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use bevy::prelude::*; |
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|
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mod stepping; |
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|
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const PADDLE_SIZE: Vec2 = Vec2::new(120.0, 20.0); |
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const GAP_BETWEEN_PADDLE_AND_FLOOR: f32 = 60.0; |
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const PADDLE_SPEED: f32 = 500.0; |
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|
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const PADDLE_PADDING: f32 = 10.0; |
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|
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|
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const BALL_STARTING_POSITION: Vec3 = Vec3::new(0.0, -50.0, 1.0); |
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const BALL_DIAMETER: f32 = 30.; |
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const BALL_SPEED: f32 = 400.0; |
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const INITIAL_BALL_DIRECTION: Vec2 = Vec2::new(0.5, -0.5); |
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|
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const WALL_THICKNESS: f32 = 10.0; |
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|
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const LEFT_WALL: f32 = -450.; |
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const RIGHT_WALL: f32 = 450.; |
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|
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const BOTTOM_WALL: f32 = -300.; |
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const TOP_WALL: f32 = 300.; |
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|
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const BRICK_SIZE: Vec2 = Vec2::new(100., 30.); |
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|
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const GAP_BETWEEN_PADDLE_AND_BRICKS: f32 = 270.0; |
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const GAP_BETWEEN_BRICKS: f32 = 5.0; |
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|
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const GAP_BETWEEN_BRICKS_AND_CEILING: f32 = 20.0; |
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const GAP_BETWEEN_BRICKS_AND_SIDES: f32 = 20.0; |
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|
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const SCOREBOARD_FONT_SIZE: FontSize = FontSize::Px(33.0); |
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const SCOREBOARD_TEXT_PADDING: Val = Val::Px(5.0); |
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|
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const BACKGROUND_COLOR: Color = Color::srgb(0.9, 0.9, 0.9); |
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const PADDLE_COLOR: Color = Color::srgb(0.3, 0.3, 0.7); |
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const BALL_COLOR: Color = Color::srgb(1.0, 0.5, 0.5); |
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const BRICK_COLOR: Color = Color::srgb(0.5, 0.5, 1.0); |
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const WALL_COLOR: Color = Color::srgb(0.8, 0.8, 0.8); |
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const TEXT_COLOR: Color = Color::srgb(0.5, 0.5, 1.0); |
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const SCORE_COLOR: Color = Color::srgb(1.0, 0.5, 0.5); |
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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_plugins( |
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stepping::SteppingPlugin::default() |
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.add_schedule(Update) |
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.at(percent(35), percent(50)), |
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) |
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.insert_resource(Score(0)) |
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.insert_resource(ClearColor(BACKGROUND_COLOR)) |
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.add_systems(Startup, setup) |
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|
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|
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.add_systems( |
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Update, |
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(apply_velocity, move_paddle, check_for_collisions) |
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|
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.chain(), |
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) |
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.add_systems(Update, update_scoreboard) |
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.add_observer(play_collision_sound) |
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.run(); |
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} |
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|
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#[derive(Component)] |
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struct Paddle; |
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#[derive(Component)] |
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struct Ball; |
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#[derive(Component, Deref, DerefMut)] |
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struct Velocity(Vec2); |
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|
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#[derive(Event)] |
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struct BallCollided; |
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|
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#[derive(Component)] |
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struct Brick; |
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#[derive(Resource, Deref)] |
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struct CollisionSound(Handle<AudioSource>); |
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#[derive(Component, Default)] |
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struct Collider; |
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#[derive(Component)] |
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#[require(Sprite, Transform, Collider)] |
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struct Wall; |
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|
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enum WallLocation { |
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Left, |
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Right, |
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Bottom, |
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Top, |
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} |
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|
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impl WallLocation { |
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fn position(&self) -> Vec2 { |
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match self { |
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WallLocation::Left => Vec2::new(LEFT_WALL, 0.), |
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WallLocation::Right => Vec2::new(RIGHT_WALL, 0.), |
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WallLocation::Bottom => Vec2::new(0., BOTTOM_WALL), |
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WallLocation::Top => Vec2::new(0., TOP_WALL), |
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} |
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} |
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|
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|
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fn size(&self) -> Vec2 { |
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let arena_height = TOP_WALL - BOTTOM_WALL; |
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let arena_width = RIGHT_WALL - LEFT_WALL; |
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|
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assert!(arena_height > 0.0); |
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assert!(arena_width > 0.0); |
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|
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match self { |
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WallLocation::Left | WallLocation::Right => { |
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Vec2::new(WALL_THICKNESS, arena_height + WALL_THICKNESS) |
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} |
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WallLocation::Bottom | WallLocation::Top => { |
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Vec2::new(arena_width + WALL_THICKNESS, WALL_THICKNESS) |
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} |
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} |
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} |
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} |
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|
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impl Wall { |
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fn new(location: WallLocation) -> (Wall, Sprite, Transform) { |
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( |
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Wall, |
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Sprite::from_color(WALL_COLOR, Vec2::ONE), |
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Transform { |
