some changes
Browse files- Cargo.toml +22 -21
- README.md +1 -1
- assets/dialogues/definitions.yarn +0 -9
- assets/dialogues/the_treachery.yarn +19 -0
- src/app/main.rs +20 -18
- src/lib.rs +1 -0
- src/plugins/debug.rs +31 -20
- src/plugins/gamestate.rs +1 -1
- src/plugins/input.rs +2 -2
- src/plugins/splashscreen/mod.rs +1 -1
- src/plugins/ui/mod.rs +1 -7
Cargo.toml
CHANGED
@@ -14,6 +14,9 @@ license = "MIT"
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keywords = ["gamedev"]
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publish = false
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[[bin]]
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name = "separated"
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path = "src/app/main.rs"
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@@ -73,7 +76,7 @@ dev_features = [
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"bevy/trace",
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"bevy/file_watcher",
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"bevy/embedded_watcher",
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-
#"
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"bevy_rapier2d/debug-render-2d",
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#"big-brain/trace",
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#"sickle_ui/dev",
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@@ -105,22 +108,22 @@ leafwing-input-manager = { git = "https://github.com/ka-de/input-manager", branc
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] }
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# ⚠️ TODO: Use the `sys-locale` crate instead, also maybe figure out how to query Steamworks later!
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# cargo add sys-locale
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-
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-
#
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-
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-
#big-brain = { git = "https://github.com/ka-de/big-brain" }
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bevy_mod_debugdump = { git = "https://github.com/ka-de/bevy_mod_debugdump", optional = true }
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graphviz-rust = { version = "0.9.0", optional = true }
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seldom_state = { git = "https://github.com/ka-de/seldom_state" }
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-
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-
# bevy_flurx = { git = "https://github.com/ka-de/bevy_flurx"
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-
# bevy_magic_light_2d = { git = "https://github.com/ka-de/bevy_magic_light_2d"
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-
#bevy_incandescent = { git = "https://github.com/ka-de/bevy_incandescent",
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# "debug",
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# "ray_marching",
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#] }
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#bevy_reflect_utils = { git = "https://github.com/ka-de/bevy_reflect_utils" }
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-
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# This gets rid of the excessive logging from wgpu clogging my trace performance.
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log = { version = "0.4.22", features = [
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"max_level_debug",
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@@ -162,14 +165,13 @@ features = [
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"sysinfo_plugin", # ⚠️ OwO whats this?
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]
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-
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-
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-
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-
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-
#default-features = false
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-
#features = ["2d", "standard_dynamic_assets", "progress_tracking"]
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[dependencies.bevy_ecs_ldtk]
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git = "https://github.com/ka-de/bevy_ecs_ldtk"
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branch = "0.14"
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@@ -182,11 +184,10 @@ features = ["highlight_changes"]
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#[dependencies.bevy_tweening]
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#git = "https://github.com/ka-de/bevy_tweening"
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-
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-
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-
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-
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-
#default-features = false
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#[dependencies.bevy-steamworks]
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#git = "https://github.com/ka-de/bevy_steamworks"
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keywords = ["gamedev"]
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publish = false
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+
[lib]
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path = "src/lib.rs"
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+
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[[bin]]
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name = "separated"
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path = "src/app/main.rs"
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"bevy/trace",
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"bevy/file_watcher",
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"bevy/embedded_watcher",
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+
#"iyes_progress/debug",
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"bevy_rapier2d/debug-render-2d",
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#"big-brain/trace",
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#"sickle_ui/dev",
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] }
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# ⚠️ TODO: Use the `sys-locale` crate instead, also maybe figure out how to query Steamworks later!
