Shabingus two files LETS GOOOOOO OwO
parent
af393f6a30
commit
8019e71014
130
src/main.rs
130
src/main.rs
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@ -1,7 +1,9 @@
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use bevy::prelude::*;
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use player::PlayerPlugin;
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use serde::{Deserialize, Serialize};
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use std::fs;
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use std::path::Path;
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use crate::player::Player;
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#[derive(Component, Serialize, Deserialize)]
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pub struct Settings {
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@ -14,31 +16,14 @@ pub struct Settings {
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pub input_sprite_location: Vec2,
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}
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#[derive(Serialize, Deserialize)]
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pub struct PlayerYAML {
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pub sprite_path: String,
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pub speed: f32,
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pub movement: Vec2,
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pub direction: Vec2,
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pub dash: bool,
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pub dash_modifier: f32,
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}
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#[derive(Component)]
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pub struct Player {
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pub speed: f32,
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pub movement: Vec2,
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pub direction: Vec2,
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pub dash: bool,
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pub dash_modifier: f32,
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}
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#[derive(Component)]
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pub struct InputVisual {
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pub location: Vec2,
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pub input_direction: Vec2,
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}
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mod player;
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fn main() {
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App::new()
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.add_plugins(
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@ -55,10 +40,10 @@ fn main() {
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})
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.build(),
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)
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.add_plugins(PlayerPlugin)
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.add_systems(Startup, setup)
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.add_systems(Update, get_input)
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.add_systems(Update, draw_input)
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.add_systems(Update, character_movement)
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.run();
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}
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@ -113,53 +98,6 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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input_direction: Vec2::new(0.0, 0.0),
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},
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));
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//Default player_data
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let mut player_data_yaml: String = "
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#These values you can just go edit no problem
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sprite_path: blobcat_hertog.png
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speed: 75.0
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movement: [
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0.0,
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0.0
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]
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#These you should leave alone
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direction: [
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0.0,
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0.0
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]
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dash: false
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dash_modifier: 0.3
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"
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.to_string();
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let player_data_file = Path::new("./data/player_data.yml");
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if player_data_file.exists() {
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player_data_yaml = fs::read_to_string("./data/player_data.yml")
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.expect("Error reading data/player_data.yml");
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} else {
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fs::write("./data/player_data.yml", player_data_yaml.clone())
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.expect("Error writing data/player_data.yml");
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}
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let player_data =
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serde_yaml::from_str::<PlayerYAML>(&player_data_yaml).expect("Error serializing to YAML");
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commands.spawn((
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SpriteBundle {
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sprite: Sprite {
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custom_size: Some(Vec2::new(50.0, 50.0)),
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..default()
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},
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texture: asset_server.load(player_data.sprite_path),
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..default()
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},
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//TODO: find out how to use vectors in json so I don't have to use this array fuckery
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Player {
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speed: player_data.speed,
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movement: Vec2::new(player_data.movement.x, player_data.movement.y),
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direction: Vec2::new(player_data.direction.x, player_data.direction.y),
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dash: player_data.dash,
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dash_modifier: player_data.dash_modifier,
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},
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));
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}
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//TODO: make it so keycodes can be changed (maby through JSON at first and later make a UI menu to edit said JSON)
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@ -212,61 +150,3 @@ fn draw_input(mut visuals: Query<(&mut Transform, &mut InputVisual)>, input: Que
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}
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}
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}
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fn character_movement(mut characters: Query<(&mut Transform, &mut Player)>, time: Res<Time>) {
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for (mut transform, mut player) in &mut characters {
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let dash_modifier: f32 = player.dash_modifier;
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let current_movement: Vec2 = player.movement;
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if player.dash == false {
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if player.direction.y == 1.0 && player.movement.y <= 1.0 {
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player.movement.y += player.speed;
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}
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if player.direction.y == 0.0 && player.movement.y >= 1.0 {
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player.movement.y -= player.speed;
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}
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if player.direction.y == -1.0 && player.movement.y >= -1.0 {
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player.movement.y -= player.speed;
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}
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if player.direction.y == 0.0 && player.movement.y <= -1.0 {
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player.movement.y += player.speed;
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}
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if player.direction.x == 1.0 && player.movement.x <= 1.0 {
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player.movement.x += player.speed;
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}
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if player.direction.x == 0.0 && player.movement.x >= 1.0 {
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player.movement.x -= player.speed;
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}
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if player.direction.x == -1.0 && player.movement.x >= -1.0 {
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player.movement.x -= player.speed;
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}
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if player.direction.x == 0.0 && player.movement.x <= -1.0 {
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player.movement.x += player.speed;
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}
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} else {
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if player.direction.y == 1.0 {
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player.movement += current_movement * dash_modifier;
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}
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if player.direction.y == -1.0 {
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player.movement -= current_movement * dash_modifier;
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}
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if player.direction.x == 1.0 {
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player.movement = Vec2::new(
