Slapping a grid on it
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a62eb40527
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54
src/main.rs
54
src/main.rs
@ -1,5 +1,27 @@
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use bevy::prelude::*;
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const ARENA_WIDTH: u32 = 10;
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const ARENA_HEIGHT: u32 = 10;
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#[derive(Default, Copy, Clone, Eq, PartialEq, Hash)]
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struct Position {
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x: i32,
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y: i32,
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}
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struct Size {
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width: f32,
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height: f32,
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}
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impl Size {
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pub fn square(x: f32) -> Self {
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Self {
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width: x,
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height: x,
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}
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}
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}
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struct SnakeHead;
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struct Materials {
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head_material: Handle<ColorMaterial>,
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@ -19,7 +41,9 @@ fn spawn_snake(commands: &mut Commands, materials: Res<Materials>) {
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sprite: Sprite::new(Vec2::new(10.0, 10.0)),
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..Default::default()
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})
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.with(SnakeHead);
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.with(SnakeHead)
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.with(Position { x: 3, y: 3 })
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.with(Size::square(0.8));
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}
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fn snake_movement(
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@ -42,11 +66,39 @@ fn snake_movement(
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}
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}
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fn size_scaling(windows: Res<Windows>, mut q: Query<(&Size, &mut Sprite)>) {
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let window = windows.get_primary().unwrap();
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for (sprite_size, mut sprite) in q.iter_mut() {
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sprite.size = Vec2::new(
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sprite_size.width / ARENA_WIDTH as f32 * window.width() as f32,
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sprite_size.height / ARENA_HEIGHT as f32 * window.height() as f32,
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);
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}
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}
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fn position_translation(windows: Res<Windows>, mut q: Query<(&Position, &mut Transform)>) {
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fn convert(pos: f32, bound_window: f32, bound_game: f32) -> f32 {
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let tile_size = bound_window / bound_game;
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pos / bound_game * bound_window - (bound_window / 2.) + (tile_size / 2.)
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}
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let window = windows.get_primary().unwrap();
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for (pos, mut transform) in q.iter_mut() {
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transform.translation = Vec3::new(
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convert(pos.x as f32, window.width() as f32, ARENA_WIDTH as f32),
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convert(pos.y as f32, window.height() as f32, ARENA_HEIGHT as f32),
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0.0,
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);
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}
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}
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fn main() {
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App::build()
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.add_startup_system(setup.system())
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.add_startup_stage("game_setup", SystemStage::single(spawn_snake.system()))
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.add_system(snake_movement.system())
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.add_system(position_translation.system())
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.add_system(size_scaling.system())
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.add_plugins(DefaultPlugins)
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.run();
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}
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