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# cargo add sys-locale
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+
aery = { git = "https://github.com/ka-de/aery" }
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+
#bevy_vector_shapes = { git = "https://github.com/ka-de/bevy_vector_shapes" }
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+
big-brain = { git = "https://github.com/ka-de/big-brain" }
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bevy_mod_debugdump = { git = "https://github.com/ka-de/bevy_mod_debugdump", optional = true }
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graphviz-rust = { version = "0.9.0", optional = true }
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seldom_state = { git = "https://github.com/ka-de/seldom_state" }
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+
bevy_simple_text_input = { git = "https://github.com/ka-de/bevy_text_input" }
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+
# bevy_flurx = { git = "https://github.com/ka-de/bevy_flurx" }
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+
# bevy_magic_light_2d = { git = "https://github.com/ka-de/bevy_magic_light_2d" }
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+
#bevy_incandescent = { git = "https://github.com/ka-de/bevy_incandescent", features = [
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# "debug",
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# "ray_marching",
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#] }
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#bevy_reflect_utils = { git = "https://github.com/ka-de/bevy_reflect_utils" }
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+
# ⚠️ TODO: No 0.14 update yet!
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#bevy_mod_aseprite = { git = "https://github.com/ka-de/bevy_mod_aseprite" }
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# This gets rid of the excessive logging from wgpu clogging my trace performance.
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log = { version = "0.4.22", features = [
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"max_level_debug",
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"sysinfo_plugin", # ⚠️ OwO whats this?
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]
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+
[dependencies.bevy_asset_loader]
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git = "https://github.com/ka-de/bevy_asset_loader"
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default-features = false
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features = ["2d", "standard_dynamic_assets", "progress_tracking"]
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[dependencies.bevy_ecs_ldtk]
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+
#git = "https://github.com/Trouv/bevy_ecs_ldtk"
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git = "https://github.com/ka-de/bevy_ecs_ldtk"
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branch = "0.14"
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#[dependencies.bevy_tweening]
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#git = "https://github.com/ka-de/bevy_tweening"
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+
[dependencies.iyes_progress]
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git = "https://github.com/ka-de/iyes_progress"
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features = ["assets"]
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+
default-features = false
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#[dependencies.bevy-steamworks]
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#git = "https://github.com/ka-de/bevy_steamworks"
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README.md
CHANGED
@@ -229,7 +229,7 @@ This command generates documentation for the package with all features enabled,
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// `input-manager` handles the input.
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use bevy::prelude::*;
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-
use
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use seldom_state::prelude::*;
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fn main() {
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// `input-manager` handles the input.
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use bevy::prelude::*;
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+
use leafwing_input_manager::{ axislike::VirtualAxis, prelude::* };
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use seldom_state::prelude::*;
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fn main() {
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assets/dialogues/definitions.yarn
DELETED
@@ -1,9 +0,0 @@
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-
===
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-
//==================================================================================//
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// Definitions
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//==================================================================================//
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// - Rubicon
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// ---
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// The phrase “crossing the Rubicon” is an idiom that means “passing a point of no return”. Its meaning comes from an event in early January 49 BC when Julius Caesar crossed the Rubicon river, which was considered an act of war. This act sparked a three-year civil war that ultimately left Julius Caesar the undisputed ruler of the Roman world.
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// In a broader sense, “Rubicon” is used to refer to a limit or point that, once crossed, commits a person irrevocably to a particular course of action. It's often used to signify a point of no return or a critical decision point.
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// In Games: In some games, a “rubicon” is an act of winning a game against an opponent whose total score is less than 100, in which case the loser's score is added to rather than subtracted from the winner's.
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assets/dialogues/the_treachery.yarn
ADDED
@@ -0,0 +1,19 @@
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title: The_Treachery
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position: 276,-65
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---
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Player: Why did you cross the Rubicon?
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Morgath: Only the council knew of the treachery and someone had to be blamed..
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Morgath: The choice was between you, and another child.
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Morgath: After the meeting, I went to seek the elder's wisdom..
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Morgath: He told me that the answers I was seeking was hidden in the dark forest.
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Morgath: I didn't know what to do. I had no intention of going back to the forest, I was scared and in my haste I chose to blame you and cast your family into the exile.
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Player: Okay, but why go on this journey all those years later?
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Morgath: I don't know... I don't know!
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Morgath: It got to me, all this time, only me keeping this dark secret alive while everyone else went on with their life, even you, look at you in your fancy armor!
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===
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title: Node
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position: 280,162
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---
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Asd: It's nice to see you again, <Player>! I just wish it were under better circumstances!
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-> Indeed, this was not the right way for a reunion, but it is still a welcome one!
