generated from 2ndbeam/bevy-template
feat: Implemented crates functionality
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3dde5a729e
commit
d65ca6fe97
4 changed files with 105 additions and 26 deletions
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@ -3,7 +3,7 @@ use bevy::prelude::*;
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pub mod item;
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pub mod ui;
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#[derive(Component, Reflect)]
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#[derive(Component, Reflect, Default)]
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pub struct Inventory {
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pub size: UVec2,
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}
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@ -2,7 +2,7 @@ use std::f32::consts::FRAC_PI_2;
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use bevy::{ecs::relationship::RelatedSpawner, prelude::*, ui_widgets::{ControlOrientation, CoreScrollbarThumb, Scrollbar}};
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use crate::{inventory::{ActiveInventory, Inventory, item::Item}, ui::{UiRoot, UiRotateEvent}};
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use crate::{inventory::{ActiveInventory, Inventory, item::Item}, player::Player, ui::{UiRoot, UiRotateEvent}};
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const UI_SLOT_ASSET_PATH: &'static str = "sprites/ui/inventory_slot.png";
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const TEMP_ITEM_PATH: &'static str = "sprites/items/choco_bar.png";
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@ -254,11 +254,13 @@ pub fn on_ui_rotate(
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}
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}
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fn ui_manager_bundle(children: Vec<Entity>) -> impl Bundle {
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fn ui_manager_bundle(children: Vec<Entity>, aligned_left: bool) -> impl Bundle {
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let left = if aligned_left { Val::ZERO } else { percent(50.) };
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(
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UiInventoryManager,
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Node {
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position_type: PositionType::Absolute,
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left,
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width: percent(50.),
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height: percent(100.),
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scrollbar_width: 8.,
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@ -353,6 +355,7 @@ fn inventory_slot_bundle(x: u32, y: u32, image: Handle<Image>) -> impl Bundle {
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should_block_lower: true,
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is_hoverable: true,
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},
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GlobalZIndex(1),
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BackgroundColor::DEFAULT,
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Name::new(format!("UiInventorySlot({x},{y})")),
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)
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@ -376,7 +379,7 @@ fn ui_item_bundle(item: &Item, item_entity: Entity, image: Handle<Image>) -> imp
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},
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BackgroundColor(Color::hsla(0., 0., 0., 0.5)),
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ui_transform,
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GlobalZIndex(1),
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GlobalZIndex(2),
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Pickable {
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should_block_lower: false,
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is_hoverable: true,
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@ -391,7 +394,9 @@ fn ui_item_bundle(item: &Item, item_entity: Entity, image: Handle<Image>) -> imp
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pub fn setup_ui_inventory(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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inventory_query: Query<(Entity, &Inventory, Option<&Children>), With<ActiveInventory>>,
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inventory_query: Query<(Option<&ChildOf>, Entity, &Inventory, Option<&Children>)>,
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player_query: Query<(), With<Player>>,
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active_inventory_query: Query<Entity, With<ActiveInventory>>,
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item_query: Query<&Item>,
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root_query: Query<Entity, With<UiRoot>>,
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) {
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@ -401,17 +406,30 @@ pub fn setup_ui_inventory(
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};
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let ui_slot_image: Handle<Image> = asset_server.load(UI_SLOT_ASSET_PATH);
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let temp_item_image: Handle<Image> = asset_server.load(TEMP_ITEM_PATH);
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let mut inventory_ids = Vec::new();
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for (inventory_entity, inventory, children) in inventory_query.iter().sort::<Entity>() {
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let (mut player_inventory_ids, mut active_inventory_ids) = (Vec::new(), Vec::new());
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for (inventory_parent, inventory_entity, inventory, children) in inventory_query.iter().sort::<Entity>() {
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let is_player = match inventory_parent {
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Some(parent) => {
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if player_query.get(parent.0)
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.is_ok() { true }
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else {
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if active_inventory_query.get(inventory_entity)
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.is_ok() { false }
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else { continue; }
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}
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},
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None => {
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if active_inventory_query.get(inventory_entity)
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.is_ok() { false }
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else { continue; }
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},
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};
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let items = match children {
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Some(children) => {
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children.iter().filter_map(|item_entity| {
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match item_query.get(item_entity) {
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Ok(item) => Some((item, item_entity)),
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Err(err) => {
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warn!("Error querying item {item_entity}: {err}");
