Add background and variable damage
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assets/grass.jpg
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assets/grass.jpg
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After Width: | Height: | Size: 314 KiB |
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assets/grass.png
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assets/grass.png
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After Width: | Height: | Size: 60 KiB |
30
src/main.rs
30
src/main.rs
@ -39,6 +39,20 @@ fn setup(mut commands: Commands, assets: Res<AssetServer>) {
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// cameras
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commands.spawn_bundle(OrthographicCameraBundle::new_2d());
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commands.spawn_bundle(UiCameraBundle::default());
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// background
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for x in -20..20 {
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for y in -20..20 {
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commands.spawn_bundle(SpriteBundle {
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texture: assets.load("grass.png"),
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transform: Transform {
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translation: Vec3::new(x as f32 * 128.0, y as f32 * 128.0, 0.0),
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..Default::default()
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},
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..Default::default()
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});
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}
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}
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// arnold himself
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commands
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.spawn_bundle(SpriteBundle {
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@ -47,13 +61,13 @@ fn setup(mut commands: Commands, assets: Res<AssetServer>) {
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})
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.insert(Arnold::new())
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.insert(Transform {
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translation: Vec3::new(0.0, 0.0, 0.0),
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translation: Vec3::new(0.0, 0.0, 10.0),
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..Default::default()
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});
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// enemy spawner
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commands
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.spawn()
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.insert(EnemySpawner::new(Timer::from_seconds(3.0, true)));
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.insert(EnemySpawner::new(Timer::from_seconds(1.5, true)));
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// scoreboard
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commands
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.spawn_bundle(TextBundle {
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@ -146,6 +160,8 @@ fn projectile_collide_system(
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projectile_query: Query<(&Projectile, &Transform)>,
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mut target_query: Query<(Entity, &mut Hitpoints, &Transform)>,
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) {
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let mut rng = rand::thread_rng();
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for (entity, mut hp, target_transform) in target_query.iter_mut() {
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for (projectile, projectile_transform) in projectile_query.iter() {
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if target_transform
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@ -153,8 +169,10 @@ fn projectile_collide_system(
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.distance(projectile_transform.translation)
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< 32.0
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{
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hp.hp -= projectile.damage;
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stats.damage_dealt += projectile.damage;
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let damage_variable = projectile.damage / 5;
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let actual_damage = projectile.damage - damage_variable / 2 + rng.gen_range(0..damage_variable + 1);
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hp.hp -= actual_damage;
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stats.damage_dealt += actual_damage;
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let font = assets.load("fonts/PressStart2P-Regular.ttf");
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let text_style = TextStyle {
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@ -169,7 +187,7 @@ fn projectile_collide_system(
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commands
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.spawn_bundle(Text2dBundle {
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text: Text::with_section(
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&format!("{}", projectile.damage),
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&format!("{}", actual_damage),
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text_style,
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text_alignment,
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),
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@ -361,7 +379,7 @@ fn enemy_spawner_system(
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},
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..Default::default()
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})
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.insert(FollowArnold::new(1.0))
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.insert(FollowArnold::new(0.8))
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.insert(Hitpoints::new(8));
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}
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