add pillars and stuff
parent
c9ecaffd6b
commit
2e8245eb92
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@ -1,7 +1,7 @@
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use bevy::prelude::*;
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use bevy::prelude::*;
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use bevy_mod_raycast::{RayCastMethod, RayCastSource};
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use bevy_mod_raycast::{RayCastMethod, RayCastSource};
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use crate::player::*;
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use crate::{pillar::UnlitPillar, player::*};
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pub struct MyRaycastSet;
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pub struct MyRaycastSet;
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@ -43,16 +43,36 @@ pub fn update_raycast_with_cursor(
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}
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}
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#[derive(Default)]
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#[derive(Default)]
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pub struct MouseCoords(pub Vec3);
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pub struct MouseCoords {
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pub raw: Vec3,
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pub processed: Vec3,
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}
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// Update our `RayCastSource` with the current cursor position every frame.
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// Update our `RayCastSource` with the current cursor position every frame.
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pub fn update_mouse_coords(
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pub fn update_raw_mouse_coords(
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query: Query<&RayCastSource<MyRaycastSet>>,
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query: Query<&RayCastSource<MyRaycastSet>>,
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mut coords: ResMut<MouseCoords>,
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mut coords: ResMut<MouseCoords>,
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) {
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) {
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for pick_source in query.iter() {
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for pick_source in query.iter() {
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if let Some((_, intersection)) = pick_source.intersect_top() {
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if let Some((_, intersection)) = pick_source.intersect_top() {
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coords.0 = intersection.position();
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coords.raw = intersection.position();
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}
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}
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}
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/// checks for pillars and stuff
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pub fn update_processed_mouse_coords(
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query: Query<(&Transform, &UnlitPillar)>,
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mut coords: ResMut<MouseCoords>,
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) {
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let mut dis = 20.0;
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coords.processed = coords.raw;
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for (trans, _) in query.iter() {
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let d = trans.translation.distance(coords.raw);
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if d < dis {
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coords.processed = trans.translation;
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dis = d;
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}
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}
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}
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}
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}
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}
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12
src/main.rs
12
src/main.rs
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@ -8,12 +8,14 @@ mod debug;
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mod illumination;
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mod illumination;
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mod light_balls;
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mod light_balls;
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mod loading;
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mod loading;
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mod pillar;
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mod player;
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mod player;
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mod rendering;
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mod rendering;
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use camera::*;
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use camera::*;
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use debug::*;
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use debug::*;
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use light_balls::*;
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use light_balls::*;
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use pillar::*;
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use player::*;
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use player::*;
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#[derive(Clone, PartialEq, Eq, Hash, Debug)]
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#[derive(Clone, PartialEq, Eq, Hash, Debug)]
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@ -30,8 +32,10 @@ fn main() {
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.add_plugin(DebugLinesPlugin)
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.add_plugin(DebugLinesPlugin)
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.init_resource::<Debug>()
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.init_resource::<Debug>()
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.init_resource::<LightBallMaterials>()
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.init_resource::<LightBallMaterials>()
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.init_resource::<PillarMaterials>()
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.init_resource::<MouseCoords>()
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.init_resource::<MouseCoords>()
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.init_resource::<FloatingOrbsInterpolationState>()
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.init_resource::<FloatingOrbsInterpolationState>()
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.init_resource::<PillarActivationProgress>()
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.init_resource::<loading::LoadedAssets>()
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.init_resource::<loading::LoadedAssets>()
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.add_state(AppState::Loading)
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.add_state(AppState::Loading)
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// raycasting
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// raycasting
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@ -63,7 +67,8 @@ fn main() {
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.add_system_set(SystemSet::on_enter(AppState::Game).with_system(setup.system()))
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.add_system_set(SystemSet::on_enter(AppState::Game).with_system(setup.system()))
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.add_system_set(
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.add_system_set(
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SystemSet::on_update(AppState::Game)
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SystemSet::on_update(AppState::Game)
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.with_system(update_mouse_coords.system())
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.with_system(update_raw_mouse_coords.system())