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None
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},
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Err(_) => None,
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}
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}).collect::<Vec<(&Item, Entity)>>()
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}
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@ -437,10 +455,18 @@ pub fn setup_ui_inventory(
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}
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} }
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}).id();
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inventory_ids.push(inventory_id);
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if is_player {
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player_inventory_ids.push(inventory_id);
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} else {
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active_inventory_ids.push(inventory_id);
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}
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let inventory_manager = commands.spawn(ui_manager_bundle(inventory_ids)).id();
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commands.entity(root).add_child(inventory_manager);
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}
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let player_inventory_manager = commands.spawn(ui_manager_bundle(player_inventory_ids, true)).id();
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let active_inventory_manager = commands.spawn(ui_manager_bundle(active_inventory_ids, false)).id();
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for entity in active_inventory_query {
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commands.entity(entity).remove::<ActiveInventory>();
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}
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commands.entity(root).add_children(&[player_inventory_manager, active_inventory_manager]);
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}
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pub fn clear_ui_inventory(
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@ -1,10 +1,11 @@
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use bevy::{ecs::query::QueryFilter, prelude::*};
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use bevy_rapier2d::prelude::*;
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use crate::{PIXELS_PER_METER, player::Player};
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use crate::{GameState, PIXELS_PER_METER, inventory::{ActiveInventory, Inventory, item::Item}, player::Player};
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const DOOR_OPENED_ASSET: &'static str = "sprites/interactive/door_opened.png";
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const DOOR_CLOSED_ASSET: &'static str = "sprites/interactive/door_closed.png";
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const CRATE_CLOSED_ASSET: &'static str = "sprites/interactive/crate_closed.png";
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#[derive(Component)]
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pub struct MayInteract;
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@ -19,6 +20,10 @@ pub struct Wall;
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#[require(Sprite, InteractiveObject)]
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pub struct Door(pub i8);
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#[derive(Component)]
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#[require(Sprite, InteractiveObject, Inventory)]
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pub struct Crate;
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#[derive(Component)]
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pub struct Locked;
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@ -76,6 +81,42 @@ pub fn detect_interact_collisions(
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}
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}
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fn on_crate_interact(
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event: On<InteractionEvent>,
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mut commands: Commands,
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locked_query: Query<(), With<Locked>>,
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crate_query: Query<(), With<Crate>>,
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mut next_state: ResMut<NextState<GameState>>,
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) {
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if locked_query.get(event.entity).is_ok() {
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return;
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}
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if crate_query.get(event.entity).is_err() {
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return;
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}
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commands.entity(event.entity).insert(ActiveInventory);
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next_state.set(GameState::Inventory);
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}
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fn crate_bundle(image: Handle<Image>, position: Vec2, inventory_size: UVec2, items: Vec<Item>) -> impl Bundle {
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(
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Crate,
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Transform::from_xyz(position.x, position.y - PIXELS_PER_METER * 0.5, 0.),
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Sprite::from_image(image),
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Inventory::new(inventory_size),
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Observer::new(on_crate_interact),
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Children::spawn((
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SpawnIter(items.into_iter()),
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Spawn((
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Collider::cuboid(PIXELS_PER_METER, PIXELS_PER_METER),
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Sensor,
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Transform::from_xyz(0., PIXELS_PER_METER * 0.5, 0.),
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)),
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)),
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)
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}
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fn on_door_interact(
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event: On<InteractionEvent>,
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mut commands: Commands,
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@ -92,17 +133,15 @@ fn on_door_interact(
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let was_opened = if collider_query.get(event.entity).is_ok() { false }
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else if no_collider_query.get(event.entity).is_ok() { true }
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else {
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error!("on_door_interact fired but entity {} isn't door", event.entity);
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return;
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};
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let Ok((door, children)) = door_query.get(event.entity) else {
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error!("on_door_interact fired but entity {} has no children", event.entity);
