Initial commit
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.gitignore
vendored
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.gitignore
vendored
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/target
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5559
Cargo.lock
generated
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5559
Cargo.lock
generated
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File diff suppressed because it is too large
Load Diff
13
Cargo.toml
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Cargo.toml
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[package]
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name = "sailing"
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version = "0.1.0"
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edition = "2024"
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[dependencies]
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bevy = { version = "0.17.3", features = ["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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BIN
assets/sprite-0001.png
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BIN
assets/sprite-0001.png
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Binary file not shown.
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After Width: | Height: | Size: 145 B |
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src/main.rs
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src/main.rs
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use bevy::prelude::*;
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#[derive(Component)]
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struct EntityPhysics {
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x: f32,
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y: f32,
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speed: f32,
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heading: f32,
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}
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fn main() {
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let mut app = App::new();
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app.add_plugins(DefaultPlugins)
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.add_systems(Startup, (hello_world, camera_setup, sprite_setup).chain())
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.add_systems(Update, (handle_keys, player_physics).chain());
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app.run();
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}
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fn hello_world() {
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println!("Hello, world!");
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}
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fn camera_setup(mut clear_color: ResMut<ClearColor>, mut commands: Commands) {
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*clear_color = ClearColor(Color::WHITE);
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commands.spawn(Camera2d);
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}
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fn sprite_setup(assets: Res<AssetServer>, mut commands: Commands) {
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let sprite_handle = assets.load("sprite-0001.png");
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commands.spawn((
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Sprite {
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image: sprite_handle,
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..default()
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},
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EntityPhysics {
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x: 0.,
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y: 0.,
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speed: 0.,
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heading: 0.,
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},
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));
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}
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fn handle_keys(mut q_player: Query<&mut EntityPhysics>, keys: Res<ButtonInput<KeyCode>>) {
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if keys.just_pressed(KeyCode::KeyQ) {
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info!("Quit.");
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}
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let Ok(mut player) = q_player.single_mut() else {
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return;
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};
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if keys.just_pressed(KeyCode::ArrowUp) {
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player.speed += 0.1;
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}
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if keys.just_pressed(KeyCode::ArrowRight) {
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player.heading += 0.1;
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}
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if keys.just_pressed(KeyCode::ArrowLeft) {
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player.heading -= 0.1;
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}
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}
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fn player_physics(mut q_player: Query<(&mut EntityPhysics, &mut Transform)>) {
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let Ok((mut physics, mut transform)) = q_player.single_mut() else {
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return;
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};
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let x_speed = physics.heading.sin() * physics.speed;
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let y_speed = physics.heading.cos() * physics.speed;
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physics.x += x_speed;
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physics.y += y_speed;
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transform.translation = Vec3 {
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x: physics.x as f32,
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y: physics.y as f32,
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z: 0.,
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};
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transform.rotation = Quat::from_axis_angle(
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Vec3 {
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x: 0.,
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y: 0.,
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z: -1.,
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},
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physics.heading,
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);
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}
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