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3 commits
c1e53bdab0
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895193778b
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895193778b | ||
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c5a4d77684 | ||
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68c895ec14 |
16 changed files with 203 additions and 12 deletions
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@ -13,6 +13,7 @@ mod ui;
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use crate::states::game::state::MainGameState;
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use crate::states::game::state::MainGameState;
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use crate::states::main_menu::state::MainMenuState;
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use crate::states::main_menu::state::MainMenuState;
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use crate::states::settings_menu::state::SettingsMenuState;
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use crate::states::settings_menu::state::SettingsMenuState;
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use crate::states::linear::plugin::LinearPlugin;
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const FACTOR: u32 = 80;
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const FACTOR: u32 = 80;
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const WIDTH: u32 = 16;
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const WIDTH: u32 = 16;
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@ -36,6 +37,7 @@ fn main() {
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MainMenuState,
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MainMenuState,
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SettingsMenuState,
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SettingsMenuState,
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MainGameState,
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MainGameState,
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LinearPlugin,
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))
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))
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.add_systems(Startup, setup)
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.add_systems(Startup, setup)
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.add_systems(Update, exit_system)
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.add_systems(Update, exit_system)
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@ -8,4 +8,5 @@ pub enum AppState {
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GameState,
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GameState,
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GameRestart,
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GameRestart,
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LevelState,
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LevelState,
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LinearState,
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}
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}
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@ -9,7 +9,7 @@ pub fn restart_game_button_system(
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) {
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) {
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for interaction in &interaction_query {
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for interaction in &interaction_query {
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if matches!(interaction, Interaction::Pressed) {
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if matches!(interaction, Interaction::Pressed) {
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println!("🔄 Кнопка Restart нажата! Переход в Restarting...");
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println!("Сброс состояния");
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next_state.set(AppState::GameRestart);
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next_state.set(AppState::GameRestart);
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}
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}
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}
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}
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4
src/states/linear/components.rs
Normal file
4
src/states/linear/components.rs
Normal file
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@ -0,0 +1,4 @@
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use bevy::prelude::*;
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#[derive(Component)]
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pub struct LinearStateMarker;
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17
src/states/linear/components_track.rs
Normal file
17
src/states/linear/components_track.rs
Normal file
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@ -0,0 +1,17 @@
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use bevy::prelude::*;
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#[derive(Component)]
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pub struct Track{
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pub start_point: Vec2,
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pub start_direction: Vec2, // будет нормализовано при построении
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pub segments: Vec<PathSegment>,
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}
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// линия всегда строится от точки старта по направлению
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// направление изменяется сегментами поворота
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// left при истине - поворот против часовой стрелки, ложь - по часовой
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#[derive(Clone, Copy)]
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pub enum PathSegment{
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Line { length: f32 },
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Turn { radius: f32, left: bool },
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}
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13
src/states/linear/mod.rs
Normal file
13
src/states/linear/mod.rs
Normal file
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@ -0,0 +1,13 @@
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pub mod plugin;
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mod components;
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pub use components::*;
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mod systems;
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pub use systems::*;
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mod components_track;
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pub use components_track::*;
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mod systems_track;
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pub use systems_track::*;
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22
src/states/linear/plugin.rs
Normal file
22
src/states/linear/plugin.rs
Normal file
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@ -0,0 +1,22 @@
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use bevy::prelude::*;
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use crate::states::AppState::LinearState;
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use crate::states::linear::*;
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pub struct LinearPlugin;
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impl Plugin for LinearPlugin {
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fn build(&self, app: &mut App) {
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app
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.add_systems(OnEnter (LinearState), (setup, setup_linear_track).chain())
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.add_systems(Update, (draw_track_gizmos).run_if(in_state(LinearState)))
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.add_systems(OnExit (LinearState), cleanup);
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}
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}
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fn setup(mut commands: Commands) {}
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fn cleanup(mut commands: Commands, query: Query<Entity, With<LinearStateMarker>>) {
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for entity in query.iter() {
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commands.entity(entity).despawn();
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}
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}
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60
src/states/linear/systems.rs
Normal file
60
src/states/linear/systems.rs
Normal file
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@ -0,0 +1,60 @@
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use crate::states;