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return;
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};
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for child in children {
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if let Ok((mut sprite, mut transform)) = sprite_query.get_mut(*child) {
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let (image, translation) = if was_opened { (DOOR_CLOSED_ASSET, 0.) }
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else { (DOOR_OPENED_ASSET, door.0 as f32 * 8.) };
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else { (DOOR_OPENED_ASSET, door.0 as f32 * PIXELS_PER_METER * 0.5) };
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sprite.image = asset_server.load(image);
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transform.translation.x = translation;
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break;
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@ -159,9 +198,20 @@ pub fn setup_world(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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) {
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let items = vec![
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Item::new_positioned(uvec2(1, 1), uvec2(0, 0)),
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Item::new_positioned(uvec2(2, 1), uvec2(1, 0)),
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Item::new_positioned(uvec2(3, 1), uvec2(3, 0)),
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Item::new_positioned(uvec2(2, 2), uvec2(6, 0)),
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Item::new_positioned(uvec2(6, 2), uvec2(0, 1)),
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Item::new_positioned(uvec2(2, 3), uvec2(6, 2)),
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Item::new_positioned(uvec2(4, 4), uvec2(0, 4)),
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];
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let door_image = asset_server.load(DOOR_CLOSED_ASSET);
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let crate_image = asset_server.load(CRATE_CLOSED_ASSET);
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commands.spawn(door_bundle(door_image.clone(), vec2(16., 0.), true));
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commands.spawn(door_bundle(door_image.clone(), vec2(48., 0.), false));
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commands.spawn(door_bundle(door_image.clone(), vec2(80., 0.), false)).insert(Locked);
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commands.spawn(wall_bundle(vec2(-16., 0.)));
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commands.spawn(wall_bundle(vec2(-48., 0.)));
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commands.spawn(crate_bundle(crate_image.clone(), vec2(-32., 0.), uvec2(8, 8), items));
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}
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@ -2,7 +2,7 @@ use bevy::prelude::*;
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use bevy_rapier2d::prelude::*;
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use leafwing_input_manager::prelude::*;
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use crate::{GameState, InputAction as Action, PIXELS_PER_METER, inventory::{ActiveInventory, Inventory, item::Item}, layout::{InteractionEvent, MayInteract}};
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use crate::{GameState, InputAction as Action, PIXELS_PER_METER, inventory::{Inventory, item::Item}, layout::{InteractionEvent, MayInteract}};
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#[derive(Component, Reflect)]
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pub struct Player {
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@ -14,7 +14,7 @@ fn player_bundle(asset_server: &Res<AssetServer>) -> impl Bundle {
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let image = asset_server.load("sprites/player/player.png");
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(
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Player {
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speed: 51.2,
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speed: PIXELS_PER_METER * 0.8,
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},
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Sprite::from_image(image),
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Transform::from_xyz(0f32, 0f32, 1f32),
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@ -27,9 +27,9 @@ fn player_bundle(asset_server: &Res<AssetServer>) -> impl Bundle {
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ActiveEvents::COLLISION_EVENTS,
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Sleeping::disabled(),
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children![
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(Inventory::new(UVec2::new(6, 2)), ActiveInventory),
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(Inventory::new(UVec2::new(5, 3)), ActiveInventory),
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(Inventory::new(UVec2::new(4, 4)), ActiveInventory),
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Inventory::new(UVec2::new(6, 2)),
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Inventory::new(UVec2::new(5, 3)),
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Inventory::new(UVec2::new(4, 4)),
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],
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)
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}
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@ -90,7 +90,7 @@ pub fn handle_input(
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sprite.flip_x = direction < 0f32;
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}
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if action_state.just_pressed(&Action::Interact) {
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if action_state.just_released(&Action::Interact) {
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let mut action_happened = false;
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for interactable_id in interactables {
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commands.trigger(InteractionEvent { entity: interactable_id });
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@ -99,13 +99,16 @@ pub fn handle_input(
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if !action_happened {
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commands.run_system_cached(try_insert_item);
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}
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action_state.reset(&Action::Interact);
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}
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},
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GameState::Inventory => {
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let (_, mut action_state, _, _) = player;
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if action_state.just_released(&Action::ToggleInventory) {
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if action_state.just_released(&Action::ToggleInventory)
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|| action_state.just_released(&Action::Interact) {
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next_state.set(GameState::Running);
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action_state.reset(&Action::ToggleInventory);
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action_state.reset(&Action::Interact);
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}
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},
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}
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