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use bevy::{audio::Volume, prelude::*}; |
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fn main() { |
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App::new() |
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.add_plugins(DefaultPlugins) |
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.add_systems(Startup, setup) |
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.add_systems(Update, (cycle_game_state, fade_in, fade_out)) |
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.add_systems(Update, change_track) |
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.run(); |
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} |
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#[derive(Resource, Default)] |
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enum GameState { |
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#[default] |
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Peaceful, |
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Battle, |
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} |
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|
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#[derive(Resource)] |
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struct GameStateTimer(Timer); |
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#[derive(Resource)] |
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struct SoundtrackPlayer { |
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track_list: Vec<Handle<AudioSource>>, |
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} |
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impl SoundtrackPlayer { |
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fn new(track_list: Vec<Handle<AudioSource>>) -> Self { |
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Self { track_list } |
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} |
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} |
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#[derive(Component)] |
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struct FadeIn; |
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#[derive(Component)] |
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struct FadeOut; |
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fn setup(asset_server: Res<AssetServer>, mut commands: Commands) { |
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commands.insert_resource(GameState::default()); |
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commands.insert_resource(GameStateTimer(Timer::from_seconds( |
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10.0, |
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TimerMode::Repeating, |
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))); |
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let track_1 = asset_server.load::<AudioSource>("sounds/Mysterious acoustic guitar.ogg"); |
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let track_2 = asset_server.load::<AudioSource>("sounds/Epic orchestra music.ogg"); |
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let track_list = vec![track_1, track_2]; |
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commands.insert_resource(SoundtrackPlayer::new(track_list)); |
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} |
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|
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fn change_track( |
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mut commands: Commands, |
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soundtrack_player: Res<SoundtrackPlayer>, |
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soundtrack: Query<Entity, With<AudioSink>>, |
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game_state: Res<GameState>, |
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) { |
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if game_state.is_changed() { |
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for track in soundtrack.iter() { |
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commands.entity(track).insert(FadeOut); |
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} |
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let track = match game_state.as_ref() { |
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GameState::Peaceful => soundtrack_player.track_list.first().unwrap().clone(), |
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GameState::Battle => soundtrack_player.track_list.get(1).unwrap().clone(), |
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}; |
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|
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commands.spawn(( |
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AudioPlayer(track), |
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PlaybackSettings { |
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mode: bevy::audio::PlaybackMode::Loop, |
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volume: Volume::SILENT, |
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..default() |
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}, |
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FadeIn, |
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)); |
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} |
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} |
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const FADE_TIME: f32 = 2.0; |
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fn fade_in( |
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mut commands: Commands, |
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mut audio_sink: Query<(&mut AudioSink, Entity), With<FadeIn>>, |
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timer: Res<GameStateTimer>, |
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) { |
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for (mut audio, entity) in audio_sink.iter_mut() { |
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audio.set_volume( |
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Volume::SILENT.fade_towards(Volume::Linear(1.0), timer.0.elapsed_secs() / FADE_TIME), |
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); |
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if timer.0.elapsed_secs() >= FADE_TIME { |
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audio.set_volume(Volume::Linear(1.0)); |
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commands.entity(entity).remove::<FadeIn>(); |
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} |
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} |
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} |
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|
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|
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fn fade_out( |
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mut commands: Commands, |
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mut audio_sink: Query<(&mut AudioSink, Entity), With<FadeOut>>, |
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timer: Res<GameStateTimer>, |
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) { |
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for (mut audio, entity) in audio_sink.iter_mut() { |
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audio.set_volume( |
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Volume::Linear(1.0).fade_towards(Volume::SILENT, timer.0.elapsed_secs() / FADE_TIME), |
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); |
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if timer.0.elapsed_secs() >= FADE_TIME { |
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commands.entity(entity).despawn(); |
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} |
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} |
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} |
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fn cycle_game_state( |
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mut timer: ResMut<GameStateTimer>, |
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mut game_state: ResMut<GameState>, |
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time: Res<Time>, |
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) { |
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timer.0.tick(time.delta()); |
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if timer.0.just_finished() { |
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match game_state.as_ref() { |
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GameState::Battle => *game_state = GameState::Peaceful, |
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GameState::Peaceful => *game_state = GameState::Battle, |
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} |
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} |
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} |