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use bevy::{ecs::batching::BatchingStrategy, prelude::*}; |
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use chacha20::ChaCha8Rng; |
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use rand::{RngExt, SeedableRng}; |
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#[derive(Component, Deref)] |
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struct Velocity(Vec2); |
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fn spawn_system(mut commands: Commands, asset_server: Res<AssetServer>) { |
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commands.spawn(Camera2d); |
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let texture = asset_server.load("branding/icon.png"); |
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let mut rng = ChaCha8Rng::seed_from_u64(19878367467713); |
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for z in 0..128 { |
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commands.spawn(( |
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Sprite::from_image(texture.clone()), |
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Transform::from_scale(Vec3::splat(0.1)) |
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.with_translation(Vec2::splat(0.0).extend(z as f32)), |
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Velocity(20.0 * Vec2::new(rng.random::<f32>() - 0.5, rng.random::<f32>() - 0.5)), |
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)); |
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} |
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} |
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fn move_system(mut sprites: Query<(&mut Transform, &Velocity)>) { |
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sprites |
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.par_iter_mut() |
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.for_each(|(mut transform, velocity)| { |
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transform.translation += velocity.extend(0.0); |
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}); |
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} |
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fn bounce_system(window: Query<&Window>, mut sprites: Query<(&Transform, &mut Velocity)>) { |
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let Ok(window) = window.single() else { |
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return; |
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}; |
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let width = window.width(); |
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let height = window.height(); |
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let left = width / -2.0; |
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let right = width / 2.0; |
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let bottom = height / -2.0; |
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let top = height / 2.0; |
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sprites |
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.par_iter_mut() |
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.batching_strategy(BatchingStrategy::fixed(32)) |
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.for_each(|(transform, mut v)| { |
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if !(left < transform.translation.x |
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&& transform.translation.x < right |
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&& bottom < transform.translation.y |
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&& transform.translation.y < top) |
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{ |
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|
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v.0 = -v.0; |
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} |
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}); |
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} |
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|
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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, spawn_system) |
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.add_systems(Update, (move_system, bounce_system)) |
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.run(); |
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} |