Проектная работа - WIP
This commit is contained in:
@@ -1,2 +1,3 @@
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/target/
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/Cargo.lock
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/*.log
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@@ -6,6 +6,7 @@ edition = "2024"
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[dependencies]
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bevy = "0.18"
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tracing = "0.1"
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tracing-subscriber = "0.3"
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[profile.release]
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opt-level = "z"
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@@ -0,0 +1,223 @@
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use bevy::math::bounding::{Aabb2d, BoundingCircle, BoundingVolume, IntersectsVolume};
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use bevy::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.insert_resource(ClearColor(Color::srgb(0.8, 0.8, 1.0)))
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.add_systems(Startup, setup)
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.add_systems(
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FixedUpdate,
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(move_paddle, apply_velocity, check_for_collisions),
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)
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.run();
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}
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const PADDLE_GAP_Y: f32 = 50.0;
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const PADDLE_COLOR: Color = Color::srgb(0.5, 0.5, 1.0);
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const PADDLE_SIZE: Vec2 = Vec2::new(120.0, 20.0);
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const PADDLE_SPEED: f32 = 500.0;
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const PADDLE_PADDING: f32 = 10.0;
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const LEFT_WALL: f32 = -600.0;
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const RIGHT_WALL: f32 = 600.0;
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const BOTTOM_WALL: f32 = -300.0;
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const TOP_WALL: f32 = 300.0;
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const WALL_WIDTH: f32 = 20.0;
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const BALL_START_POS: Vec2 = Vec2::new(0.0, -100.0);
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const BALL_COLOR: Color = Color::srgb(0.2, 0.5, 0.2);
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const BALL_DIAMETER: f32 = 20.0;
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const INIT_BALL_SPEED: Vec2 = Vec2::new(100.0, 100.0);
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#[derive(Component)]
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struct Paddle;
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#[derive(Component)]
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struct Ball;
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#[derive(Component)]
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struct Collider;
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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commands.spawn(Camera2d);
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let paddle_y = BOTTOM_WALL + PADDLE_GAP_Y;
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commands.spawn((
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Sprite::from_color(PADDLE_COLOR, Vec2::ONE),
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Transform {
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translation: Vec3::new(0.0, paddle_y, 0.0),
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scale: PADDLE_SIZE.extend(1.0),
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..Default::default()
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},
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Paddle,
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Collider,
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));
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commands.spawn((
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Mesh2d(meshes.add(Circle::default())),
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MeshMaterial2d(materials.add(BALL_COLOR)),
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Transform {
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translation: BALL_START_POS.extend(0.0),
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scale: Vec3::splat(BALL_DIAMETER),
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..Default::default()
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},
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Velocity(INIT_BALL_SPEED),
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Ball,
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));
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commands.spawn(Wall::new(WallLocation::Left));
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commands.spawn(Wall::new(WallLocation::Right));
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commands.spawn(Wall::new(WallLocation::Top));
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commands.spawn(Wall::new(WallLocation::Bottom));
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}
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fn move_paddle(
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input: Res<ButtonInput<KeyCode>>,
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time: Res<Time>,
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mut paddle_transform: Single<&mut Transform, With<Paddle>>,
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) {
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let direction = if input.pressed(KeyCode::ArrowLeft) {
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-1.0
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} else if input.pressed(KeyCode::ArrowRight) {
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1.0
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} else {
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0.0
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};
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let new_pos = paddle_transform.translation.x + direction * PADDLE_SPEED * time.delta_secs();
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const LEFT_BOUND: f32 = LEFT_WALL + WALL_WIDTH / 2.0 + PADDLE_SIZE.x / 2.0 + PADDLE_PADDING;
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const RIGHT_BOUND: f32 = RIGHT_WALL - WALL_WIDTH / 2.0 - PADDLE_SIZE.x / 2.0 - PADDLE_PADDING;
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paddle_transform.translation.x = new_pos.clamp(LEFT_BOUND, RIGHT_BOUND);
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}
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#[derive(Component, Deref, DerefMut)]
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struct Velocity(Vec2);
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fn apply_velocity(time: Res<Time>, mut query: Query<(&mut Transform, &Velocity)>) {
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for (mut transform, velocity) in &mut query {
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transform.translation += velocity.extend(0.0) * time.delta_secs();
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}
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}
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fn check_for_collisions(
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ball_query: Single<(&mut Velocity, &Transform), With<Ball>>,
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collider_query: Query<&Transform, With<Collider>>,
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) {
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let (mut ball_velocity, ball_transform) = ball_query.into_inner();
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for collider_transform in &collider_query {
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let collision = ball_collision(
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BoundingCircle::new(ball_transform.translation.truncate(), BALL_DIAMETER / 2.0),
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Aabb2d::new(
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collider_transform.translation.truncate(),
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collider_transform.scale.truncate() / 2.0,
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),
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);
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if let Some(collision) = collision {
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let mut reflect_x = false;
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let mut reflect_y = false;
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match collision {
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Collision::Left => reflect_x = ball_velocity.x > 0.0,
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Collision::Right => reflect_x = ball_velocity.x < 0.0,
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Collision::Top => reflect_y = ball_velocity.y < 0.0,
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Collision::Bottom => reflect_y = ball_velocity.y > 0.0,
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};
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if reflect_x {
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ball_velocity.x *= -1.0;
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}
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if reflect_y {
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ball_velocity.y *= -1.0;
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}
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}
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}
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}
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enum Collision {
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Left,
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Right,
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Top,
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Bottom,
