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@ -1,5 +1,5 @@
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use amethyst::{
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use amethyst::{
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assets::{AssetStorage, Handle, Loader, Processor},
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assets::{AssetStorage, Loader, Processor},
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core::transform::{Transform, TransformBundle},
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core::transform::{Transform, TransformBundle},
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ecs::prelude::{ReadExpect, Resources, SystemData},
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ecs::prelude::{ReadExpect, Resources, SystemData},
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prelude::*,
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prelude::*,
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@ -14,13 +14,16 @@ use amethyst::{
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hal::{format::Format, image},
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hal::{format::Format, image},
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},
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},
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types::DefaultBackend,
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types::DefaultBackend,
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Camera, GraphCreator, ImageFormat, RenderingSystem, SpriteSheet, SpriteSheetFormat,
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Camera, GraphCreator, ImageFormat, RenderingSystem, SpriteRender, SpriteSheet,
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Texture,
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SpriteSheetFormat, Texture,
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},
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},
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utils::application_root_dir,
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utils::application_root_dir,
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window::{ScreenDimensions, Window, WindowBundle},
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window::{ScreenDimensions, Window, WindowBundle},
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};
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};
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static WIDTH: u32 = 800;
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static HEIGHT: u32 = 600;
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struct MyState;
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struct MyState;
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impl SimpleState for MyState {
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impl SimpleState for MyState {
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@ -29,8 +32,8 @@ impl SimpleState for MyState {
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init_camera(world);
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init_camera(world);
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// TODO(happens): Add entity for this
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let sprites = load_sprites(world);
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let _spritesheet = load_sprites(world);
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init_sprites(world, &sprites);
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}
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}
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}
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}
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@ -45,7 +48,6 @@ fn main() -> amethyst::Result<()> {
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let render_graph = RenderGraph::default();
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let render_graph = RenderGraph::default();
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let render_system = RenderingSystem::<DefaultBackend, _>::new(render_graph);
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let render_system = RenderingSystem::<DefaultBackend, _>::new(render_graph);
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// TODO(happens): Add UI example
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let game_data = GameDataBuilder::default()
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let game_data = GameDataBuilder::default()
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.with_bundle(WindowBundle::from_config_path(display_config))?
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.with_bundle(WindowBundle::from_config_path(display_config))?
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.with_bundle(TransformBundle::new())?
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.with_bundle(TransformBundle::new())?
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@ -64,22 +66,21 @@ fn main() -> amethyst::Result<()> {
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fn init_camera(world: &mut World) {
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fn init_camera(world: &mut World) {
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let mut transform = Transform::default();
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let mut transform = Transform::default();
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transform.set_translation_xyz(100., 100., 1.);
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transform.set_translation_xyz(WIDTH as f32 * 0.5, HEIGHT as f32 * 0.5, 1.);
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world
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world
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.create_entity()
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.create_entity()
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.with(Camera::standard_2d(200., 200.))
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.with(Camera::standard_2d(WIDTH as f32, HEIGHT as f32))
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.with(transform)
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.with(transform)
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.build();
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.build();
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}
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}
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fn load_sprites(world: &mut World) -> Handle<SpriteSheet> {
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fn load_sprites(world: &mut World) -> Vec<SpriteRender> {
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// TODO(happens): Add sprite assets
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let texture_handle = {
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let texture_handle = {
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let loader = world.read_resource::<Loader>();
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let loader = world.read_resource::<Loader>();
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let texture_storage = world.read_resource::<AssetStorage<Texture>>();
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let texture_storage = world.read_resource::<AssetStorage<Texture>>();
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loader.load(
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loader.load(
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"sprites/ayaya.png",
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"sprites/logo.png",
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ImageFormat::default(),
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ImageFormat::default(),
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(),
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(),
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&texture_storage,
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&texture_storage,
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@ -90,14 +91,34 @@ fn load_sprites(world: &mut World) -> Handle<SpriteSheet> {
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let loader = world.read_resource::<Loader>();
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let loader = world.read_resource::<Loader>();
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let sheet_storage = world.read_resource::<AssetStorage<SpriteSheet>>();
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let sheet_storage = world.read_resource::<AssetStorage<SpriteSheet>>();
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loader.load(
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loader.load(
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"sprites/ayaya.ron",
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"sprites/logo.ron",
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SpriteSheetFormat(texture_handle),
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SpriteSheetFormat(texture_handle),
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(),
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(),
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&sheet_storage,
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&sheet_storage,
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)
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)
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};
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};
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sheet_handle
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(0..3)
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.map(|i| SpriteRender {
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sprite_sheet: sheet_handle.clone(),
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sprite_number: i,
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})
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.collect()
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}
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fn init_sprites(world: &mut World, sprites: &[SpriteRender]) {
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for (i, sprite) in sprites.iter().enumerate() {
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let x = (i as f32 - 1.) * 100. + WIDTH as f32 * 0.5;
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let y = (i as f32 - 1.) * 100. + HEIGHT as f32 * 0.5;
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let mut transform = Transform::default();
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transform.set_translation_xyz(x, y, 0.);
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world
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.create_entity()
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.with(sprite.clone())
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.with(transform)
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.build();
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}
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}
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}
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// TODO(happens): Can we provide this with a few parameters,
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// TODO(happens): Can we provide this with a few parameters,
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