Проектная работа - WIP
This commit is contained in:
+3
-100
@@ -2,6 +2,9 @@ use bevy::prelude::*;
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use crate::domain::{Direction, GRID_SIZE, GridBarier, Head, Inert, SnakePath, Velocity};
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mod tools;
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use tools::*;
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/// Система поворота головы змеи
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pub fn head_rotation(
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input: Res<ButtonInput<KeyCode>>,
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@@ -49,103 +52,3 @@ pub fn moving(
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}
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}
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}
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/// Разбиение изменения координаты по границам сетки
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fn split_by_grid(src: f32, dst: f32, grid: f32) -> Vec<(f32, f32)> {
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if grid <= 0.0 {
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return vec![(dst, dst - src)];
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};
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let old_grid = src / grid;
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let new_grid = dst / grid;
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let old_grid_right = old_grid.ceil();
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let new_grid_right = new_grid.ceil();
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let mut output = Vec::with_capacity(2);
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if src < dst {
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let mut src: f32 = src;
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for step in old_grid_right as i32..new_grid_right as i32 {
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let step = step as f32 * grid;
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if step != src {
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output.push((step, step - src));
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}
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src = step;
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}
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output.push((dst, dst - src));
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} else {
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let mut dst: f32 = dst;
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for step in new_grid_right as i32..old_grid_right as i32 {
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let step = step as f32 * grid;
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if step != dst {
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output.push((dst, dst - step));
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}
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dst = step;
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}
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output.push((dst, dst - src));
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output.reverse();
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}
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output
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}
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#[cfg(test)]
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mod test {
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use crate::gameplay::*;
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#[test]
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fn test_split_by_grid() {
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// движение вправо
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assert_eq!(split_by_grid(1.0, 4.0, 5.0), vec![(4.0, 3.0)]);
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assert_eq!(split_by_grid(3.0, 5.0, 5.0), vec![(5.0, 2.0)]);
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assert_eq!(split_by_grid(3.0, 6.0, 5.0), vec![(5.0, 2.0), (6.0, 1.0)]);
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assert_eq!(split_by_grid(3.0, 10.0, 5.0), vec![(5.0, 2.0), (10.0, 5.0)]);
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assert_eq!(
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split_by_grid(3.0, 11.0, 5.0),
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vec![(5.0, 2.0), (10.0, 5.0), (11.0, 1.0)]
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);
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assert_eq!(split_by_grid(-2.0, 3.0, 5.0), vec![(0.0, 2.0), (3.0, 3.0)]);
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assert_eq!(
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split_by_grid(-6.0, 7.0, 5.0),
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vec![(-5.0, 1.0), (0.0, 5.0), (5.0, 5.0), (7.0, 2.0)]
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);
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assert_eq!(
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split_by_grid(-6.0, -2.0, 5.0),
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vec![(-5.0, 1.0), (-2.0, 3.0)]
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);
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// движение влево
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assert_eq!(split_by_grid(4.0, 1.0, 5.0), vec![(1.0, -3.0)]);
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assert_eq!(split_by_grid(5.0, 3.0, 5.0), vec![(3.0, -2.0)]);
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assert_eq!(split_by_grid(6.0, 3.0, 5.0), vec![(5.0, -1.0), (3.0, -2.0)]);
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assert_eq!(
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split_by_grid(10.0, 3.0, 5.0),
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vec![(5.0, -5.0), (3.0, -2.0)]
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);
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assert_eq!(
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split_by_grid(11.0, 3.0, 5.0),
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vec![(10.0, -1.0), (5.0, -5.0), (3.0, -2.0)]
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);
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assert_eq!(
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split_by_grid(3.0, -2.0, 5.0),
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vec![(0.0, -3.0), (-2.0, -2.0)]
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);
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assert_eq!(
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split_by_grid(7.0, -6.0, 5.0),
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vec![(5.0, -2.0), (0.0, -5.0), (-5.0, -5.0), (-6.0, -1.0)]
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);
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assert_eq!(
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split_by_grid(-2.0, -6.0, 5.0),
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vec![(-5.0, -3.0), (-6.0, -1.0)]
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);
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// сценарии с нулевой сеткой
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assert_eq!(split_by_grid(1.0, 4.0, 0.0), vec![(4.0, 3.0)]);
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assert_eq!(split_by_grid(4.0, 1.0, 0.0), vec![(1.0, -3.0)]);
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// Сценарии со стартом в узле сетки
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assert_eq!(split_by_grid(0.0, 1.5, 5.0), vec![(1.5, 1.5)]);
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assert_eq!(split_by_grid(5.0, 7.0, 5.0), vec![(7.0, 2.0)]);
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assert_eq!(split_by_grid(0.0, -1.5, 5.0), vec![(-1.5, -1.5)]);
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assert_eq!(split_by_grid(5.0, 3.0, 5.0), vec![(3.0, -2.0)]);
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}
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}
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@@ -0,0 +1,99 @@
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/// Разбиение изменения координаты по границам сетки
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pub fn split_by_grid(src: f32, dst: f32, grid: f32) -> Vec<(f32, f32)> {
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if grid <= 0.0 {
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return vec![(dst, dst - src)];
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};
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let old_grid = src / grid;
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let new_grid = dst / grid;
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let old_grid_right = old_grid.ceil();
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let new_grid_right = new_grid.ceil();
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let mut output = Vec::with_capacity(2);
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if src < dst {
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let mut src: f32 = src;
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for step in old_grid_right as i32..new_grid_right as i32 {
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let step = step as f32 * grid;
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if step != src {
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output.push((step, step - src));
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}
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src = step;
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}
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output.push((dst, dst - src));
