::{FRAC_PI_2, FRAC_PI_3, FRAC_PI_6};
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use super::common::generate_maze;
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const FLOOR_Y_OFFSET: u8 = 100;
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pub(crate) const FLOOR_Y_OFFSET: u8 = 100;
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pub(super) fn spawn_maze(
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trigger: Trigger<SpawnMaze>,
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@ -38,7 +38,7 @@ pub(super) fn spawn_maze(
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Name::new(format!("Floor {}", floor)),
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Maze(maze.clone()),
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Floor(*floor),
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CurrentFloor, // TODO: remove
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NextFloor,
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config.clone(),
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Transform::from_translation(Vec3::ZERO.with_y(y_offset as f32)),
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Visibility::Visible,
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@ -56,7 +56,7 @@ pub(super) fn spawn_maze(
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);
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}
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pub(super) fn spawn_maze_tiles(
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pub(crate) fn spawn_maze_tiles(
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commands: &mut Commands,
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parent_entity: Entity,
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maze: &HexMaze,
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@ -1,10 +1,9 @@
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use bevy::prelude::*;
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use crate::{
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floor::{components::CurrentFloor, events::TransitionFloor},
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maze::components::MazeConfig,
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player::components::{CurrentPosition, Player},
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};
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use bevy::prelude::*;
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pub(super) fn ascend_player(
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query: Query<&CurrentPosition, With<Player>>,
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@ -3,7 +3,6 @@ mod descend;
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mod input;
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mod movement;
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pub mod setup;
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mod transition_floor;
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use crate::maze::MazePluginLoaded;
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use ascend::ascend_player;
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