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# SEPARATED

---

## Introduction

SEPARATED is a 2D platformer game where you can talk to NPCs. Most of the game is not yet implemented.

## Table of Contents

- [SEPARATED](#separated)
  - [Introduction](#introduction)
  - [Table of Contents](#table-of-contents)
  - [Player Inputs ∆](#player-inputs-)
  - [Debugging Keyboard Shortcuts](#debugging-keyboard-shortcuts)
  - [TODO](#todo)
  - [`filesystem_watcher` and `asset_processor`](#filesystem_watcher-and-asset_processor)
  - [Rust Things 🦀](#rust-things-)
    - [Run in Wolf Mode (Debug)](#run-in-wolf-mode-debug)
    - [Pedantic linting](#pedantic-linting)
    - [Linting on all packages, treating warnings as errors](#linting-on-all-packages-treating-warnings-as-errors)
    - [Format code](#format-code)
    - [Test without default features](#test-without-default-features)
    - [Test with only the `bevy_ui` features](#test-with-only-the-bevy_ui-features)
    - [Test with all features enabled](#test-with-all-features-enabled)
    - [Test with all features enabled on nightly](#test-with-all-features-enabled-on-nightly)
    - [Generate documentation with all features enabled](#generate-documentation-with-all-features-enabled)
  - [`seldom_state` + `input_manager` Example](#seldom_state--input_manager-example)

## Player Inputs ∆

| Input        |          KeyCode          |     Gamepad Button/Axis     |
| :----------- | :-----------------------: | :-------------------------: |
| **Run**      |         **Shift**         | Xbox: **X** PS5: **Square** |
| **Interact** |           **E**           |   Xbox: **B** PS5: **◯**    |
| **Attack1**  |           **Q**           |      Xbox/PS5: **L1**       |
| **Jump**     |         **Space**         |   Xbox: **A** PS5: **╳**    |
| **Move**     | **WASD** + **Arrow Keys** |    **Any Axis + D-Pad**     |

## Debugging Keyboard Shortcuts

| Action                         | KeyCode |
| :----------------------------- | :-----: |
| Toggle Physics Wireframes      |   F9    |
| StateInspector (**GameState**) |   F10   |
| WorldInspector                 |   F11   |

## TODO

---

- **Use WyRand instead of `thread_rng()`**



```rust

fn print_random_value(mut rng: ResMut<GlobalEntropy<WyRand>>) {

    println!("Random value: {}", rng.next_u32());

}



use bevy_rand::WyRand;

use bevy_rand::prelude::{GlobalEntropy, ForkableRng};



#[derive(Component)]

struct Source;



fn setup_source(mut commands: Commands, mut global: ResMut<GlobalEntropy<WyRand>>) {

    commands

        .spawn((

            Source,

            global.fork_rng(),

        ));

}

```



---



```rust

if ( jumping || falling ) {



    if velocity.y.abs() < jumpHangTimeThreshold {

        // Increase acceleration for this duration also.



        // Reduce gravity.

    }

}



// If the player is moving downwards..

if velocity.y < 0 {

    // Increase gravity while falling.

    gravityScale *= fallGravityMultiplier;



    // Cap maximum fall speed, so when falling over large distances,

    // we don't accelerate to insanely high speeds.

}

```



- **Localization**



  - ⚠️ Started work by integrating `bevy_device_lang`. Requires a proper system that saves this value and allows the player to change it in the game menu, and also requires starting work on localization and saving and loading settings.



- **`bevy_asepritesheet` + `bevy_ecs_ldtk` integration.**

- **Patrol**

  - Flip sprite when turning around!

- **Movement Improvements**
  - Movement animations.
  - Movement particle effects.
  - Coyote (Grace) Time after falling off a ledge.
    - Maybe needs a raycast in front of the player? Timer needs to start before falling off a ledge.
  - **Jump Improvements**
    - Jumping animations.
    - Jumping particle effects.
    - Wall Jumping
      - ~~Prevent player movement for a short duration during the wall jump.~~ Reduce run force? Maybe a lerp between the wall jump speed and running speed?
    - Air Time
    - Jump Height
      - Increase the player's jump height the longer the jump button is being held down.
    - Clamp maximum falling speed.
    - Coyote Time while jumping and pressing the jump button.
      - There is already some check for being in the air we just need the input part I think.
    - Bonus Air Time
    - Peak Control
    - Fast Fall
      - Increase Player's falling speed after the peak of their jump by adjusting gravity.
- **Game Feel Improvements**

  This is kinda broad but always iterate over every small mechanic towards more fun.

- **AI Stuff** ⚠️ Started work

  - Pass player input(s) to ai-brain so it can use it for prediction.
  - Basic Timer with Action Scheduling
    - Thirst ✅
    - Fatigue ⚠️

- **Pathfinding** ⚠️ Started work
- Use something to copy `dxil.dll` and `dxcompiler.dll` to Windows builds.
- **YarnSpinner**
  - Begin YarnSpinner integration ✅
  - YarnSpinner+LDTK integration ⚠️ Started work
- **UI**
  - sickle_ui

    - labels ✅

    - keycap/gamepad button switching ⚠️



## `filesystem_watcher` and `asset_processor`



???