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use bevy::prelude::*;
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use states::linear::*;
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use std::f32::consts::{FRAC_PI_2, PI};
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const PINK: Color = Color::srgb_u8(250, 0, 155);
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const BLUE: Color = Color::srgb_u8(0, 0, 255);
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const GREEN: Color = Color::srgb_u8(0, 255, 0);
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pub fn draw_track_gizmos(query: Query<&Track>, mut gizmos: Gizmos) {
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println!("Рисуем трек из примитивов");
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for track in &query {
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let mut current_pos = track.start_point;
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let mut current_dir = track.start_direction.normalize();
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// точка старта
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gizmos.circle_2d(current_pos, 5.0, BLUE);
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// рисуем сегменты
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for segment in &track.segments {
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match segment {
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PathSegment::Line { length } => {
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let end_pos = current_pos + current_dir * length;
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gizmos.line_2d(current_pos, end_pos, PINK);
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current_pos = end_pos
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}
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PathSegment::Turn { radius, left } => {
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// вычисляем направление поворота и знак для угла
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let (normal, sign): (Vec2, f32) = if *left {
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(Vec2::new(-current_dir.y, current_dir.x), -1.0)
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} else {
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(Vec2::new(current_dir.y, -current_dir.x), 1.0)
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};
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let center = current_pos + normal * radius;
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let start_vec = current_pos - center;
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let initial_vec = if *left {
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-start_vec.perp()
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} else {
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-start_vec
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};
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gizmos.arc_2d(
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Isometry2d::new(center, Rot2::radians(initial_vec.to_angle())),
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FRAC_PI_2,
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*radius,
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GREEN,
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);
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// current_pos = center + current_dir * radius;
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// current_pos = center + normal.perp() * radius;
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current_pos = center + normal.perp() * radius * sign;
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current_dir = normal;
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}
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}
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}
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// рисуем финиш
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gizmos.circle_2d(current_pos, 5.0, Color::WHITE);
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}
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}
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44
src/states/linear/systems_track.rs
Normal file
44
src/states/linear/systems_track.rs
Normal file
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@ -0,0 +1,44 @@
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use crate::states::linear::*;
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use crate::{FACTOR, HEIGHT, WIDTH};
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use bevy::prelude::*;
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pub const CENTER_X: f32 = 0.0;
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pub const CENTER_Y: f32 = 0.0;
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// pub const FACTOR_RADIUS: f32 = FACTOR as f32 / 2.0;
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pub const STEP: f32 = FACTOR as f32 / SCALE;
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pub const SCALE: f32 = 2.0;
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pub fn setup_linear_track(mut commands: Commands) {
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println!("Построение трека начато");
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commands.spawn((
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Track {
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start_point: Vec2 {
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x: CENTER_X - FACTOR as f32 * 7.0,
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y: CENTER_Y - FACTOR as f32 * 4.0,
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},
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start_direction: Vec2::X,
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segments: vec![
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PathSegment::Line { length: STEP * 2.0 },
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PathSegment::Turn { radius: STEP, left: true },
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PathSegment::Line { length: STEP },
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PathSegment::Turn { radius: STEP, left: false },
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PathSegment::Line { length: STEP * 10.0 },
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PathSegment::Turn { radius: STEP, left: true },
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PathSegment::Line { length: STEP * 4.0 },
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PathSegment::Turn { radius: STEP, left: true },
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PathSegment::Turn { radius: STEP, left: false },
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PathSegment::Line { length: STEP * 2.0 },
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PathSegment::Turn { radius: STEP, left: true },
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PathSegment::Line { length: STEP * 6.0 },
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PathSegment::Turn { radius: STEP, left: true },
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PathSegment::Line { length: STEP * 1.0 },
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PathSegment::Turn { radius: STEP, left: true },
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],
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},
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LinearStateMarker,
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));
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}
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@ -8,3 +8,6 @@ pub struct MainMenuNewGameButton;
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#[derive(Component, Copy, Clone)]
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#[derive(Component, Copy, Clone)]
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pub struct MainMenuSettingsButton;
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pub struct MainMenuSettingsButton;
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#[derive(Component, Copy, Clone)]
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pub struct MainMenuLinearButton;
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@ -1,5 +1,7 @@
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pub mod state;
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pub(crate) mod state;
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pub mod components;
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pub use state::*;
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mod components;
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pub use components::*;
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pub use components::*;
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pub mod systems;
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mod systems;
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pub use systems::*;
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pub mod plugin;
