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11 Commits
72f062ea10
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v0.6.2
| Author | SHA1 | Date | |
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| 172b528138 | |||
| 70de4bb67d | |||
| ebee953955 | |||
| d2cb75c3a1 | |||
| 099926d368 | |||
| 76426094d3 | |||
| 4b101633e7 | |||
| a5a6f32037 | |||
| 4d899d3c97 | |||
| 6d5afc2445 | |||
| d34d0a31f2 |
6
Cargo.lock
generated
6
Cargo.lock
generated
@@ -242,7 +242,7 @@ dependencies = [
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[[package]]
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name = "asteroids"
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version = "0.6.0-dev3"
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version = "0.6.2"
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dependencies = [
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"bevy",
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"bevy-inspector-egui",
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@@ -4295,9 +4295,9 @@ dependencies = [
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[[package]]
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name = "portable-atomic"
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version = "1.11.1"
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version = "1.12.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "f84267b20a16ea918e43c6a88433c2d54fa145c92a811b5b047ccbe153674483"
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checksum = "f59e70c4aef1e55797c2e8fd94a4f2a973fc972cfde0e0b05f683667b0cd39dd"
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[[package]]
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name = "portable-atomic-util"
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@@ -1,6 +1,6 @@
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[package]
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name = "asteroids"
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version = "0.6.0-dev3"
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version = "0.6.2"
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edition = "2024"
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license = "AGPL-3.0-only"
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6
Makefile
6
Makefile
@@ -40,10 +40,10 @@ target/$(CARGO_TARGET)/$(CARGO_PROFILE)/asteroids.wasm: $(SRCS) Cargo.lock Cargo
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out:
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mkdir $@
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out/assets: out
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out/assets: | out
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mkdir $@
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out/assets/%.ogg: out/assets assets/%.ogg
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out/assets/%.ogg: assets/%.ogg | out/assets
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cp -ar assets/$*.ogg $@
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# Both the JS and WASM files are generated by the wasm-bindgen call, so both
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@@ -76,6 +76,8 @@ full-clean: clean
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# output into the web root. Only supports the "bundle-able" mode.
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install: web
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install -dm0755 $(DESTDIR)
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install -dm0755 $(DESTDIR)/assets
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install -m0644 out/asteroids.js $(DESTDIR)/
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install -m0644 out/asteroids_bg.wasm.gz $(DESTDIR)/
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install -m0644 out/asteroids.html $(DESTDIR)/
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install -m0644 $(ASSETS) $(DESTDIR)/assets/
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@@ -217,7 +217,7 @@ fn input_ship_shoot(
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physics::Velocity(bullet_vel),
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Mesh2d(game_assets.bullet().0),
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MeshMaterial2d(game_assets.bullet().1),
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ship_pos.clone(), // clone ship transform
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*ship_pos, // clone ship transform
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Lifetime(Timer::from_seconds(BULLET_LIFETIME, TimerMode::Once)),
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AudioPlayer::new(game_assets.laser_sound()),
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PlaybackSettings::ONCE, // `Lifetime` already despawns the entity, so this doesn't need to
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18
src/main.rs
18
src/main.rs
@@ -1,11 +1,15 @@
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use bevy::{prelude::*, window::WindowResolution};
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use asteroids::{AsteroidPlugin, config::WINDOW_SIZE};
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#[cfg(feature = "debug_ui")]
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use bevy_inspector_egui::{bevy_egui::EguiPlugin, quick::WorldInspectorPlugin};
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#[cfg(feature = "debug_ui")]
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use bevy_rapier2d::render::RapierDebugRenderPlugin;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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let mut app = App::new();
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app.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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canvas: Some("#game-canvas".to_owned()),
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resolution: WindowResolution::new(WINDOW_SIZE.0, WINDOW_SIZE.1),
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@@ -13,8 +17,12 @@ fn main() {
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}),
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..default()
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}))
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.add_plugins(AsteroidPlugin)
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.add_plugins(EguiPlugin::default())
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.add_plugins(AsteroidPlugin);
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#[cfg(feature = "debug_ui")]
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app.add_plugins(EguiPlugin::default())
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.add_plugins(WorldInspectorPlugin::new())
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.run();
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.add_plugins(RapierDebugRenderPlugin::default());
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app.run();
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}
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@@ -238,7 +238,7 @@ pub fn ship_impact_listener(
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Sparkler::at_interval(0.15),
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Mesh2d(game_assets.thruster_mesh()), // borrow the thruster mesh for now
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MeshMaterial2d(game_assets.thruster_mat_active()), // ... and the active thruster material
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player.0.clone(), // clone the player transform
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*player.0, // clone the player transform
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Velocity(vel),
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));
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}
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@@ -111,30 +111,22 @@ pub fn collision_listener(
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if *one == *player {
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if rocks.contains(*two) {
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// player-asteroid collision
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dbg!("Writing ShipDestroy event");
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ship_writer.write(messages::ShipDestroy);
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} // else, we don't care
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} else if *two == *player {
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if rocks.contains(*one) {
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dbg!("Writing ShipDestroy event");
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} else if *two == *player && rocks.contains(*one) {
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ship_writer.write(messages::ShipDestroy);
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}
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}
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// Option 2: Bullet & Asteroid
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if bullets.contains(*one) {
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if rocks.contains(*two) {
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dbg!("Writing AsteroidDestroy & BulletDestroy events");
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asteroid_writer.write(messages::AsteroidDestroy(*two));
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bullet_writer.write(messages::BulletDestroy(*one));
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}
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} else if rocks.contains(*one) {
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if bullets.contains(*two) {
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dbg!("Writing AsteroidDestroy & BulletDestroy events");