## Rust Things 🦀



---



### Run in Wolf Mode (Debug)



```pwsh

cargo run --profile awoo 2>&1 | Out-String -Stream | Where-Object { $_ -notmatch "ID3D12Device::CreateCommittedResource:" -and $_ -notmatch "Live Object at" -and $_ -notmatch "LineGizmo" -and $_ -notmatch "End of Frame" -and $_ -notmatch "prepare_windows" -and $_ -notmatch "cleanup" -and $_ -notmatch "SwapChain" -and $_ -notmatch "create_view" }

```



### Pedantic linting



```bash

cargo clippy -- -W clippy::pedantic

```



### Linting on all packages, treating warnings as errors



```bash

cargo clippy --workspace --all-targets --all-features -- -D warnings

```



This command runs the `clippy` linter on all packages in the workspace, for all targets and features. The `-D warnings` option treats any warnings as errors.



### Format code



```bash

cargo fmt --all

```



This command formats the code in every package using the default formatting rules provided by `rustfmt`.



### Test without default features



```bash

cargo test --no-default-features

```



This command runs tests in the package, but disables the default features.



### Test with only the `bevy_ui` features

```bash

cargo test --no-default-features --features="bevy_ui"

```

This command runs tests with only the `bevy_ui` feature enabled.

### Test with all features enabled

```bash

cargo test --all-features

```

This command runs tests with all features enabled.

### Test with all features enabled on nightly

```bash

cargo +nightly build --all-features

```

This command builds the package with all features enabled using the nightly version of the Rust compiler. This is typically used for generating documentation on docs.rs.

### Generate documentation with all features enabled

```bash

cargo +nightly doc --all-features --no-deps

```

This command generates documentation for the package with all features enabled, without including dependencies, using the nightly version of the Rust compiler.

## `seldom_state` + `input_manager` Example

```rust

// In this game, you can move with the left and right arrow keys, and jump with space.

// `input-manager` handles the input.



use bevy::prelude::*;

use input_manager::{ axislike::VirtualAxis, prelude::* };

use seldom_state::prelude::*;



fn main() {

    App::new()

        .add_plugins((DefaultPlugins, InputManagerPlugin::<Action>::default(), StateMachinePlugin))

        .add_systems(Startup, init)

        .add_systems(Update, (walk, fall))

        .run();

}



const JUMP_VELOCITY: f32 = 500.0;



fn init(mut commands: Commands, asset_server: Res<AssetServer>) {

    commands.spawn(Camera2dBundle::default());



    commands.spawn((

        SpriteBundle {

            transform: Transform::from_xyz(500.0, 0.0, 0.0),

            texture: asset_server.load("player.png"),

            ..default()

        },

        // From `input-manager`

        InputManagerBundle {

            input_map: InputMap::default()

                .insert(Action::Move, VirtualAxis::horizontal_arrow_keys())

                .insert(Action::Move, SingleAxis::symmetric(GamepadAxisType::LeftStickX, 0.0))

                .insert(Action::Jump, KeyCode::Space)

                .insert(Action::Jump, GamepadButtonType::South)

                .build(),

            ..default()

        },

        // This state machine achieves a very rigid movement system. Consider a state machine for

        // whatever parts of your player controller that involve discrete states. Like the movement

        // in Castlevania and Celeste, and the attacks in a fighting game.

        StateMachine::default()

            // Whenever the player presses jump, jump

            .trans::<Grounded, _>(just_pressed(Action::Jump), Falling {

                velocity: JUMP_VELOCITY,

            })

            // When the player hits the ground, idle

            .trans::<Falling, _>(grounded, Grounded::Idle)

            // When the player is grounded, set their movement direction

            .trans_builder(value_unbounded(Action::Move), |_: &Grounded, value| {

                Some(match value {

                    value if value > 0.5 => Grounded::Right,

                    value if value < -0.5 => Grounded::Left,

                    _ => Grounded::Idle,

                })

            }),

        Grounded::Idle,

    ));

}



#[derive(Actionlike, Clone, Eq, Hash, PartialEq, Reflect)]

enum Action {

    Move,

    Jump,

}



fn grounded(In(entity): In<Entity>, fallings: Query<(&Transform, &Falling)>) -> bool {

    let (transform, falling) = fallings.get(entity).unwrap();

    transform.translation.y <= 0.0 && falling.velocity <= 0.0

}



#[derive(Clone, Copy, Component, Reflect)]

#[component(storage = "SparseSet")]

enum Grounded {

    Left = -1,

    Idle = 0,

    Right = 1,

}



#[derive(Clone, Component, Reflect)]

#[component(storage = "SparseSet")]

struct Falling {

    velocity: f32,

}



const PLAYER_SPEED: f32 = 200.0;



fn walk(mut groundeds: Query<(&mut Transform, &Grounded)>, time: Res<Time>) {

    for (mut transform, grounded) in &mut groundeds {

        transform.translation.x += (*grounded as i32 as f32) * time.delta_seconds() * PLAYER_SPEED;

    }

}



const GRAVITY: f32 = -1000.0;



fn fall(mut fallings: Query<(&mut Transform, &mut Falling)>, time: Res<Time>) {

    for (mut transform, mut falling) in &mut fallings {

        let dt = time.delta_seconds();

        falling.velocity += dt * GRAVITY;

        transform.translation.y += dt * falling.velocity;

    }

}

```