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+
===
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src/app/main.rs
CHANGED
@@ -1,3 +1,5 @@
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// Turn clippy into a real bitch
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#![warn(clippy::all, clippy::pedantic)]
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@@ -15,10 +17,10 @@ use bevy_rand::prelude::{ WyRand, EntropyPlugin, GlobalEntropy };
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use plugins::gamestate::GameState;
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-
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-
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-
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-
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//use bevy_tweening::*;
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@@ -56,10 +58,10 @@ use bevy_incandescent::{
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//use bevy_hanabi::prelude::*;
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58 |
// ⚠️ TODO: Move this with Game Settings
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59 |
-
use components::settings::GameSettings;
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61 |
-
use
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-
use
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// ⚠️ TODO: Move audio stuff to its own thing
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// 🎲 - Random Number Generation
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@@ -125,20 +127,20 @@ fn main() {
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..default()
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})
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.set(ImagePlugin::default_nearest())
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-
.set(plugins::debug::make_log_plugin()),
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//TweeningPlugin,
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-
plugins::gamestate::game_state_plugin,
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-
systems::setup_world_systems,
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-
plugins::dialogueview::YarnSpinnerDialogueViewPlugin {
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loading_state: GameState::SplashScreen,
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playing_state: GameState::Playing,
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},
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-
plugins::input::InputPlugin,
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137 |
-
plugins::ui::plugin,
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138 |
-
plugins::audio::plugin,
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-
plugins::pathfinding::plugin,
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-
bevy_mod_aseprite::AsepritePlugin,
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StateMachinePlugin,
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//IncandescentPlugin,
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//HanabiPlugin,
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))
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@@ -147,12 +149,12 @@ fn main() {
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.add_systems(Startup, set_window_icon) // Set the Window icon.
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// ⚠️ TODO: A proper system that saves this value and allows the player to change it.
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// Requires start of working on localization and saving and loading settings.
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-
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//.add_systems(Startup, print_random_value)
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// Debug plugin comes last, allowing to inspect the final app state.
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-
.add_plugins(plugins::debug::plugin);
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// Actually start the game now!
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app.run();
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+
use separated;
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+
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// Turn clippy into a real bitch
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#![warn(clippy::all, clippy::pedantic)]
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use plugins::gamestate::GameState;
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+
use separated::plugins::gamestate::GameState;
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+
use separated::components::settings::GameSettings;
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+
use separated::plugins::ui::set_window_icon::set_window_icon;
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+
use separated::plugins::get_backend::get_backend;
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//use bevy_tweening::*;
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//use bevy_hanabi::prelude::*;
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// ⚠️ TODO: Move this with Game Settings
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+
use separated::components::settings::GameSettings;
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63 |
+
use separated::plugins::ui::set_window_icon::set_window_icon;
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+
use separated::plugins::get_backend::get_backend;
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// ⚠️ TODO: Move audio stuff to its own thing
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|
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// 🎲 - Random Number Generation
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..default()
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})
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.set(ImagePlugin::default_nearest())
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+
.set(separated::plugins::debug::make_log_plugin()),
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//TweeningPlugin,
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+
separated::plugins::gamestate::game_state_plugin,
|
133 |
+
separated::systems::setup_world_systems,
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134 |
+
separated::plugins::dialogueview::YarnSpinnerDialogueViewPlugin {
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loading_state: GameState::SplashScreen,
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136 |
playing_state: GameState::Playing,
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},
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138 |
+
separated::plugins::input::InputPlugin,
|
139 |
+
separated::plugins::ui::plugin,
|
140 |
+
separated::plugins::audio::plugin,
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141 |
+
separated::plugins::pathfinding::plugin,
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142 |
StateMachinePlugin,
|
143 |
+
bevy_mod_aseprite::AsepritePlugin,
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//IncandescentPlugin,
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145 |
//HanabiPlugin,
|
146 |
))
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|
149 |
.add_systems(Startup, set_window_icon) // Set the Window icon.
|
150 |
// ⚠️ TODO: A proper system that saves this value and allows the player to change it.
|
151 |
// Requires start of working on localization and saving and loading settings.
|
152 |
+
//.add_systems(Startup, get_device_language) // Get the device language.
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153 |
|
154 |
//.add_systems(Startup, print_random_value)
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155 |
|
156 |
// Debug plugin comes last, allowing to inspect the final app state.
