autoformat
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10
src/lib.rs
10
src/lib.rs
@@ -1,5 +1,5 @@
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//! Asteroids, implemented as a Bevy plugin.
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//!
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//!
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//! Compile-time configurables can be found in the [`config`] module.
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pub mod config;
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@@ -109,7 +109,7 @@ fn spawn_camera(mut commands: Commands) {
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}
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/// Player's thruster control system.
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///
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///
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/// Checks if "W" is pressed and increases velocity accordingly.
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fn input_ship_thruster(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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@@ -142,7 +142,7 @@ fn input_ship_thruster(
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}
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/// Player's rotation control system.
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///
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///
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/// Checks if "A" or "D" is pressed and updates the player's [`AngularVelocity`]
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/// component accordingly.
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fn input_ship_rotation(
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@@ -164,9 +164,9 @@ fn input_ship_rotation(
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}
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/// Player's gun trigger.
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///
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///
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/// Checks if the spacebar has just been pressed, spawning a bullet if so.
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///
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///
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/// TODO: Hook up a timer to control weapon fire-rate. Something will have to
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/// tick those timers. Maybe this system?
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fn input_ship_shoot(
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@@ -1,5 +1,5 @@
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//! Systems, Components, and any other items for powering the game logic.
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//!
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//!
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//! Where the objects (ship, asteroid, etc) carry their own behavioral systems,
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//! the *game* keeps its main logic here. Its for ambient behaviors, like
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//! asteroid spawning, or eventually the flying saucer spawns.
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@@ -11,10 +11,10 @@ use bevy::prelude::*;
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use crate::{WorldSize, events::SpawnAsteroid, objects::AsteroidSize};
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/// Asteroid spawning parameters and state.
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///
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///
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/// This struct keeps track of the rng and timer for spawning asteroids. In the
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/// future it may contain additional fields to allow for more control.
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///
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///
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/// It's values are operated by the [`tick_asteroid_manager`] system.
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#[derive(Resource)]
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pub struct AsteroidSpawner {
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