initial commit
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1
.gitignore
vendored
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1
.gitignore
vendored
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/target
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4618
Cargo.lock
generated
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4618
Cargo.lock
generated
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File diff suppressed because it is too large
Load Diff
34
Cargo.toml
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34
Cargo.toml
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[package]
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name = "my_first_bevy_game"
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version = "0.1.0"
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edition = "2021"
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[dependencies]
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avian3d = "0.1.2"
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bevy = "0.14.2"
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log = { version = "*", features = ["max_level_debug", "release_max_level_warn"] }
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[features]
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default = ["dynamic_linking"]
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dynamic_linking = ["bevy/dynamic_linking"]
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[profile.dev]
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opt-level = 1
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[profile.dev.package."*"]
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opt-level = 3
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[profile.release]
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codegen-units = 1
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lto = "thin"
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[profile.wasm-release]
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inherits = "release"
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opt-level = "s"
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strip = "debuginfo"
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#[workspace.metadata.cross.target.x86_64-unknown-linux-gnu]
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#pre-build = [
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# "dpkg --add-architecture $CROSS_DEB_ARCH",
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# "apt-get update && apt-get --assume-yes install libudev-dev:$CROSS_DEB_ARCH libssl-dev:$CROSS_DEB_ARCH libasound2-dev:$CROSS_DEB_ARCH"
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#]
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5
Cross.toml
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5
Cross.toml
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[target.x86_64-unknown-linux-gnu]
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pre-build = [
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"dpkg --add-architecture $CROSS_DEB_ARCH",
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"apt-get update && apt-get --assume-yes install libudev-dev:$CROSS_DEB_ARCH libssl-dev:$CROSS_DEB_ARCH libasound2-dev:$CROSS_DEB_ARCH"
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]
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118
src/main.rs
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118
src/main.rs
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use bevy::{
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//bevy_dev_tools::fps_overlay::{FpsOverlayConfig, FpsOverlayPlugin},
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prelude::*
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};
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use avian3d::prelude::*;
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fn main() {
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App::new()
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.insert_resource(GreetTimer(Timer::from_seconds(2.5, TimerMode::Repeating)))
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.add_systems(Update, (close_on_esc, spawn_block))
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.add_plugins((
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DefaultPlugins,
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PhysicsPlugins::default(),
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/*FpsOverlayPlugin {
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config: FpsOverlayConfig {
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text_config: TextStyle {
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// Here we define size of our overlay
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font_size: 50.0,y
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// We can also change color of the overlay
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color: Color::srgb(0.0, 1.0, 0.0),
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// If we want, we can use a custom font
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font: default(),
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},
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},
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},*/
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))
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//.add_plugins(FrameTimeDiagnosticsPlugin::default())
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.add_systems(Startup, setup)
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.run();
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}
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//#[derive(Component)]
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//struct Ground;
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#[derive(Resource)]
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struct GreetTimer(Timer);
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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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) {
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// floor
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(Plane3d::default().mesh().size(20., 20.)),
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material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
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..default()
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},
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RigidBody::Static,
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Collider::cuboid(20.0, 0.0, 20.0),
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//Ground,
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));
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// Dynamic physics object with a collision shape and initial angular velocity
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)),
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material: materials.add(Color::srgb_u8(124, 144, 255)),
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transform: Transform::from_xyz(0.0, 5.0, 0.0),
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..default()
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},
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RigidBody::Dynamic,
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Collider::cuboid(1.0, 1.0, 1.0),
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AngularVelocity(Vec3::new(1.5, 2.5, 0.5)),
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));
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// light
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commands.spawn(DirectionalLightBundle {
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transform: Transform::from_translation(Vec3::ONE).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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// camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(15.0, 5.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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pub fn close_on_esc(
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mut commands: Commands,
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focused_windows: Query<(Entity, &Window)>,
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input: Res<ButtonInput<KeyCode>>,
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) {
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for (window, focus) in focused_windows.iter() {
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if !focus.focused {
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continue;
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}
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if input.just_pressed(KeyCode::Escape) {
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commands.entity(window).despawn();
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}
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}
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}
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fn spawn_block(
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time: Res<Time>,
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mut timer: ResMut<GreetTimer>,
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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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) {
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if timer.0.tick(time.delta()).just_finished() {
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// Dynamic physics object with a collision shape and initial angular velocity every 2.5 Seconds
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(Cuboid::new(1.0, 1.0, 1.0)),
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material: materials.add(Color::srgb_u8(124, 144, 255)),
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transform: Transform::from_xyz(0.0, 5.0, 0.0),
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..default()
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},
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RigidBody::Dynamic,
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Collider::cuboid(1.0, 1.0, 1.0),
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AngularVelocity(Vec3::new(1.5, 2.5, 0.5)),
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));
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}
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}
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