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translation: location.position().extend(0.0), |
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scale: location.size().extend(1.0), |
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..default() |
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}, |
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) |
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} |
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} |
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|
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|
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#[derive(Resource, Deref, DerefMut)] |
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struct Score(usize); |
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#[derive(Component)] |
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struct ScoreboardUi; |
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|
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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<ColorMaterial>>, |
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asset_server: Res<AssetServer>, |
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) { |
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|
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commands.spawn(Camera2d); |
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|
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let ball_collision_sound = asset_server.load("sounds/breakout_collision.ogg"); |
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commands.insert_resource(CollisionSound(ball_collision_sound)); |
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|
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|
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let paddle_y = BOTTOM_WALL + GAP_BETWEEN_PADDLE_AND_FLOOR; |
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|
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commands.spawn(( |
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Sprite::from_color(PADDLE_COLOR, Vec2::ONE), |
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Transform { |
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translation: Vec3::new(0.0, paddle_y, 0.0), |
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scale: PADDLE_SIZE.extend(1.0), |
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..default() |
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}, |
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Paddle, |
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Collider, |
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)); |
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|
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|
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commands.spawn(( |
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Mesh2d(meshes.add(Circle::default())), |
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MeshMaterial2d(materials.add(BALL_COLOR)), |
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Transform::from_translation(BALL_STARTING_POSITION) |
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.with_scale(Vec2::splat(BALL_DIAMETER).extend(1.)), |
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Ball, |
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Velocity(INITIAL_BALL_DIRECTION.normalize() * BALL_SPEED), |
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)); |
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|
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|
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commands.spawn(( |
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Text::new("Score: "), |
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TextFont { |
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font_size: SCOREBOARD_FONT_SIZE, |
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..default() |
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}, |
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TextColor(TEXT_COLOR), |
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ScoreboardUi, |
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Node { |
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position_type: PositionType::Absolute, |
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top: SCOREBOARD_TEXT_PADDING, |
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left: SCOREBOARD_TEXT_PADDING, |
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..default() |
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}, |
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children![( |
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TextSpan::default(), |
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TextFont { |
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font_size: SCOREBOARD_FONT_SIZE, |
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..default() |
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}, |
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TextColor(SCORE_COLOR), |
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)], |
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)); |
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|
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|
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commands.spawn(Wall::new(WallLocation::Left)); |
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commands.spawn(Wall::new(WallLocation::Right)); |
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commands.spawn(Wall::new(WallLocation::Bottom)); |
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commands.spawn(Wall::new(WallLocation::Top)); |
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|
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let total_width_of_bricks = (RIGHT_WALL - LEFT_WALL) - 2. * GAP_BETWEEN_BRICKS_AND_SIDES; |
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let bottom_edge_of_bricks = paddle_y + GAP_BETWEEN_PADDLE_AND_BRICKS; |
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let total_height_of_bricks = TOP_WALL - bottom_edge_of_bricks - GAP_BETWEEN_BRICKS_AND_CEILING; |
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|
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assert!(total_width_of_bricks > 0.0); |
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assert!(total_height_of_bricks > 0.0); |
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|
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let n_columns = (total_width_of_bricks / (BRICK_SIZE.x + GAP_BETWEEN_BRICKS)).floor() as usize; |
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let n_rows = (total_height_of_bricks / (BRICK_SIZE.y + GAP_BETWEEN_BRICKS)).floor() as usize; |
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let n_vertical_gaps = n_columns - 1; |
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|
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|
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|
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let center_of_bricks = (LEFT_WALL + RIGHT_WALL) / 2.0; |
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let left_edge_of_bricks = center_of_bricks |
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|
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- (n_columns as f32 / 2.0 * BRICK_SIZE.x) |
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|
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- n_vertical_gaps as f32 / 2.0 * GAP_BETWEEN_BRICKS; |
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let offset_x = left_edge_of_bricks + BRICK_SIZE.x / 2.; |
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let offset_y = bottom_edge_of_bricks + BRICK_SIZE.y / 2.; |
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|
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for row in 0..n_rows { |
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for column in 0..n_columns { |
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let brick_position = Vec2::new( |
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offset_x + column as f32 * (BRICK_SIZE.x + GAP_BETWEEN_BRICKS), |
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offset_y + row as f32 * (BRICK_SIZE.y + GAP_BETWEEN_BRICKS), |
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); |
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|
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|
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commands.spawn(( |
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Sprite { |
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color: BRICK_COLOR, |
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..default() |
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}, |
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Transform { |
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translation: brick_position.extend(0.0), |
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scale: Vec3::new(BRICK_SIZE.x, BRICK_SIZE.y, 1.0), |
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..default() |
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}, |
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Brick, |
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Collider, |
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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 move_paddle( |
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keyboard_input: Res<ButtonInput<KeyCode>>, |
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mut paddle_transform: Single<&mut Transform, With<Paddle>>, |