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.with_system(update_processed_mouse_coords.system())
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.with_system(exit_on_esc_system.system())
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.with_system(exit_on_esc_system.system())
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.with_system(light_movement.system())
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.with_system(light_movement.system())
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.with_system(move_light_friends.system())
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.with_system(move_light_friends.system())
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@ -71,6 +76,8 @@ fn main() {
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.with_system(move_player.system())
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.with_system(move_player.system())
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.with_system(camera_follow_player.system())
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.with_system(camera_follow_player.system())
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.with_system(light_up_ball_when_close_to_player.system())
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.with_system(light_up_ball_when_close_to_player.system())
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.with_system(increase_progress_when_activating_pillar.system())
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.with_system(activate_pillar_when_progress_is_1.system())
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.with_system(toggle_debug.system()),
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.with_system(toggle_debug.system()),
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)
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)
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.add_system_set(
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.add_system_set(
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@ -88,6 +95,7 @@ fn setup(
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut ambient: ResMut<AmbientLight>,
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mut ambient: ResMut<AmbientLight>,
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light_ball_materials: Res<LightBallMaterials>,
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light_ball_materials: Res<LightBallMaterials>,
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pillar_materials: Res<PillarMaterials>,
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) {
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) {
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// set ambient light to very low
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// set ambient light to very low
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ambient.color = Color::rgb(0.3, 0.3, 0.3);
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ambient.color = Color::rgb(0.3, 0.3, 0.3);
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@ -118,6 +126,8 @@ fn setup(
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// columns
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// columns
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// columns::spawn_columns(&mut commands, &mut meshes, &mut materials);
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// columns::spawn_columns(&mut commands, &mut meshes, &mut materials);
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spawn_pillar(&mut commands, &pillar_materials, Vec3::new(0.0, 1.0, 30.0));
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// player
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// player
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spawn_player(&mut commands, &mut meshes, &mut materials);
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spawn_player(&mut commands, &mut meshes, &mut materials);
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@ -0,0 +1,117 @@
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use bevy::prelude::*;
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use crate::player::LightFriends;
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const SIZE: f32 = 10.0;
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const HEIGHT: f32 = 20.0;
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pub struct UnlitPillar;
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pub struct LitPillar;
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pub fn spawn_pillar(commands: &mut Commands, materials: &PillarMaterials, pos: Vec3) {
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let mut column_material: StandardMaterial = Color::rgb(0.7, 0.7, 0.7).into();
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column_material.metallic = 0.0;
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column_material.reflectance = 0.0;
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commands
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.spawn_bundle(PbrBundle {
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mesh: materials.mesh.clone(),
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material: materials.unlit.clone(),
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transform: Transform::from_translation(pos),
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..Default::default()
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})
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.insert(UnlitPillar);
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}
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#[derive(Default)]
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pub struct PillarActivationProgress(pub Option<(Entity, f32)>);
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pub fn increase_progress_when_activating_pillar(
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pillars: Query<(Entity, &Transform, &UnlitPillar)>,
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friends: Query<(&Transform, &LightFriends)>,
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mut progress: ResMut<PillarActivationProgress>,
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input: Res<Input<MouseButton>>,
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) {
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if !input.pressed(MouseButton::Left) {
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return;
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}
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let (friends_trans, _) = if let Some(f) = friends.iter().next() {
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f
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} else {
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return;
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};
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for (entity, trans, _) in pillars.iter() {
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let d = trans.translation.distance(friends_trans.translation);
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if d < 5.0 {
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// set as the one on progress and increase
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if let Some(p) = &mut progress.0 {
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if p.0 == entity {
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p.1 = (p.1 + 0.008).clamp(0.0, 1.0);
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} else {
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*p = (entity, 0.0);
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}
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} else {
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progress.0 = Some((entity, 0.0));
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}
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}
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}
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}
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pub fn activate_pillar_when_progress_is_1(
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mut commands: Commands,
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mut progress: ResMut<PillarActivationProgress>,
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mut query: Query<(&mut Handle<StandardMaterial>, &UnlitPillar)>,
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materials: Res<PillarMaterials>,
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) {
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if let Some(p) = progress.0 {
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if p.1 >= 1.0 {
