forked from 2ndbeam/evolution-rs
Compare commits
2 commits
| Author | SHA1 | Date | |
|---|---|---|---|
| f70340db24 | |||
| 1cdd4efd78 |
12 changed files with 954 additions and 1225 deletions
1888
Cargo.lock
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1888
Cargo.lock
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10
Cargo.toml
10
Cargo.toml
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@ -1,13 +1,19 @@
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cargo-features = ["codegen-backend"]
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[package]
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[package]
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name = "evolution-rs"
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name = "evolution-rs"
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version = "0.1.0"
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version = "0.1.0"
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edition = "2024"
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edition = "2021"
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[dependencies]
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[dependencies]
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bevy = "0.17.3"
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bevy = { version = "0.15.2", features = ["dynamic_linking", "wayland"] }
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bevy-trait-query = "0.7.0"
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log = { version = "*", features = ["max_level_debug", "release_max_level_warn"] }
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[profile.dev]
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[profile.dev]
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opt-level = 1
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opt-level = 1
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codegen-backend = "cranelift"
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[profile.dev.package."*"]
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[profile.dev.package."*"]
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opt-level = 3
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opt-level = 3
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codegen-backend = "llvm"
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@ -1,4 +0,0 @@
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use bevy::prelude::Component;
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#[derive(Component)]
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pub struct AnimalProperty;
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50
src/asset_preloader/checker.rs
Normal file
50
src/asset_preloader/checker.rs
Normal file
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@ -0,0 +1,50 @@
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use bevy::prelude::{Resource, Asset};
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use crate::asset_preloader::preloader::*;
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use std::any::type_name;
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#[derive(Resource)]
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pub struct AssetPreloadChecker<T>
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where T : Asset
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{
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pub data: Vec<T>,
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typename: String
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}
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pub struct AssetPreloadCheckerBuilder<T>
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where T: Asset
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{
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data : AssetPreloadChecker<T>
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}
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impl<T: Asset> AssetPreloadChecker<T>{
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pub(crate) fn build(asset_preload: &mut AssetPreload) -> AssetPreloadCheckerBuilder<T>
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{
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let checker = AssetPreloadChecker::new();
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asset_preload.0.insert(checker.typename.clone(), false);
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AssetPreloadCheckerBuilder{
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data: checker
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}
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}
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fn new() -> Self{
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AssetPreloadChecker
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{
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data: Vec::new(),
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typename: type_name::<T>().to_string()
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}
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}
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}
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impl<T: Asset> AssetPreloadCheckerBuilder<T>{
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pub fn finish(self) -> AssetPreloadChecker<T> {
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self.data
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}
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pub fn map_vec<'a, F>(&'a mut self, mut f: F)
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where F: FnMut(&mut Vec<T>) + 'a{
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f(&mut self.data.data);
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}
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}
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15
src/asset_preloader/mod.rs
Normal file
15
src/asset_preloader/mod.rs
Normal file
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@ -0,0 +1,15 @@
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use bevy::prelude::*;
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use preloader::*;
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use checker::*;
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pub mod preloader;
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pub mod checker;
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pub(crate) fn check_preload_status(gl_preloader: Res<AssetPreload>) {
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todo!();
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}
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pub(crate) fn check_loader_status<T>(loader: Res<AssetPreloadChecker<T>>)
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where T: Asset{
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todo!();
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}