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+
.add_plugins(separated::plugins::debug::plugin);
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159 |
// Actually start the game now!
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app.run();
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src/lib.rs
ADDED
@@ -0,0 +1 @@
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1 |
+
pub mod plugins;
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src/plugins/debug.rs
CHANGED
@@ -1,23 +1,22 @@
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1 |
/// this code is compiled only if debug assertions are enabled (debug mode)
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2 |
-
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3 |
-
use graphviz_rust::{ cmd::{ CommandArg, Format }, exec_dot };
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4 |
-
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5 |
use bevy::{
|
6 |
-
prelude::*,
|
7 |
utils::intern::Interned,
|
8 |
-
ecs::schedule::ScheduleLabel,
|
9 |
-
input::common_conditions::input_toggle_active,
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10 |
};
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11 |
use bevy_inspector_egui::quick::WorldInspectorPlugin;
|
12 |
-
use bevy_rapier2d::{
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13 |
|
14 |
-
use super::{
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15 |
use crate::components::childof::debug_children;
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16 |
|
17 |
// Adds L key as debug KeyCode for toggling physics wireframes.
|
18 |
pub fn toggle_physics_wireframes(
|
19 |
mut ctx: ResMut<DebugRenderContext>,
|
20 |
-
input: Res<ButtonInput<KeyCode
|
21 |
) {
|
22 |
if input.just_pressed(KeyCode::F9) {
|
23 |
ctx.enabled = !ctx.enabled;
|
@@ -38,41 +37,52 @@ pub(crate) fn plugin(app: &mut App) {
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|
38 |
// RapierDebugRenderPlugin
|
39 |
RapierDebugRenderPlugin::default(),
|
40 |
// StateInspectorPlugin
|
41 |
-
bevy_inspector_egui::quick::StateInspectorPlugin::<GameState
|
42 |
-
::
|
43 |
-
|
44 |
));
|
45 |
|
46 |
// Startup
|
47 |
-
app.add_systems(
|
48 |
-
|
49 |
-
|
50 |
-
|
51 |
-
|
52 |
-
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|
53 |
|
54 |
// Update
|
55 |
// FpsWidget
|
56 |
-
app.add_systems(
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|
57 |
// DebugRenderContext - Rapier
|
58 |
app.add_systems(Update, toggle_physics_wireframes);
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59 |
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|
60 |
if let Err(err) = render_graphs(app) {
|
61 |
error!("Error rendering graph: {}", err);
|
62 |
}
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|
63 |
}
|
64 |
|
65 |
pub(crate) fn make_log_plugin() -> impl Plugin {
|
66 |
bevy::log::LogPlugin {
|
67 |
level: bevy::log::Level::DEBUG,
|
68 |
-
filter: "info,big_brain=debug,one_off=debug,separated=debug,wgpu_core=warn,wgpu_hal=warn"
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|
69 |
update_subscriber: None,
|
70 |
}
|
71 |
}
|
72 |
|
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|
73 |
type IoResult = std::io::Result<()>;
|
74 |
|
75 |
/// ⚠️ debugdump 🐛 render system and render graphs when the RENDER_GRAPHS environment variable is set
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|
|
76 |
fn render_graphs(app: &mut App) -> IoResult {
|
77 |
if std::env::var_os("RENDER_GRAPHS") == None {
|
78 |
return Ok(());
|
@@ -128,3 +138,4 @@ pub fn render_graph(graph_str: String, output_stem: impl AsRef<str>) -> std::io:
|
|
128 |
)?;
|
129 |
Ok(())
|
130 |
}
|
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|
|
1 |
/// this code is compiled only if debug assertions are enabled (debug mode)
|
2 |
+
//use graphviz_rust::{ cmd::{ CommandArg, Format }, exec_dot };
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|
|
|
3 |
use bevy::{
|
4 |
+
ecs::schedule::ScheduleLabel, input::common_conditions::input_toggle_active, prelude::*,
|
5 |
utils::intern::Interned,
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|
|
6 |
};
|
7 |
use bevy_inspector_egui::quick::WorldInspectorPlugin;
|
8 |
+
use bevy_rapier2d::{prelude::RapierDebugRenderPlugin, render::DebugRenderContext};
|
9 |
|
10 |
+
use super::{
|
11 |
+
gamestate::GameState,
|
12 |
+
ui::fps_widget::{spawn_fps_widget, FpsWidget},
|
13 |
+
};
|
14 |
use crate::components::childof::debug_children;
|
15 |
|
16 |
// Adds L key as debug KeyCode for toggling physics wireframes.
