buh
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1
.gitignore
vendored
1
.gitignore
vendored
@@ -1 +1,2 @@
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/target/
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/assets/Sunny Land Collection Files/
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101
src/camera.rs
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101
src/camera.rs
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use bevy::prelude::*;
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use bevy_ecs_ldtk::prelude::*;
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use crate::player::Player;
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const ASPECT_RATIO: f32 = 16. / 9.;
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#[allow(clippy::type_complexity)]
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pub fn camera_fit_inside_current_level(
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mut camera_query: Query<
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(
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&mut bevy::render::camera::OrthographicProjection,
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&mut Transform,
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),
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Without<Player>,
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>,
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player_query: Query<&Transform, With<Player>>,
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level_query: Query<(&Transform, &LevelIid), (Without<OrthographicProjection>, Without<Player>)>,
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ldtk_projects: Query<&Handle<LdtkProject>>,
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level_selection: Res<LevelSelection>,
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ldtk_project_assets: Res<Assets<LdtkProject>>,
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) {
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if let Ok(Transform {
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translation: player_translation,
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..
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}) = player_query.get_single()
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{
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let player_translation = *player_translation;
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let (mut orthographic_projection, mut camera_transform) = camera_query.single_mut();
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for (level_transform, level_iid) in &level_query {
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let ldtk_project = ldtk_project_assets
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.get(ldtk_projects.single())
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.expect("Project should be loaded if level has spawned");
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let level = ldtk_project
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.get_raw_level_by_iid(&level_iid.to_string())
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.expect("Spawned level should exist in LDtk project");
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if level_selection.is_match(&LevelIndices::default(), level) {
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let level_ratio = level.px_wid as f32 / level.px_hei as f32;
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orthographic_projection.viewport_origin = Vec2::ZERO;
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if level_ratio > ASPECT_RATIO {
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// level is wider than the screen
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let height = (level.px_hei as f32 / 9.).round() * 9.;
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let width = height * ASPECT_RATIO;
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orthographic_projection.scaling_mode =
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bevy::render::camera::ScalingMode::Fixed { width, height };
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camera_transform.translation.x =
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(player_translation.x - level_transform.translation.x - width / 4.)
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.clamp(0., level.px_wid as f32 - width);
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camera_transform.translation.y = 0.;
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} else {
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// level is taller than the screen
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let width = (level.px_wid as f32 / 16.).round() * 16.;
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let height = width / ASPECT_RATIO;
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orthographic_projection.scaling_mode =
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bevy::render::camera::ScalingMode::Fixed { width, height };
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camera_transform.translation.y =
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(player_translation.y - level_transform.translation.y - height / 4.)
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.clamp(0., level.px_hei as f32 - height);
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camera_transform.translation.x = 0.;
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}
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camera_transform.translation.x += level_transform.translation.x;
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camera_transform.translation.y += level_transform.translation.y;
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}
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}
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}
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}
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const CAMERA_DECAY_RATE: f32 = 2.;
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fn update_camera(
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mut camera_query: Query<
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(
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&mut bevy::render::camera::OrthographicProjection,
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&mut Transform,
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),
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Without<Player>,
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>,
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player_query: Query<&Transform, With<Player>>,
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time: Res<Time>,
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) {
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if let Ok(Transform {
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translation: player_translation,
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..
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}) = player_query.get_single()
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{
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let player_translation = *player_translation;
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let (mut orthographic_projection, mut camera_transform) = camera_query.single_mut();
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let Vec3 { x, y, .. } = player_translation;
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let direction = Vec3::new(x, y, camera_transform.translation.z);
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// Applies a smooth effect to camera movement using stable interpolation
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// between the camera position and the player position on the x and y axes.
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camera_transform
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.translation += direction;
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}
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}
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