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player.movement.x - player.movement.y * 0.1,
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player.movement.y + player.movement.x * 0.1,
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);
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}
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if player.direction.x == -1.0 {
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player.movement = Vec2::new(
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player.movement.x + player.movement.y * 0.1,
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player.movement.y - player.movement.x * 0.1,
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);
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}
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}
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transform.translation.x += player.movement.x * time.delta_seconds();
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transform.translation.y += player.movement.y * time.delta_seconds();
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}
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}
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@ -0,0 +1,138 @@
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use bevy::prelude::*;
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use serde::{Deserialize, Serialize};
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use std::fs;
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use std::path::Path;
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pub struct PlayerPlugin;
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impl Plugin for PlayerPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Startup, spawn_player)
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.add_systems(Update, player_movement);
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}
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}
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#[derive(Serialize, Deserialize)]
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pub struct PlayerYAML {
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pub sprite_path: String,
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pub speed: f32,
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pub movement: Vec2,
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pub direction: Vec2,
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pub dash: bool,
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pub dash_modifier: f32,
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}
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#[derive(Component)]
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pub struct Player {
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pub speed: f32,
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pub movement: Vec2,
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pub direction: Vec2,
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pub dash: bool,
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pub dash_modifier: f32,
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}
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fn spawn_player(mut commands: Commands, asset_server: Res<AssetServer>) {
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//Default player_data
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let mut player_data_yaml: String = "
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#These values you can just go edit no problem
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sprite_path: blobcat_hertog.png
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speed: 75.0
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movement: [
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0.0,
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0.0
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]
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#These you should leave alone
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direction: [
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0.0,
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0.0
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]
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dash: false
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dash_modifier: 0.3
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"
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.to_string();
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let player_data_file = Path::new("./data/player_data.yml");
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if player_data_file.exists() {
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player_data_yaml = fs::read_to_string("./data/player_data.yml")
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.expect("Error reading data/player_data.yml");
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} else {
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fs::write("./data/player_data.yml", player_data_yaml.clone())
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.expect("Error writing data/player_data.yml");
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}
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let player_data =
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serde_yaml::from_str::<PlayerYAML>(&player_data_yaml).expect("Error serializing to YAML");
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commands.spawn((
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SpriteBundle {
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sprite: Sprite {
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custom_size: Some(Vec2::new(50.0, 50.0)),
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..default()
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},
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texture: asset_server.load(player_data.sprite_path),
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..default()
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},
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//TODO: find out how to use vectors in json so I don't have to use this array fuckery
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Player {
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speed: player_data.speed,
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movement: Vec2::new(player_data.movement.x, player_data.movement.y),
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direction: Vec2::new(player_data.direction.x, player_data.direction.y),
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dash: player_data.dash,
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dash_modifier: player_data.dash_modifier,
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},
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));
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}
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fn player_movement(mut characters: Query<(&mut Transform, &mut Player)>, time: Res<Time>) {
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for (mut transform, mut player) in &mut characters {
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let dash_modifier: f32 = player.dash_modifier;
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let current_movement: Vec2 = player.movement;
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if player.dash == false {
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if player.direction.y == 1.0 && player.movement.y <= 1.0 {
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player.movement.y += player.speed;
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}
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if player.direction.y == 0.0 && player.movement.y >= 1.0 {
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player.movement.y -= player.speed;
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}
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if player.direction.y == -1.0 && player.movement.y >= -1.0 {
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player.movement.y -= player.speed;
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}
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if player.direction.y == 0.0 && player.movement.y <= -1.0 {
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player.movement.y += player.speed;
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}
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if player.direction.x == 1.0 && player.movement.x <= 1.0 {
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player.movement.x += player.speed;
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}
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if player.direction.x == 0.0 && player.movement.x >= 1.0 {
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player.movement.x -= player.speed;
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}
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if player.direction.x == -1.0 && player.movement.x >= -1.0 {
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player.movement.x -= player.speed;
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}
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if player.direction.x == 0.0 && player.movement.x <= -1.0 {
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player.movement.x += player.speed;
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}
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} else {
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if player.direction.y == 1.0 {
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player.movement += current_movement * dash_modifier;
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}
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if player.direction.y == -1.0 {
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player.movement -= current_movement * dash_modifier;
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}
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if player.direction.x == 1.0 {
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player.movement = Vec2::new(
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player.movement.x - player.movement.y * 0.1,
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player.movement.y + player.movement.x * 0.1,
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);
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}
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if player.direction.x == -1.0 {
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player.movement = Vec2::new(
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player.movement.x + player.movement.y * 0.1,
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player.movement.y - player.movement.x * 0.1,
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);
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}
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}
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transform.translation.x += player.movement.x * time.delta_seconds();
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transform.translation.y += player.movement.y * time.delta_seconds();
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}
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}
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