|
17 |
pub fn toggle_physics_wireframes(
|
18 |
mut ctx: ResMut<DebugRenderContext>,
|
19 |
+
input: Res<ButtonInput<KeyCode>>,
|
20 |
) {
|
21 |
if input.just_pressed(KeyCode::F9) {
|
22 |
ctx.enabled = !ctx.enabled;
|
|
|
37 |
// RapierDebugRenderPlugin
|
38 |
RapierDebugRenderPlugin::default(),
|
39 |
// StateInspectorPlugin
|
40 |
+
bevy_inspector_egui::quick::StateInspectorPlugin::<GameState>::default().run_if(
|
41 |
+
bevy::input::common_conditions::input_toggle_active(false, KeyCode::F10),
|
42 |
+
),
|
43 |
));
|
44 |
|
45 |
// Startup
|
46 |
+
app.add_systems(
|
47 |
+
Startup,
|
48 |
+
(
|
49 |
+
// Debug all parent and child elements with the Name component.
|
50 |
+
debug_children,
|
51 |
+
// Disable wireframes by default. I've seen enough collision boxes for now.
|
52 |
+
disable_physics_wireframes,
|
53 |
+
),
|
54 |
+
);
|
55 |
|
56 |
// Update
|
57 |
// FpsWidget
|
58 |
+
app.add_systems(
|
59 |
+
Update,
|
60 |
+
spawn_fps_widget.run_if(not(any_with_component::<FpsWidget>)),
|
61 |
+
);
|
62 |
// DebugRenderContext - Rapier
|
63 |
app.add_systems(Update, toggle_physics_wireframes);
|
64 |
|
65 |
+
/*
|
66 |
if let Err(err) = render_graphs(app) {
|
67 |
error!("Error rendering graph: {}", err);
|
68 |
}
|
69 |
+
*/
|
70 |
}
|
71 |
|
72 |
pub(crate) fn make_log_plugin() -> impl Plugin {
|
73 |
bevy::log::LogPlugin {
|
74 |
level: bevy::log::Level::DEBUG,
|
75 |
+
filter: "info,big_brain=debug,one_off=debug,separated=debug,wgpu_core=warn,wgpu_hal=warn"
|
76 |
+
.into(),
|
77 |
update_subscriber: None,
|
78 |
}
|
79 |
}
|
80 |
|
81 |
+
/*
|
82 |
type IoResult = std::io::Result<()>;
|
83 |
|
84 |
/// ⚠️ debugdump 🐛 render system and render graphs when the RENDER_GRAPHS environment variable is set
|
85 |
+
|
86 |
fn render_graphs(app: &mut App) -> IoResult {
|
87 |
if std::env::var_os("RENDER_GRAPHS") == None {
|
88 |
return Ok(());
|
|
|
138 |
)?;
|
139 |
Ok(())
|
140 |
}
|
141 |
+
*/
|
src/plugins/gamestate.rs
CHANGED
@@ -10,7 +10,7 @@ use bevy_asset_loader::{
|
|
10 |
loading_state::{ LoadingState, LoadingStateAppExt },
|
11 |
standard_dynamic_asset::StandardDynamicAsset,
|
12 |
};
|
13 |
-
use
|
14 |
|
15 |
use crate::plugins::splashscreen::{ SplashScreenConfiguration, SplashScreenPlugin };
|
16 |
|
|
|
10 |
loading_state::{ LoadingState, LoadingStateAppExt },
|
11 |
standard_dynamic_asset::StandardDynamicAsset,
|
12 |
};
|
13 |
+
use iyes_progress::ProgressPlugin;
|
14 |
|
15 |
use crate::plugins::splashscreen::{ SplashScreenConfiguration, SplashScreenPlugin };
|
16 |
|
src/plugins/input.rs
CHANGED
@@ -14,14 +14,14 @@ use bevy::{
|
|
14 |
utils::default,
|
15 |
};
|
16 |
use bevy_rapier2d::dynamics::Velocity;
|
17 |
-
use
|
