Add the ability to respawn and improve controller port mapping (#72)
Reviewed-on: #72 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #72.
This commit is contained in:
+29
-3
@@ -1,8 +1,7 @@
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use bevy::{color::palettes::css::RED, prelude::*};
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use crate::{
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match_loading::MatchConfig,
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stage::{
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match_loading::MatchConfig, math::{int::FGi32, vec3::FGVec3}, stage::{
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line::StageCollision,
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manifest::{StageManifest, StageManifestRegistry},
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},
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@@ -42,5 +41,32 @@ pub fn debug_draw_blast_zones(
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let center = (top_left + bottom_right) / 2.0;
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let size = (bottom_right - top_left).abs();
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gizmos.rect(Vec3::new(center.x, center.y, 0.0), size, bevy::color::palettes::css::BLUE);
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gizmos.rect(
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Vec3::new(center.x, center.y, 0.0),
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size,
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bevy::color::palettes::css::BLUE,
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);
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}
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pub fn debug_draw_spawn_positions(
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mut gizmos: Gizmos,
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stage_registry: Res<StageManifestRegistry>,
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stage_manifests: Res<Assets<StageManifest>>,
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match_config: Res<MatchConfig>,
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) {
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let Some(stage_manifest_handle) = stage_registry.get(match_config.stage) else {
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return;
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};
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let Some(stage_manifest) = stage_manifests.get(&stage_manifest_handle) else {
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return;
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};
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for spawn_point in stage_manifest.spawn_points.iter() {
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gizmos.cross(FGVec3::new(spawn_point.x, spawn_point.y, FGi32::ZERO).to_vec3(), 2.0, bevy::color::palettes::css::BLUE);
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}
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for respawn_point in stage_manifest.respawn_points.iter() {
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gizmos.cross(FGVec3::new(respawn_point.x, respawn_point.y, FGi32::ZERO).to_vec3(), 2.0, bevy::color::palettes::css::HOT_PINK);
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}
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}
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