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16
src/asset_preloader/preloader.rs
Normal file
16
src/asset_preloader/preloader.rs
Normal file
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@ -0,0 +1,16 @@
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use std::collections::HashMap;
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use bevy::prelude::Resource;
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pub enum AssetPreloadState{
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Loading,
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Ready
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}
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#[derive(Resource)]
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pub(crate) struct AssetPreload(pub(crate) HashMap<String,bool>);
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impl AssetPreload{
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pub(crate) fn new() -> Self{
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AssetPreload(HashMap::new())
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}
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}
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119
src/lib.rs
119
src/lib.rs
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@ -1,24 +1,62 @@
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use crate::{animal_properties::AnimalProperty, card::Card, hand::Hand};
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use bevy::{
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use bevy::{ecs::system::SystemId, prelude::*};
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ecs::system::SystemId,
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prelude::*
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};
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use crate::{
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card::Card,
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hand::Hand,
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properties::TestProperty
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};
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pub mod animal;
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pub mod animal_properties;
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pub mod card;
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pub mod card;
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pub mod hand;
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pub mod hand;
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pub mod animal;
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pub mod properties;
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pub mod plugins;
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pub mod plugins;
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pub mod asset_preloader;
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#[derive(Component)]
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/*#[derive(Component)]
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pub struct JustUpdated;
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pub struct JustUpdated;
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#[derive(Resource)]
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#[derive(Resource)]
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pub struct Systems {
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pub struct Systems {
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pub update_hand_dimensions: SystemId,
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pub update_hand_dimensions: SystemId
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}
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}*/
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pub fn setup(mut commands: Commands,asset_server: Res<AssetServer>) {
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pub fn setup(mut commands: Commands,asset_server: Res<AssetServer>) {
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let hand_img: Handle<Image> = asset_server.load("sprites/hand_9s.png");
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commands.spawn(Camera2d);
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commands.spawn(
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(
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Hand{name: "Rendo".to_string()},
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Sprite {
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image: hand_img,
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image_mode: SpriteImageMode::Sliced(TextureSlicer {
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border: BorderRect::square(4.),
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center_scale_mode: SliceScaleMode::Stretch,
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sides_scale_mode: SliceScaleMode::Stretch,
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..default()
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}),
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..default()
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},
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Transform::from_xyz(0., -300., 0.)
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)
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);
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}
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pub fn setup_board()
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{
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}
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/*pub fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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) {
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let updhd_id = commands.register_system(update_hand_dimensions);
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let updhd_id = commands.register_system(update_hand_dimensions);
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commands.insert_resource(Systems {
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commands.insert_resource(Systems {
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update_hand_dimensions: updhd_id,
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update_hand_dimensions: updhd_id
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});
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});
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commands.spawn(Camera2d);
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commands.spawn(Camera2d);
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commands.spawn((
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commands.spawn((
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@ -27,7 +65,7 @@ pub fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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Sprite {