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time: Res<Time>, |
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) { |
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let mut direction = 0.0; |
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|
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if keyboard_input.pressed(KeyCode::ArrowLeft) { |
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direction -= 1.0; |
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} |
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|
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if keyboard_input.pressed(KeyCode::ArrowRight) { |
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direction += 1.0; |
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} |
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|
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|
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let new_paddle_position = |
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paddle_transform.translation.x + direction * PADDLE_SPEED * time.delta_secs(); |
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|
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|
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|
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let left_bound = LEFT_WALL + WALL_THICKNESS / 2.0 + PADDLE_SIZE.x / 2.0 + PADDLE_PADDING; |
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let right_bound = RIGHT_WALL - WALL_THICKNESS / 2.0 - PADDLE_SIZE.x / 2.0 - PADDLE_PADDING; |
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|
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paddle_transform.translation.x = new_paddle_position.clamp(left_bound, right_bound); |
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} |
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|
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fn apply_velocity(mut query: Query<(&mut Transform, &Velocity)>, time: Res<Time>) { |
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for (mut transform, velocity) in &mut query { |
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transform.translation.x += velocity.x * time.delta_secs(); |
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transform.translation.y += velocity.y * time.delta_secs(); |
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} |
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} |
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|
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fn update_scoreboard( |
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score: Res<Score>, |
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score_root: Single<Entity, (With<ScoreboardUi>, With<Text>)>, |
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mut writer: TextUiWriter, |
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) { |
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*writer.text(*score_root, 1) = score.to_string(); |
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} |
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|
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fn check_for_collisions( |
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mut commands: Commands, |
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mut score: ResMut<Score>, |
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ball_query: Single<(&mut Velocity, &Transform), With<Ball>>, |
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collider_query: Query<(Entity, &Transform, Option<&Brick>), With<Collider>>, |
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) { |
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let (mut ball_velocity, ball_transform) = ball_query.into_inner(); |
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|
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for (collider_entity, collider_transform, maybe_brick) in &collider_query { |
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let collision = ball_collision( |
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BoundingCircle::new(ball_transform.translation.truncate(), BALL_DIAMETER / 2.), |
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Aabb2d::new( |
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collider_transform.translation.truncate(), |
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collider_transform.scale.truncate() / 2., |
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), |
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); |
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|
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if let Some(collision) = collision { |
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|
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commands.trigger(BallCollided); |
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|
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|
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if maybe_brick.is_some() { |
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commands.entity(collider_entity).despawn(); |
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**score += 1; |
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} |
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|
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|
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let mut reflect_x = false; |
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let mut reflect_y = false; |
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|
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|
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|
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match collision { |
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Collision::Left => reflect_x = ball_velocity.x > 0.0, |
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Collision::Right => reflect_x = ball_velocity.x < 0.0, |
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Collision::Top => reflect_y = ball_velocity.y < 0.0, |
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Collision::Bottom => reflect_y = ball_velocity.y > 0.0, |
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} |
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|
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|
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if reflect_x { |
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ball_velocity.x = -ball_velocity.x; |
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} |
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|
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|
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if reflect_y { |
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ball_velocity.y = -ball_velocity.y; |
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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 play_collision_sound( |
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_collided: On<BallCollided>, |
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mut commands: Commands, |
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sound: Res<CollisionSound>, |
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) { |
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commands.spawn((AudioPlayer(sound.clone()), PlaybackSettings::DESPAWN)); |
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} |
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|
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#[derive(Debug, PartialEq, Eq, Copy, Clone)] |
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enum Collision { |
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Left, |
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Right, |
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Top, |
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Bottom, |
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} |
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|
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|
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|
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fn ball_collision(ball: BoundingCircle, bounding_box: Aabb2d) -> Option<Collision> { |
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if !ball.intersects(&bounding_box) { |
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return None; |
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} |
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|
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let closest = bounding_box.closest_point(ball.center()); |
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let offset = ball.center() - closest; |
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let side = if offset.x.abs() > offset.y.abs() { |
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if offset.x < 0. { |
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Collision::Left |
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} else { |
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Collision::Right |
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} |
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} else if offset.y > 0. { |
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Collision::Top |
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} else { |
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Collision::Bottom |
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}; |
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|
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Some(side) |
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} |