generated from tipragot/rust
Add a camera system #69
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crates/border-wars/assets/caca.png
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crates/border-wars/assets/caca.png
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crates/border-wars/src/camera.rs
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21
crates/border-wars/src/camera.rs
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@ -0,0 +1,21 @@
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//! TODO
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use bevy::prelude::*;
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/// TODO
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pub struct CameraPlugin;
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impl Plugin for CameraPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Startup, init_camera);
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}
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}
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/// TODO
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fn init_camera(mut commands: Commands) {
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commands.spawn(Camera2dBundle::default());
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}
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fn movement_system(){}
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tipragot
commented
No abreviations No abreviations
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fn zoom_system(){}
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@ -4,6 +4,7 @@ use bevy::prelude::*;
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pub mod map;
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pub mod scenes;
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pub mod camera;
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/// The current scene of the game.
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#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
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@ -1,11 +1,20 @@
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//! The main entry point of the game.
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use bevy::prelude::*;
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use border_wars::scenes::ScenesPlugin;
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use border_wars::{camera::CameraPlugin, scenes::ScenesPlugin};
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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(ScenesPlugin)
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.add_plugins(CameraPlugin)
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.add_systems(OnEnter(border_wars::CurrentScene::Game), init_shap)
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.run();
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}
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fn init_shap(mut commands: Commands, assets_server: Res<AssetServer>) {
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commands.spawn(SpriteBundle{
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texture: assets_server.load("caca.png").into(),
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..Default::default()
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});
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}
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