Initial.
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.gitignore
vendored
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.gitignore
vendored
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/target
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5331
Cargo.lock
generated
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5331
Cargo.lock
generated
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Load Diff
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Cargo.toml
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Cargo.toml
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[package]
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name = "bevy2"
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version = "0.1.0"
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edition = "2024"
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[dependencies]
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bevy = { version = "0.16", features = ["file_watcher"] }
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include_dir = "0.7.4"
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mlua = { version = "0.11.5", features = ["luau","luau-jit","luau-vector4","serde","send"] }
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[profile.dev.package."*"]
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opt-level = 3
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0
assets/scripts/environment.lua
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assets/scripts/environment.lua
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assets/scripts/script.lua
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assets/scripts/script.lua
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print("wsg")
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for index,item in pairs(_ENV) do
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print(index,item)
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end
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0
data/default.yaml
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0
data/default.yaml
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src/main.rs
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src/main.rs
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use std::sync::Mutex;
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use bevy::prelude::*;
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use include_dir::{include_dir, Dir};
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use mlua::Lua;
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static DATA_DIR: Dir<'_> = include_dir!("data");
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugins(DuckPlugin)
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.add_systems(Startup, setup)
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.run();
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}
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trait Instance {
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fn new() -> Self {
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Self {}
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}
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fn destroy() {
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}
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fn clone() {
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}
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}
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struct Part {
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}
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impl Instance for Part {
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}
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struct DuckPlugin;
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impl Plugin for DuckPlugin {
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fn build(&self, app: &mut App) {
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commands.spawn()
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}
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}
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// A scripting context, for threading and sandboxing scripts
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#[derive(Component)]
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struct DuckScriptContext {
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lua: Lua
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}
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//
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#[derive(Component)]
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struct DuckScript {
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context: Entity
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}
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// circular base
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commands.spawn((
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Mesh3d(meshes.add(Circle::new(4.0))),
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MeshMaterial3d(materials.add(Color::WHITE)),
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Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
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));
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// cube
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
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MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
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Transform::from_xyz(0.0, 0.5, 0.0),
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));
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// light
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commands.spawn((
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PointLight {
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shadows_enabled: true,
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..default()
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},
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Transform::from_xyz(4.0, 8.0, 4.0),
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));
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// camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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}
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