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https://github.com/griffi-gh/kubi.git
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Add planks
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parent
d4fbbc490f
commit
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BIN
assets/blocks/planks.png
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BIN
assets/blocks/planks.png
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Binary file not shown.
After Width: | Height: | Size: 247 B |
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@ -18,6 +18,7 @@ pub enum BlockTexture {
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Snow,
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Snow,
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GrassSideSnow,
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GrassSideSnow,
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Cobblestone,
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Cobblestone,
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Planks,
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}
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}
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#[derive(Encode, Decode, Clone, Copy, Debug, PartialEq, Eq, EnumIter)]
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#[derive(Encode, Decode, Clone, Copy, Debug, PartialEq, Eq, EnumIter)]
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@ -30,6 +31,7 @@ pub enum Block {
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Sand,
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Sand,
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Cobblestone,
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Cobblestone,
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TallGrass,
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TallGrass,
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Planks,
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}
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}
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impl Block {
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impl Block {
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@ -81,7 +83,13 @@ impl Block {
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render: RenderType::CrossShape(CrossTexture::all(BlockTexture::TallGrass)),
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render: RenderType::CrossShape(CrossTexture::all(BlockTexture::TallGrass)),
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collision: CollisionType::None,
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collision: CollisionType::None,
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raycast_collision: true,
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raycast_collision: true,
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}
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},
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Self::Planks => BlockDescriptor {
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name: "planks",
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render: RenderType::SolidBlock(CubeTexture::all(BlockTexture::Planks)),
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collision: CollisionType::Solid,
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raycast_collision: true,
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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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}
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@ -1,14 +1,47 @@
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use shipyard::{UniqueViewMut, UniqueView, View, IntoIter, ViewMut, EntitiesViewMut};
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use shipyard::{UniqueViewMut, UniqueView, View, IntoIter, ViewMut, EntitiesViewMut, Component, Workload, IntoWorkload};
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use glium::glutin::event::VirtualKeyCode;
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use kubi_shared::block::Block;
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use kubi_shared::block::Block;
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use crate::{
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use crate::{
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player::MainPlayer,
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player::MainPlayer,
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world::{raycast::LookingAtBlock, queue::{BlockUpdateQueue, BlockUpdateEvent}},
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world::{raycast::{LookingAtBlock, RAYCAST_STEP}, queue::{BlockUpdateQueue, BlockUpdateEvent}},
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input::{Inputs, PrevInputs},
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input::{Inputs, PrevInputs, RawKbmInputState},
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events::{EventComponent, player_actions::PlayerActionEvent},
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events::{EventComponent, player_actions::PlayerActionEvent},
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};
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};
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pub fn block_placement_system(
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#[derive(Component)]
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pub struct PlayerHolding(pub Block);
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impl Default for PlayerHolding {
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fn default() -> Self {
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Self(Block::Cobblestone)
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}
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}
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const BLOCK_KEY_MAP: &[(VirtualKeyCode, Block)] = &[
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(VirtualKeyCode::Key1, Block::Cobblestone),
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(VirtualKeyCode::Key2, Block::Planks),
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(VirtualKeyCode::Key3, Block::Dirt),
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(VirtualKeyCode::Key4, Block::Grass),
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(VirtualKeyCode::Key5, Block::Sand),
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(VirtualKeyCode::Key6, Block::Stone),
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];
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fn pick_block_with_number_keys(
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main_player: View<MainPlayer>,
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main_player: View<MainPlayer>,
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mut holding: ViewMut<PlayerHolding>,
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input: UniqueView<RawKbmInputState>,
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) {
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let Some((_, mut holding)) = (&main_player, &mut holding).iter().next() else { return };
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for &(key, block) in BLOCK_KEY_MAP {
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if input.keyboard_state.contains(&key) {
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holding.0 = block;
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return
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}
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}
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}
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fn block_placement_system(
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main_player: View<MainPlayer>,
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holding: View<PlayerHolding>,
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raycast: View<LookingAtBlock>,
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raycast: View<LookingAtBlock>,