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} else {
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let mut dst: f32 = dst;
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for step in new_grid_right as i32..old_grid_right as i32 {
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let step = step as f32 * grid;
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if step != dst {
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output.push((dst, dst - step));
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}
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dst = step;
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}
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output.push((dst, dst - src));
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output.reverse();
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}
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output
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}
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#[cfg(test)]
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mod test {
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use crate::gameplay::*;
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#[test]
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fn test_split_by_grid() {
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// движение вправо
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assert_eq!(split_by_grid(1.0, 4.0, 5.0), vec![(4.0, 3.0)]);
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assert_eq!(split_by_grid(3.0, 5.0, 5.0), vec![(5.0, 2.0)]);
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assert_eq!(split_by_grid(3.0, 6.0, 5.0), vec![(5.0, 2.0), (6.0, 1.0)]);
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assert_eq!(split_by_grid(3.0, 10.0, 5.0), vec![(5.0, 2.0), (10.0, 5.0)]);
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assert_eq!(
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split_by_grid(3.0, 11.0, 5.0),
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vec![(5.0, 2.0), (10.0, 5.0), (11.0, 1.0)]
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);
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assert_eq!(split_by_grid(-2.0, 3.0, 5.0), vec![(0.0, 2.0), (3.0, 3.0)]);
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assert_eq!(
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split_by_grid(-6.0, 7.0, 5.0),
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vec![(-5.0, 1.0), (0.0, 5.0), (5.0, 5.0), (7.0, 2.0)]
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);
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assert_eq!(
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split_by_grid(-6.0, -2.0, 5.0),
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vec![(-5.0, 1.0), (-2.0, 3.0)]
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);
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// движение влево
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assert_eq!(split_by_grid(4.0, 1.0, 5.0), vec![(1.0, -3.0)]);
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assert_eq!(split_by_grid(5.0, 3.0, 5.0), vec![(3.0, -2.0)]);
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assert_eq!(split_by_grid(6.0, 3.0, 5.0), vec![(5.0, -1.0), (3.0, -2.0)]);
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assert_eq!(
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split_by_grid(10.0, 3.0, 5.0),
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vec![(5.0, -5.0), (3.0, -2.0)]
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);
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assert_eq!(
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split_by_grid(11.0, 3.0, 5.0),
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vec![(10.0, -1.0), (5.0, -5.0), (3.0, -2.0)]
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);
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assert_eq!(
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split_by_grid(3.0, -2.0, 5.0),
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vec![(0.0, -3.0), (-2.0, -2.0)]
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);
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assert_eq!(
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split_by_grid(7.0, -6.0, 5.0),
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vec![(5.0, -2.0), (0.0, -5.0), (-5.0, -5.0), (-6.0, -1.0)]
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);
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assert_eq!(
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split_by_grid(-2.0, -6.0, 5.0),
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vec![(-5.0, -3.0), (-6.0, -1.0)]
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);
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// сценарии с нулевой сеткой
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assert_eq!(split_by_grid(1.0, 4.0, 0.0), vec![(4.0, 3.0)]);
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assert_eq!(split_by_grid(4.0, 1.0, 0.0), vec![(1.0, -3.0)]);
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// Сценарии со стартом в узле сетки
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assert_eq!(split_by_grid(0.0, 1.5, 5.0), vec![(1.5, 1.5)]);
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assert_eq!(split_by_grid(5.0, 7.0, 5.0), vec![(7.0, 2.0)]);
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assert_eq!(split_by_grid(0.0, -1.5, 5.0), vec![(-1.5, -1.5)]);
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assert_eq!(split_by_grid(5.0, 3.0, 5.0), vec![(3.0, -2.0)]);
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}
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}
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@@ -37,7 +37,7 @@ fn spawn_snake(commands: &mut Commands) {
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vec2(HEAD_SIZE as f32, HEAD_SIZE as f32),
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),
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Transform {
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translation: vec3(0.0, 0.0, 1.0),
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translation: vec3(0.0, 0.0, 0.0),
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..Default::default()
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},
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))
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@@ -48,7 +48,7 @@ fn spawn_snake(commands: &mut Commands) {
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vec2(HEAD_SIZE as f32 * 0.3, HEAD_SIZE as f32 * 0.3),
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),
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Transform {
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translation: vec3(HEAD_SIZE as f32 * -0.25, HEAD_SIZE as f32 * 0.25, 0.0),
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translation: vec3(HEAD_SIZE as f32 * -0.25, HEAD_SIZE as f32 * 0.25, 1.0),
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..Default::default()
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},
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ChildOf(head),
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@@ -59,7 +59,7 @@ fn spawn_snake(commands: &mut Commands) {
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vec2(HEAD_SIZE as f32 * 0.2, HEAD_SIZE as f32 * 0.2),
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),
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Transform {
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translation: vec3(HEAD_SIZE as f32 * 0.25, HEAD_SIZE as f32 * 0.25, 0.0),
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translation: vec3(HEAD_SIZE as f32 * 0.25, HEAD_SIZE as f32 * 0.25, 1.0),
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..Default::default()
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},
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ChildOf(head),
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@@ -93,6 +93,25 @@ fn spawn_snake(commands: &mut Commands) {
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commands.entity(event.0).remove::<ObservedBy>();
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},
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);
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commands
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.entity(tail)
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//
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.observe(
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|event: On<GridBarier>,
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mut query: Query<(&mut Direction, &Transform)>,
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snake_path: Res<SnakePath>| {
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trace!("first observer working");
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if let Ok((mut direction, transform)) = query.get_mut(event.0) {
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if let Some(new_direction) = snake_path.pick(transform) {
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*direction = new_direction;
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}
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}
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},
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)
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.observe(|event: On<GridBarier>| {
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trace!("second observer working");
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});
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}
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/// Создать координатную сетку
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