generated from 2ndbeam/bevy-template
- Added padlock layout object - Added lockpick item - Added ItemImage component - Tilemap colliders are now creating from the tiles themselves - Removed items from container bundle - Removed colliders from tilemap bundle - Removed setup_player system
60 lines
1.6 KiB
Rust
60 lines
1.6 KiB
Rust
use bevy::prelude::*;
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use bevy_rapier2d::prelude::*;
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use crate::{
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GameState,
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meters,
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inventory::{
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ActiveInventory,
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Inventory,
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}
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};
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use super::*;
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const CRATE_CLOSED_ASSET: &'static str = "sprites/interactive/crate_closed.png";
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#[derive(Component, Clone, Copy, Default, Reflect, Debug, PartialEq, Eq)]
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#[reflect(Component, Clone, Default, Debug, PartialEq)]
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#[require(Sprite, InteractiveObject, Inventory)]
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pub struct Container;
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pub fn on_container_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<Container>>,
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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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pub fn container_bundle(
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asset_server: &Res<AssetServer>,
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position: Vec2,
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inventory_size: UVec2,
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) -> impl Bundle {
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let image = asset_server.load(CRATE_CLOSED_ASSET);
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(
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Container,
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Transform::from_xyz(position.x, position.y - meters(0.5), 0.),
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Sprite::from_image(image),
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Inventory::new(inventory_size),
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Children::spawn((
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Spawn((
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Collider::cuboid(meters(1.), meters(1.)),
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Sensor,
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Transform::from_xyz(0., meters(0.5), 0.),
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)),
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)),
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Name::new(format!("Container {}x{}", inventory_size.x, inventory_size.y)),
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)
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}
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