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} else if rocks.contains(*one) && bullets.contains(*two) {
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asteroid_writer.write(messages::AsteroidDestroy(*one));
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bullet_writer.write(messages::BulletDestroy(*two));
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}
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}
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}
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}
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}
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@@ -8,7 +8,7 @@ use crate::{
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};
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use bevy::{
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color::palettes::css::{BLACK, DARK_GRAY, GREEN, LIGHT_BLUE, RED, WHITE},
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color::palettes::css::{BLACK, DARK_GRAY, GREEN, RED, WHITE},
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prelude::*,
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};
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@@ -180,9 +180,9 @@ fn spawn_get_ready(mut commands: Commands, mut timer: ResMut<ReadySetGoTimer>) {
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height: Val::Percent(30.),
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..default()
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},
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BackgroundColor(LIGHT_BLUE.into()),
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BackgroundColor(Color::NONE),
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children![
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(Text::new("Get Ready!"), TextColor(BLACK.into())),
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(Text::new("Get Ready!"), TextColor(WHITE.into())),
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(
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CountdownBar,
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Node {
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@@ -263,6 +263,7 @@ fn animate_get_ready_widget(
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/// on the HUD, this system would quit the game. The same will happen for
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/// returning to the title screen. This should be useful for making a pause
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/// menu, too.
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#[allow(clippy::type_complexity)]
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fn operate_buttons(
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mut interactions: Query<
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(
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@@ -12,6 +12,7 @@
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margin: auto;
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padding: 0.5em;
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}
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#prestart-controls,
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canvas {
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margin-top: 1em;
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margin-left: auto;
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@@ -22,6 +23,26 @@
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border-radius: 8px;
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background-color: rgb(40%, 40%, 40%);
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}
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#prestart-controls {
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width: 800px;
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height: 600px;
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text-align: center;
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align-content: center;
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}
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button {
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font-size: 20px;
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text-shadow: 0.2em 0.2em 0px rgba(0, 0, 0, 75%);
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padding: 1em;
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border-radius: 2em;
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border-style: solid;
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border-color: black;
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color: rgb(90%, 90%, 90%);
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background-color: rgb(15%, 15%, 15%);
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}
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button:hover {
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background-color: rgb(25%, 25%, 25%);
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border-color: rgb(90%, 90%, 90%);
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}
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main {
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margin-left: auto;
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margin-right: auto;
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@@ -41,13 +62,21 @@
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<h1>
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Robert's Bad Asteroids Game
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</h1>
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<canvas id="game-canvas" width="1280" height="720"></canvas>
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<!-- <canvas id="game-canvas" width="800" height="600"></canvas> -->
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<div id="prestart-controls">
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<button id="gameload-button">Load Game</button>
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</div>
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<main>
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<article>
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<h2>Description</h2>
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<p>
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A (work in progress) version of the Asteroids arcade game.
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</p>
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<p>
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<em>Sound Warning!</em> The game now has sound effects, but there are no controls on the page for changing the
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volume (including to mute them). You can mute the browser tab by pressing <code>ctrl</code> + <code>m</code>.
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Proper volume controls are coming soon.
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</p>
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</article>
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<article>
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<h3>Controls</h3>
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@@ -90,7 +119,7 @@
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<tr>
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<td>Program Version</td>
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<!-- This version text is completely unchecked. I'll need to do something about that. -->
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<td><code>v0.5.0</code></td>
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<td><code>v0.6.1</code></td>
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</tr>
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</table>
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</article>
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@@ -98,6 +127,16 @@
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<script type="module">
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import init from './asteroids.js'
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let button = document.getElementById("gameload-button");
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button.onclick = async function loadGame() {
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console.log("Game Load button was pressed!");
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let canvas = document.createElement("canvas");
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// <canvas id="game-canvas" width="800" height="600"></canvas>
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canvas.setAttribute("id", "game-canvas");
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canvas.setAttribute("width", "800");
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canvas.setAttribute("height", "600");
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button.parentElement.replaceWith(canvas);
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let compressed = await fetch("./asteroids_bg.wasm.gz")
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let wasm_stream = compressed.body.pipeThrough(new DecompressionStream("gzip"))
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let blob = await new Response(wasm_stream).blob();
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@@ -107,6 +146,7 @@
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throw error;
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}
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});
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}
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</script>
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</body>
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Reference in New Issue
Block a user