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progress.0 = None;
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// activate pillar
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commands
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.entity(p.0)
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.remove::<UnlitPillar>()
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.insert(LitPillar)
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.insert(Light {
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color: Color::rgb(15.0, 15.0, 15.0),
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intensity: 300.0,
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..Default::default()
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});
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if let Ok((mut handle, _)) = query.get_mut(p.0) {
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*handle = materials.lit.clone();
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}
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}
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}
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}
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pub struct PillarMaterials {
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unlit: Handle<StandardMaterial>,
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lit: Handle<StandardMaterial>,
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mesh: Handle<Mesh>,
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}
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impl FromWorld for PillarMaterials {
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fn from_world(world: &mut World) -> Self {
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let world = world.cell();
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let mut materials = world
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.get_resource_mut::<Assets<StandardMaterial>>()
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.unwrap();
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let mut meshes = world.get_resource_mut::<Assets<Mesh>>().unwrap();
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let mut unlit: StandardMaterial = Color::rgb(0.9, 0.9, 0.9).into();
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unlit.metallic = 0.0;
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unlit.reflectance = 0.0;
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let unlit = materials.add(unlit);
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let mut lit: StandardMaterial = Color::rgb(15.0, 15.0, 15.0).into();
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lit.metallic = 0.5;
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lit.reflectance = 0.5;
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lit.emissive = Color::rgb(15.0, 15.0, 15.0);
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let lit = materials.add(lit);
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let mesh = meshes.add(Mesh::from(shape::Box::new(SIZE, HEIGHT, SIZE)));
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Self { lit, unlit, mesh }
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}
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}
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@ -1,6 +1,6 @@
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use bevy::prelude::*;
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use bevy::prelude::*;
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use crate::{camera::MouseCoords, illumination::Illumination};
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use crate::{camera::MouseCoords, illumination::Illumination, pillar::PillarActivationProgress};
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pub struct Player;
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pub struct Player;
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pub struct PlayerLight {
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pub struct PlayerLight {
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@ -82,7 +82,7 @@ pub fn move_light_friends(
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for (mut trans, _light) in query.iter_mut() {
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for (mut trans, _light) in query.iter_mut() {
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// interpolate between player pos and mouse click pos
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// interpolate between player pos and mouse click pos
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let i = interpolation.0;
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let i = interpolation.0;
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let center = i * coords.0 + (1.0 - i) * player_pos;
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let center = i * coords.processed + (1.0 - i) * player_pos;
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let mut d = trans.translation - center;
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let mut d = trans.translation - center;
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d.y = 0.0;
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d.y = 0.0;
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@ -94,18 +94,23 @@ pub fn light_movement(
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mut query: Query<(&mut Transform, &PlayerLight)>,
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mut query: Query<(&mut Transform, &PlayerLight)>,
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time: Res<Time>,
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time: Res<Time>,
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interpolation: Res<FloatingOrbsInterpolationState>,
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interpolation: Res<FloatingOrbsInterpolationState>,
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pillar_progress: Res<PillarActivationProgress>,
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) {
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) {
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let t = time.seconds_since_startup();
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let t = time.seconds_since_startup();
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// make the friends go further when the button is pressed
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// light pillar activation progress
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let width = 5.0 + interpolation.0 * 7.0;
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let p = pillar_progress.0.map(|(_, p)| p).unwrap_or(0.0);
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// make the friends go further when the button is pressed, but close in when activating a pillar
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let width = (5.0 + interpolation.0 * 7.0) * (1.0 - p);
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let p = p as f64 / 3.0;
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for (mut trans, light) in query.iter_mut() {
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for (mut trans, light) in query.iter_mut() {
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let i = light.i as f64;
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let i = light.i as f64;
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let i2 = i / 2.0;
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let i2 = i / 2.0;
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trans.translation = Vec3::new(
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trans.translation = Vec3::new(
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width * i2 as f32 * (t * 0.4 * i2 + i).cos() as f32,
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width * i2 as f32 * (t * (0.4 + p) * i2 + i).cos() as f32,
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3.0 * (t * 1.1 * i2 + i).sin() as f32 + 4.0,
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3.0 * (t * (1.1 + p) * i2 + i).sin() as f32 + 4.0,
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width * (t * 0.4 * i + i).sin() as f32,
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width * (t * (0.4 + p) * i + i).sin() as f32,
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);
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);
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}
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}
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}
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}
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