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pub mod plugin;
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@ -1,5 +1,5 @@
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use bevy::prelude::*;
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use bevy::prelude::*;
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use crate::states::main_menu::{MainMenuNewGameButton, MainMenuSettingsButton};
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use crate::states::main_menu::*;
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use crate::ui::button_click::ButtonClickMessage;
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use crate::ui::button_click::ButtonClickMessage;
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use crate::ui::click::handle_click_system;
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use crate::ui::click::handle_click_system;
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@ -12,11 +12,13 @@ impl Plugin for MainMenuUiPlugin {
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fn build(&self, app: &mut App) {
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fn build(&self, app: &mut App) {
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app.add_message::<ButtonClickMessage<MainMenuNewGameButton>>()
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app.add_message::<ButtonClickMessage<MainMenuNewGameButton>>()
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.add_message::<ButtonClickMessage<MainMenuSettingsButton>>()
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.add_message::<ButtonClickMessage<MainMenuSettingsButton>>()
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.add_message::<ButtonClickMessage<MainMenuLinearButton>>()
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.add_systems(
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.add_systems(
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Update,
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Update,
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(
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(
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handle_click_system::<MainMenuNewGameButton>,
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handle_click_system::<MainMenuNewGameButton>,
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handle_click_system::<MainMenuSettingsButton>,
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handle_click_system::<MainMenuSettingsButton>,
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handle_click_system::<MainMenuLinearButton>,
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).in_set(MainMenuButtonSet)
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).in_set(MainMenuButtonSet)
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);
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);
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}
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}
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@ -1,6 +1,5 @@
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use crate::states::AppState;
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use crate::states::*;
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use crate::states::main_menu::{MainMenuNewGameButton, MainMenuRootMarker, MainMenuSettingsButton};
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use crate::states::main_menu::*;
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use crate::states::main_menu::systems::*;
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use crate::ui::button_hover::button_hover;
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use crate::ui::button_hover::button_hover;
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use crate::ui::{ButtonStyle, spawn_background, spawn_button};
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use crate::ui::{ButtonStyle, spawn_background, spawn_button};
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use bevy::prelude::*;
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use bevy::prelude::*;
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@ -20,6 +19,7 @@ impl Plugin for MainMenuState {
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button_hover,
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button_hover,
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new_game_button_system,
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new_game_button_system,
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settings_button_system,
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settings_button_system,
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linear_button_system,
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)
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)
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.run_if(in_state(AppState::MainMenu)),
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.run_if(in_state(AppState::MainMenu)),
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)
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)
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@ -92,6 +92,14 @@ fn setup_main_menu(mut commands: Commands, asset_server: Res<AssetServer>) {
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MainMenuNewGameButton,
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MainMenuNewGameButton,
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);
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);
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spawn_button(
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&mut commands,
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menu_root,
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"Линейное",
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&mm_button_style,
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MainMenuLinearButton,
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);
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spawn_button(
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spawn_button(
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&mut commands,
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&mut commands,
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menu_root,
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menu_root,
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@ -1,5 +1,5 @@
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use crate::states::AppState;
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use crate::states::AppState;
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use crate::states::main_menu::{MainMenuNewGameButton, MainMenuSettingsButton};
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use crate::states::main_menu::*;
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use bevy::prelude::*;
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use bevy::prelude::*;
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pub fn new_game_button_system(
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pub fn new_game_button_system(
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@ -23,3 +23,15 @@ pub fn settings_button_system(
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}
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}
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}
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}
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}
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}
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pub fn linear_button_system(
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interaction_query: Query<&Interaction, (Changed<Interaction>, With<MainMenuLinearButton>)>,
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mut next_state: ResMut<NextState<AppState>>,
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) {
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for interaction in &interaction_query {
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if matches!(interaction, Interaction::Pressed) {
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println!("Линейное нажата");
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next_state.set(AppState::LinearState);
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}
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}
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}
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@ -6,3 +6,4 @@ pub mod main_menu;
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pub mod settings_menu;
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pub mod settings_menu;
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pub mod game;
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pub mod game;
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mod level;
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mod level;
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pub mod linear;
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