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}
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fn ball_collision(circle: BoundingCircle, rect: Aabb2d) -> Option<Collision> {
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if !circle.intersects(&rect) {
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return None;
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}
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let closest = rect.closest_point(circle.center());
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let offset = circle.center() - closest;
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let side = if offset.x.abs() > offset.y.abs() {
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if offset.x < 0.0 {
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Collision::Left
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} else {
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Collision::Right
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}
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} else if offset.y > 0.0 {
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Collision::Top
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} else {
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Collision::Bottom
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};
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Some(side)
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}
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#[derive(Component)]
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#[require(Sprite, Transform)]
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struct Wall;
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impl Wall {
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pub fn new(location: WallLocation) -> (Wall, Sprite, Transform, Collider) {
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(
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Wall,
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Sprite::from_color(Color::srgb(1.0, 0.4, 0.4), Vec2::ONE),
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Transform {
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translation: location.position().extend(0.0),
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scale: location.size().extend(1.0),
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..Default::default()
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},
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Collider,
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)
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}
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}
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enum WallLocation {
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Left,
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Right,
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Top,
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Bottom,
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}
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impl WallLocation {
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fn position(&self) -> Vec2 {
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match self {
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WallLocation::Left => Vec2::new(LEFT_WALL, 0.0),
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WallLocation::Right => Vec2::new(RIGHT_WALL, 0.0),
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WallLocation::Top => Vec2::new(0.0, TOP_WALL),
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WallLocation::Bottom => Vec2::new(0.0, BOTTOM_WALL),
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}
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}
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fn size(&self) -> Vec2 {
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match self {
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WallLocation::Left | WallLocation::Right => {
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Vec2::new(WALL_WIDTH, TOP_WALL - BOTTOM_WALL)
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}
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WallLocation::Top | WallLocation::Bottom => {
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Vec2::new(RIGHT_WALL - LEFT_WALL, WALL_WIDTH)
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}
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}
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}
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}
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@@ -0,0 +1,51 @@
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/// Инициализация логирования
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pub fn define_log_layer() -> Option<bevy::log::BoxedFmtLayer> {
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use std::fs::File;
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use tracing::Level;
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use tracing_subscriber::{Layer, filter::Targets, fmt::layer};
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let targets = Targets::new()
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.with_target("bevy_asset", Level::INFO)
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.with_target("bevy_app", Level::INFO)
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.with_target("bevy_diagnostic", Level::WARN)
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.with_target("bevy_render", Level::INFO)
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.with_target("bevy_shader", Level::INFO)
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.with_target("bevy_time", Level::INFO)
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.with_target("bevy_winit", Level::INFO)
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.with_target("gilrs", Level::INFO)
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.with_target("naga", Level::INFO)
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.with_target("wgpu_core", Level::INFO)
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.with_target("wgpu_hal", Level::WARN)
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.with_target("offset_allocator", Level::INFO)
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.with_default(Level::TRACE);
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let stdout = layer()
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.compact()
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.with_thread_names(true)
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.with_file(false)
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.with_line_number(false)
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.with_filter(targets.clone())
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.boxed();
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let file = match File::options()
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.write(true)
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.create(true)
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.append(true)
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.open("snake-game.log")
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{
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Ok(file) => file,
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Err(e) => {
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eprintln!("No access to log file: {:?}", e);
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return Some(stdout);
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}
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};
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let log_file = layer()
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.compact()
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.with_ansi(false)
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.with_thread_names(true)
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.with_file(false)
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.with_line_number(false)
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.with_writer(file)
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.with_filter(targets.clone())
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.boxed();
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Some(Box::new(vec![stdout, log_file]))
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}
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+28
-1
@@ -1,3 +1,30 @@
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use bevy::ecs::system::command::*;
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use bevy::math::bounding::*;
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use bevy::prelude::*;
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fn main() {
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println!("Hello, world!");
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App::new()
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.add_plugins(
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DefaultPlugins
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.build()
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.set(bevy::log::LogPlugin {
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fmt_layer: |_| snake_game::define_log_layer(),
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..Default::default()
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})
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.set(TaskPoolPlugin {
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task_pool_options: TaskPoolOptions::with_num_threads(1),
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}),
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)
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.insert_resource(ClearColor(Color::srgb(0.8, 0.8, 1.0)))
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.add_systems(Startup, setup)
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// config
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.run();
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}
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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commands.spawn(Camera2d);
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}
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