18 |
input_map::InputMap,
|
19 |
action_state::{ ActionData, ActionState },
|
20 |
axislike::VirtualDPad,
|
21 |
input_processing::WithDualAxisProcessingPipelineExt,
|
22 |
plugin::{ InputManagerPlugin, InputManagerSystem },
|
23 |
};
|
24 |
-
pub use
|
25 |
|
26 |
use std::collections::HashMap;
|
27 |
use std::time::Instant;
|
|
|
14 |
utils::default,
|
15 |
};
|
16 |
use bevy_rapier2d::dynamics::Velocity;
|
17 |
+
use leafwing_input_manager::{
|
18 |
input_map::InputMap,
|
19 |
action_state::{ ActionData, ActionState },
|
20 |
axislike::VirtualDPad,
|
21 |
input_processing::WithDualAxisProcessingPipelineExt,
|
22 |
plugin::{ InputManagerPlugin, InputManagerSystem },
|
23 |
};
|
24 |
+
pub use leafwing_input_manager::Actionlike;
|
25 |
|
26 |
use std::collections::HashMap;
|
27 |
use std::time::Instant;
|
src/plugins/splashscreen/mod.rs
CHANGED
@@ -12,7 +12,7 @@ use bevy_asset_loader::loading_state::{
|
|
12 |
LoadingState,
|
13 |
LoadingStateAppExt,
|
14 |
};
|
15 |
-
use
|
16 |
pub use resources::SplashScreenConfiguration;
|
17 |
|
18 |
use self::{
|
|
|
12 |
LoadingState,
|
13 |
LoadingStateAppExt,
|
14 |
};
|
15 |
+
use iyes_progress::ProgressPlugin;
|
16 |
pub use resources::SplashScreenConfiguration;
|
17 |
|
18 |
use self::{
|
src/plugins/ui/mod.rs
CHANGED
@@ -1,9 +1,8 @@
|
|
1 |
use bevy::prelude::*;
|
2 |
|
|
|
3 |
use release_label::release_label;
|
4 |
use tooltip::spawn_tooltip;
|
5 |
-
use bevy_vector_shapes::prelude::*;
|
6 |
-
use aery::prelude::*;
|
7 |
|
8 |
//use keycap_demo::keycap_demo;
|
9 |
|
@@ -35,16 +34,11 @@ use crate::plugins::ui::keycap_demo::keycap_demo;
|
|
35 |
pub(crate) fn plugin(app: &mut bevy::app::App) {
|
36 |
// Resources
|
37 |
app.insert_resource(ClearColor(Color::DARK_GRAY))
|
38 |
-
// Plugins
|
39 |
-
.add_plugins(ShapePlugin::default())
|
40 |
-
// 🐺
|
41 |
// Startup
|
42 |
//.add_systems(Startup, keycap_demo)
|
43 |
.add_systems(Startup, release_label)
|
44 |
-
|
45 |
// Update
|
46 |
//.add_systems(Update, flying_labels)
|
47 |
-
|
48 |
// PreUpdate
|
49 |
.add_systems(PreUpdate, spawn_tooltip);
|
50 |
}
|
|
|
1 |
use bevy::prelude::*;
|
2 |
|
3 |
+
use aery::prelude::*;
|
4 |
use release_label::release_label;
|
5 |
use tooltip::spawn_tooltip;
|
|
|
|
|
6 |
|
7 |
//use keycap_demo::keycap_demo;
|
8 |
|
|
|
34 |
pub(crate) fn plugin(app: &mut bevy::app::App) {
|
35 |
// Resources
|
36 |
app.insert_resource(ClearColor(Color::DARK_GRAY))
|
|
|
|
|
|
|
37 |
// Startup
|
38 |
//.add_systems(Startup, keycap_demo)
|
39 |
.add_systems(Startup, release_label)
|
|
|
40 |
// Update
|
41 |
//.add_systems(Update, flying_labels)
|
|
|
42 |
// PreUpdate
|
43 |
.add_systems(PreUpdate, spawn_tooltip);
|
44 |
}
|