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input: UniqueView<Inputs>,
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input: UniqueView<Inputs>,
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prev_input: UniqueView<PrevInputs>,
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prev_input: UniqueView<PrevInputs>,
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@ -20,12 +53,14 @@ pub fn block_placement_system(
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let action_place = input.action_b && !prev_input.0.action_b;
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let action_place = input.action_b && !prev_input.0.action_b;
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let action_break = input.action_a && !prev_input.0.action_a;
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let action_break = input.action_a && !prev_input.0.action_a;
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if action_place ^ action_break {
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if action_place ^ action_break {
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//get raycast info
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//get components
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let Some(ray) = (&main_player, &raycast).iter().next().unwrap().1/**/.0 else { return };
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let Some((_, ray, block)) = (&main_player, &raycast, &holding).iter().next() else { return };
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let Some(ray) = ray.0 else { return };
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//get coord and block type
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//get coord and block type
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let (place_position, place_block) = if action_place {
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let (place_position, place_block) = if action_place {
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let position = (ray.position - ray.direction * 0.251).floor().as_ivec3();
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if block.0 == Block::Air { return }
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(position, Block::Cobblestone)
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let position = (ray.position - ray.direction * (RAYCAST_STEP + 0.001)).floor().as_ivec3();
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(position, block.0)
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} else {
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} else {
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(ray.block_position, Block::Air)
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(ray.block_position, Block::Air)
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};
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};
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@ -44,3 +79,10 @@ pub fn block_placement_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 update_block_placement() -> Workload {
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(
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pick_block_with_number_keys,
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block_placement_system
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).into_workload()
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}
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@ -1,12 +1,12 @@
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use shipyard::{UniqueView, UniqueViewMut, Unique, AllStoragesView};
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use shipyard::{UniqueView, UniqueViewMut, Unique, AllStoragesView};
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use glium::glutin::{event::VirtualKeyCode, event_loop::ControlFlow};
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use glium::glutin::{event::VirtualKeyCode, event_loop::ControlFlow};
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use crate::input::RawInputState;
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use crate::input::RawKbmInputState;
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#[derive(Unique)]
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#[derive(Unique)]
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pub struct SetControlFlow(pub Option<ControlFlow>);
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pub struct SetControlFlow(pub Option<ControlFlow>);
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pub fn exit_on_esc(
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pub fn exit_on_esc(
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raw_inputs: UniqueView<RawInputState>,
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raw_inputs: UniqueView<RawKbmInputState>,
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mut control_flow: UniqueViewMut<SetControlFlow>
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mut control_flow: UniqueViewMut<SetControlFlow>
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) {
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) {
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if raw_inputs.keyboard_state.contains(&VirtualKeyCode::Escape) {
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if raw_inputs.keyboard_state.contains(&VirtualKeyCode::Escape) {
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@ -18,7 +18,7 @@ pub struct Inputs {
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pub struct PrevInputs(pub Inputs);
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pub struct PrevInputs(pub Inputs);
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#[derive(Unique, Clone, Default, Debug)]
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#[derive(Unique, Clone, Default, Debug)]
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pub struct RawInputState {
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pub struct RawKbmInputState {
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pub keyboard_state: HashSet<VirtualKeyCode, BuildNoHashHasher<u32>>,
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pub keyboard_state: HashSet<VirtualKeyCode, BuildNoHashHasher<u32>>,
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pub button_state: [bool; 32],
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pub button_state: [bool; 32],
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pub mouse_delta: DVec2
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pub mouse_delta: DVec2
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@ -35,7 +35,7 @@ pub struct ActiveGamepad(Option<GamepadId>);
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fn process_events(
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fn process_events(
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device_events: View<InputDeviceEvent>,
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device_events: View<InputDeviceEvent>,
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mut input_state: UniqueViewMut<RawInputState>,
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mut input_state: UniqueViewMut<RawKbmInputState>,
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) {
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) {
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input_state.mouse_delta = DVec2::ZERO;
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input_state.mouse_delta = DVec2::ZERO;
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for event in device_events.iter() {
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for event in device_events.iter() {
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@ -79,7 +79,7 @@ fn input_start(
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}
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}
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fn update_input_state (
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fn update_input_state (