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Sprite {
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image: asset_server.load("sprites/hand_9s.png"),
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image: asset_server.load("sprites/hand_9s.png"),
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image_mode: SpriteImageMode::Sliced(TextureSlicer {
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image_mode: SpriteImageMode::Sliced(TextureSlicer {
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border: BorderRect::all(4.),
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border: BorderRect::square(4.),
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center_scale_mode: SliceScaleMode::Stretch,
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center_scale_mode: SliceScaleMode::Stretch,
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sides_scale_mode: SliceScaleMode::Stretch,
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sides_scale_mode: SliceScaleMode::Stretch,
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..default()
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..default()
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@ -40,64 +78,55 @@ pub fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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pub fn test_setup_hand(
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pub fn test_setup_hand(
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mut commands: Commands,
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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asset_server: Res<AssetServer>,
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systems: Res<Systems>,
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//systems: Res<Systems>,
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query: Single<Entity, With<Hand>>,
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query: Single<Entity, With<Hand>>
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) {
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) {
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let hand_id = query.into_inner();
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let hand_id = query.into_inner();
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for _ in 0..4 {
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for _ in 0..4 {
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create_card(&mut commands, &asset_server, Some(hand_id), &systems);
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create_card(&mut commands, &asset_server, Some(hand_id));
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}
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}
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}
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}
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pub fn create_card(
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pub fn create_card(
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cmd: &mut Commands,
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commands: &mut Commands,
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asset_server: &Res<AssetServer>,
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asset_server: &Res<AssetServer>,
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hand_entity: Option<Entity>,
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hand_entity: Option<Entity>,
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systems: &Res<Systems>,
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//systems: &Res<Systems>
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) {
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) {
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let card = cmd
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let mut card = commands.spawn((
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.spawn((
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Card,
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Card,
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AnimalProperty,
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TestProperty,
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Transform::from_xyz(0., 0., 0.),
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Transform::from_xyz(0., 0., 0.),
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Sprite::from_image(asset_server.load("sprites/card_back_placeholder.png")),
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Sprite::from_image(asset_server.load("sprites/card_back_placeholder.png"))
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))
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));
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.id();
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if let Some(hand) = hand_entity {
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card.set_parent(hand);
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if let Some(hand) = hand_entity
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commands.entity(hand).insert(JustUpdated);
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&& let Ok(mut hand_commands) = cmd.get_entity(hand)
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//commands.run_system(systems.update_hand_dimensions);
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{
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hand_commands.add_child(card);
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hand_commands.insert(JustUpdated);
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cmd.run_system(systems.update_hand_dimensions);
|
|
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}
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}
|
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}
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}
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|
|
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// TODO: replace this const with getting asset dimensions from Assets<Image>
|
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const CARD_SPRITE_SIZE: Vec2 = Vec2::new(128., 192.);
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|
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pub fn update_hand_dimensions(
|
pub fn update_hand_dimensions(
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mut commands: Commands,
|
mut commands: Commands,
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p_query: Single<(Entity, &mut Sprite, &Children), (Added<JustUpdated>, With<Hand>)>,
|
p_query: Single<(Entity, &mut Sprite, &Children), (Added<JustUpdated>, With<Hand>)>,
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mut c_query: Query<(&mut Transform, &Sprite), (With<Card>, Without<Hand>)>,
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mut c_query: Query<(&mut Transform, &Sprite), (With<Card>, Without<Hand>)>,
