refactoring
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@ -1,14 +0,0 @@
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{
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"name": "executor-wasm",
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"version": "0.1.0",
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"files": [
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"executor_wasm_bg.wasm",
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"executor_wasm.js",
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"executor_wasm.d.ts"
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],
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"module": "executor_wasm.js",
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"types": "executor_wasm.d.ts",
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"sideEffects": [
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"./snippets/*"
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]
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}
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@ -256,7 +256,7 @@ impl Enemy {
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if self.win {
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return 0.0;
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}
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let collaider = self.intersections_player(&mut context.scene.graph, 5.);
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let collaider = self.intersections_player(&mut context.scene.graph, DISTANCE_TO_VIEW);
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let mut see_player: bool = false;
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if let Some(collaider_data) = collaider {
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for i in 0..collaider_data.len() {
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@ -148,6 +148,6 @@ impl Plugin for Game {
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let graph: &mut Graph = &mut context.scenes[self.scene].graph;
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let resource_manager: &ResourceManager = &context.resource_manager;
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build_map(graph, resource_manager);
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EnemySpawn::new().spawn_enemy(graph, resource_manager, 0.0);
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EnemySpawn::new().spawn_enemy(graph, resource_manager, -5.0);
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}
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}
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@ -32,6 +32,9 @@ use fyrox::{
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script::{ScriptContext, ScriptMessageContext, ScriptMessagePayload, ScriptTrait},
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};
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const JUMP_HEIGHT: f32 = 6.0;
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const SPEED: f32 = 2.9;
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#[derive(Visit, Reflect, Debug, Clone, Default)]
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pub struct Player {
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sprite: Handle<Node>,
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@ -209,9 +212,9 @@ impl Player {
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return 0.0;
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}
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return if self.move_left {
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3.0
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SPEED
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} else if self.move_right {
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-3.0
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SPEED * -1.0
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} else {
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0.0
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};
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@ -248,13 +251,15 @@ impl Player {
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Some(rigid_data) => {
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if self.jump && !self.is_in_fly(rigid_data) {
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self.start_y_position = rigid_data.global_position().y;
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rigid_data.set_lin_vel(Vector2::new(rigid_data.lin_vel().x, 6.0));
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rigid_data.set_lin_vel(Vector2::new(rigid_data.lin_vel().x, JUMP_HEIGHT));
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return;
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}
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if rigid_data.lin_vel().y == 0.0 && !self.is_in_fly(rigid_data) {
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self.start_y_position = rigid_data.global_position().y;
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}
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if rigid_data.global_position().y < -10.0 {
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self.health = 0.0
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}
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// Log::info(format!(
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// "pos {}, dif_height: {}, lin_vel: {}, jump: {}, is_jumping: {}",
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// self.prev_y_velosity - rigid_data.lin_vel().y,
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@ -358,11 +363,16 @@ impl Player {
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parent = Some(d.parent());
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}
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if let Some(d) = parent {
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let index = context.scene.graph.try_get_script_index_of::<Enemy>(d).unwrap();
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let index = context
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.scene
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.graph
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.try_get_script_index_of::<Enemy>(d)
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.unwrap();
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match context
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.scene
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.graph
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.try_get_mut(d).and_then(|node| node.try_get_script_mut::<Enemy>(index))
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.try_get_mut(d)
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.and_then(|node| node.try_get_script_mut::<Enemy>(index))
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{
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Some(script) => {
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script.take_damage(&self.damage);
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