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raw_inputs: UniqueView<RawInputState>,
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raw_inputs: UniqueView<RawKbmInputState>,
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mut inputs: UniqueViewMut<Inputs>,
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mut inputs: UniqueViewMut<Inputs>,
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) {
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) {
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inputs.movement += Vec2::new(
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inputs.movement += Vec2::new(
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@ -123,7 +123,7 @@ pub fn init_input (
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storages.add_unique(ActiveGamepad::default());
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storages.add_unique(ActiveGamepad::default());
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storages.add_unique(Inputs::default());
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storages.add_unique(Inputs::default());
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storages.add_unique(PrevInputs::default());
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storages.add_unique(PrevInputs::default());
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storages.add_unique(RawInputState::default());
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storages.add_unique(RawKbmInputState::default());
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}
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}
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pub fn process_inputs() -> Workload {
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pub fn process_inputs() -> Workload {
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@ -72,7 +72,7 @@ use rendering::{
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world::draw_world,
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world::draw_world,
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world::draw_current_chunk_border,
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world::draw_current_chunk_border,
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};
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};
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use block_placement::block_placement_system;
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use block_placement::update_block_placement;
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use delta_time::{DeltaTime, init_delta_time};
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use delta_time::{DeltaTime, init_delta_time};
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use cursor_lock::{insert_lock_state, update_cursor_lock_state, lock_cursor_now};
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use cursor_lock::{insert_lock_state, update_cursor_lock_state, lock_cursor_now};
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use control_flow::{exit_on_esc, insert_control_flow_unique, SetControlFlow};
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use control_flow::{exit_on_esc, insert_control_flow_unique, SetControlFlow};
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@ -124,7 +124,7 @@ fn update() -> Workload {
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update_controllers,
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update_controllers,
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generate_move_events,
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generate_move_events,
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update_raycasts,
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update_raycasts,
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block_placement_system,
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update_block_placement,
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apply_queued_blocks,
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apply_queued_blocks,
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).into_workload().run_if(is_ingame),
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).into_workload().run_if(is_ingame),
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compute_cameras,
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compute_cameras,
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@ -3,7 +3,8 @@ use crate::{
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transform::Transform,
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transform::Transform,
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camera::Camera,
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camera::Camera,
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fly_controller::FlyController,
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fly_controller::FlyController,
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world::raycast::LookingAtBlock,
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world::raycast::LookingAtBlock,
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block_placement::PlayerHolding,
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};
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};
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#[derive(Component)]
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#[derive(Component)]
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@ -23,5 +24,6 @@ pub fn spawn_player (
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Camera::default(),
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Camera::default(),
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FlyController,
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FlyController,
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LookingAtBlock::default(),
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LookingAtBlock::default(),
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PlayerHolding::default(),
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));
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));
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}
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}
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@ -30,6 +30,7 @@ impl AssetPaths for BlockTexture {
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Self::Snow => "snow.png",
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Self::Snow => "snow.png",
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Self::GrassSideSnow => "grass_side_snow.png",
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Self::GrassSideSnow => "grass_side_snow.png",
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Self::Cobblestone => "cobblestone.png",
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Self::Cobblestone => "cobblestone.png",
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Self::Planks => "planks.png",
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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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@ -4,7 +4,7 @@ use kubi_shared::block::Block;
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use crate::transform::Transform;
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use crate::transform::Transform;
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use super::ChunkStorage;
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use super::ChunkStorage;
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const RAYCAST_STEP: f32 = 0.25;
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pub const RAYCAST_STEP: f32 = 0.25;
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#[derive(Clone, Copy, Debug)]
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#[derive(Clone, Copy, Debug)]
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pub struct RaycastReport {
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pub struct RaycastReport {
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