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|
assets: Res<Assets<Image>>
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||||||
) {
|
) {
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let mut hand = p_query.into_inner();
|
let mut hand = p_query.into_inner();
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let size = hand.2.iter().count();
|
let mut counter = 0.;
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let hor_margin = 8.;
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let mut hand_total_width = 0.;
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let ver_margin = 8.;
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let mut hand_height = 0.;
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let sprite_size = CARD_SPRITE_SIZE;
|
for &child_id in hand.2.iter() {
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let hand_total_width = (sprite_size.x + hor_margin) * (size as f32);
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let Ok(mut child) = c_query.get_mut(child_id) else { continue; };
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let hand_height = ver_margin * 2. + sprite_size.y;
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let sprite_size = assets.get(child.1.image.id()).unwrap().size_f32();
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let hand_offset = (hand_total_width - sprite_size.x - hor_margin) / 2.;
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let hor_margin = Vec2::new(4., 0.);
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|
let ver_margin = Vec2::new(0., 4.);
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for (index, child_id) in hand.2.iter().enumerate() {
|
hand_total_width += sprite_size.x + hor_margin.x;
|
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let Ok(mut child) = c_query.get_mut(child_id) else {
|
hand_height = sprite_size.y + ver_margin.y * 2.;
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continue;
|
child.0.translation = Vec3::from((ver_margin + (sprite_size + hor_margin) * counter, 0.));
|
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};
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counter += 1.;
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let offset_x = (sprite_size.x + hor_margin) * (index as f32) - hand_offset;
|
|
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let offset_y = 0.;
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|
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child.0.translation = Vec3::from((Vec2::new(offset_x, offset_y), 1.));
|
|
||||||
}
|
}
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hand.1.custom_size = Some(Vec2::new(hand_total_width, hand_height));
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hand.1.custom_size = Some(Vec2::new(hand_total_width, hand_height));
|
||||||
commands.entity(hand.0).remove::<JustUpdated>();
|
commands.entity(hand.0).remove::<JustUpdated>();
|
||||||
}
|
}
|
||||||
|
*/
|
||||||
12
src/main.rs
12
src/main.rs
|
|
@ -1,6 +1,10 @@
|
||||||
use bevy::prelude::*;
|
use bevy::prelude::*;
|
||||||
|
|
||||||
use evolution_rs::{plugins::*, setup, test_setup_hand};
|
use evolution_rs::{
|
||||||
|
plugins::*,
|
||||||
|
setup, //test_setup_hand, update_hand_dimensions
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
// Надо придумать способ подгружать все ассеты, а затем уже исполнять программу
|
// Надо придумать способ подгружать все ассеты, а затем уже исполнять программу
|
||||||
// Суть в том, что есть AssetServer::wait_for_asset(handle), который возвращает Future, то есть ассинхронное вычисление или типо того
|
// Суть в том, что есть AssetServer::wait_for_asset(handle), который возвращает Future, то есть ассинхронное вычисление или типо того
|
||||||
|
|
@ -12,7 +16,9 @@ use evolution_rs::{plugins::*, setup, test_setup_hand};
|
||||||
// P.S. оставляю комменты в коде, потому что так надёжнее, чем сообщениями, которые можно потерять
|
// P.S. оставляю комменты в коде, потому что так надёжнее, чем сообщениями, которые можно потерять
|
||||||
fn main() {
|
fn main() {
|
||||||
App::new()
|
App::new()
|
||||||
.add_plugins(DefaultPlugins)
|
.add_plugins((DefaultPlugins,BasePropertiesPlugin, asset_preloader::AssetPreloadPlugin))
|
||||||
.add_systems(Startup, (setup, test_setup_hand).chain())
|
|
||||||
|
.add_systems(Startup, setup)
|
||||||
|
//.add_systems(PostStartup, (test_setup_hand, update_hand_dimensions).chain())
|
||||||
.run();
|
.run();
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1 +0,0 @@
|
||||||
|
|
||||||
14
src/plugins/asset_preloader.rs
Normal file
14
src/plugins/asset_preloader.rs
Normal file
|
|
@ -0,0 +1,14 @@
|
||||||
|
use bevy::prelude::*;
|
||||||
|
use crate::asset_preloader::{preloader::AssetPreload,checker::AssetPreloadChecker};
|
||||||
|
|
||||||
|
pub struct AssetPreloadPlugin;
|
||||||
|
|
||||||
|
impl Plugin for AssetPreloadPlugin {
|
||||||
|
fn build(&self, app: &mut App) {
|
||||||
|
//app.init_resource::<AssetPreloadChecker<Image>>();
|
||||||
|
let mut preload = AssetPreload::new();
|
||||||
|
let image: AssetPreloadChecker<Image> = AssetPreloadChecker::build(&mut preload).finish();
|
||||||
|
|
||||||
|
app.insert_resource(image);
|
||||||
|
}
|
||||||
|
}
|
||||||
21
src/plugins/mod.rs
Normal file
21
src/plugins/mod.rs
Normal file
|
|
@ -0,0 +1,21 @@
|
||||||
|
use bevy::prelude::{App,Plugin};
|
||||||
|
|
||||||
|
use crate::properties::{Property, TestProperty};
|
||||||
|
|
||||||
|
pub mod asset_preloader;
|
||||||
|
|
||||||
|
pub struct BasePropertiesPlugin;
|
||||||
|
|
||||||
|
impl Plugin for BasePropertiesPlugin
|
||||||
|
{
|
||||||
|
fn build(&self, app: &mut App) {
|
||||||
|
// Моды должны будут делать кастомный плагин и подгружать его при загрузке мода
|
||||||
|
|
||||||
|
use bevy_trait_query::RegisterExt;
|
||||||
|
|
||||||
|
app
|
||||||
|
.register_component_as::<dyn Property, TestProperty>();
|
||||||
|
//.add_systems(schedule, <ЗДЕСЬ ДОЛЖНА БЫТЬ СИСТЕМА ДЛЯ УСЛОВИЯ>)
|
||||||
|
//.add_systems(schedule, <ЗДЕСЬ ДОЛЖНА БЫТЬ СИСТЕМА ДЛЯ ТРИГГЕРА);
|
||||||
|
}
|
||||||
|
}
|
||||||
25
src/properties/mod.rs
Normal file
25
src/properties/mod.rs
Normal file
|
|
@ -0,0 +1,25 @@
|
||||||
|
use bevy_trait_query;
|
||||||
|
use bevy::prelude::Component;
|
||||||
|
|
||||||
|
// Базовый трейт для свойства животного
|
||||||
|
// Интересно, будет ли участвовать в моддинге
|
||||||
|
|
||||||
|
#[bevy_trait_query::queryable]
|
||||||
|
pub trait Property{
|
||||||
|
fn check_condition(self : &Self) -> bool;
|
||||||
|
fn trigger(self : &Self);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Component)]
|
||||||
|
pub struct TestProperty;
|
||||||
|
|
||||||
|
impl Property for TestProperty
|
||||||
|
{
|
||||||
|
fn check_condition(self: &Self) -> bool {
|
||||||
|
false
|
||||||
|
}
|
||||||
|
|
||||||
|
fn trigger(self: &Self) {
|
||||||
|
println!("Testing property!");
|
||||||
|
}
|
||||||
|
}
|
||||||
Loading…
Add table
Add a link
Reference in a new issue