hint message
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assets/Banjo.ogg
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assets/Banjo.ogg
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assets/test.png
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assets/test.png
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Before Width: | Height: | Size: 83 KiB |
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@ -2,13 +2,17 @@ use bevy::prelude::*;
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use std::f64::consts::PI;
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use rand::seq::SliceRandom;
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use rand::RngCore;
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use crate::Player;
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use crate::GameState;
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use crate::MainGame;
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use crate::Sky;
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use crate::ConstellationLine;
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use crate::PlayerState;
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use crate::celestial_to_cartesian;
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use crate::spawn_cons_lines;
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use crate::NORMAL_BUTTON;
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use crate::RIGHT_BUTTON;
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use crate::WRONG_BUTTON;
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@ -22,6 +26,9 @@ pub struct HealthLabel;
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#[derive(Component)]
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pub struct ScoreLabel;
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#[derive(Component)]
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pub struct HintLabel;
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pub fn setup(mut commands: Commands, _asset_server: Res<AssetServer>) {
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// Create a container node that places its children (buttons) at the bottom of the screen
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let container_node = NodeBundle {
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@ -116,7 +123,7 @@ pub fn setup(mut commands: Commands, _asset_server: Res<AssetServer>) {
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..label_style.clone()
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},
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text: Text::from_section(
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"0000", // Text content
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"0", // Text content
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TextStyle {
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// font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 30.0,
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@ -127,9 +134,40 @@ pub fn setup(mut commands: Commands, _asset_server: Res<AssetServer>) {
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..default()
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};
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// Centered container for the "Hint" label
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let centered_container_node = NodeBundle {
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style: Style {
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position_type: PositionType::Absolute,
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width: Val::Percent(100.0), // Full width
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top: Val::Px(20.0), // Positioned at the top
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justify_content: JustifyContent::Center, // Center horizontally
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align_items: AlignItems::Center, // Center vertically
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..default()
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},
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..default()
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};
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// Hint label
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let hint_label_node = TextBundle::from_section(
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"hint",
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TextStyle {
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// font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 20.0,
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color: Color::srgb(0.7, 0.7, 0.7),
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..default()
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},
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);
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// Spawn the top left and top right labels
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commands.spawn((top_left_label_node, MainGame, HealthLabel));
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commands.spawn((top_right_label_node, MainGame, ScoreLabel));
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// Create a parent container and then spawn the hint label inside it
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let centered_container = commands.spawn(centered_container_node).id();
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let hint_label = commands.spawn((hint_label_node, MainGame, HintLabel)).id();
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commands.entity(centered_container).push_children(&[hint_label]);
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}
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@ -141,7 +179,9 @@ pub fn player_interact(
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button_query: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>, // Query to reset button colors
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constellation_line_query : Query<(Entity, &ConstellationLine)>,
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commands: Commands,
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game_state: ResMut<NextState<GameState>>
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game_state: ResMut<NextState<GameState>>,
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meshes: ResMut<Assets<Mesh>>,
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materials: ResMut<Assets<StandardMaterial>>,
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) {
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if let Ok((mut player, mut transform)) = player_query.get_single_mut() {
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// If the space key was just pressed
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@ -162,6 +202,13 @@ pub fn player_interact(
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rotation *= Quat::from_rotation_y((-PI / 60.0) as f32); // Rotate by -3 degrees
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}
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if keys.pressed(KeyCode::KeyI) && player.state == PlayerState::Playing {
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if let Some(target_cons) = player.target_cons_name.clone() {
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player.state = PlayerState::Hinted;
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spawn_cons_lines(commands, meshes, materials, sky, target_cons);
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}
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}
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// Apply the rotation to the transform
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if rotation != Quat::IDENTITY {
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transform.rotation *= rotation; // Apply the rotation
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@ -186,6 +233,7 @@ pub fn ui_labels(
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mut param_set: ParamSet<(
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Query<&mut Text, With<HealthLabel>>,
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Query<&mut Text, With<ScoreLabel>>,
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Query<&mut Text, With<HintLabel>>,
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)>,
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mut player_query: Query<(&mut Player, &mut Transform)>,
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) {
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@ -199,7 +247,15 @@ pub fn ui_labels(
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if let Ok(mut score_text) = param_set.p1().get_single_mut() {
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score_text.sections[0].value = format!("{}", player.score);
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}
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}
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if let Ok(mut hint_text) = param_set.p2().get_single_mut() {
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if player.state == PlayerState::Answered {
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hint_text.sections[0].value = "press space to continue".into();
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} else {
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hint_text.sections[0].value = "press i to get an hint".into();
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}
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}
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}
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}
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@ -221,7 +277,7 @@ pub fn ui_buttons(
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sky: Res<Sky>
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) {
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if let Ok(mut player) = player_query.get_single_mut() {
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if !player.thinking {
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if player.state == PlayerState::Answered {
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return
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}
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@ -242,15 +298,21 @@ pub fn ui_buttons(
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if let Some(selected_cons) = pressed_button {
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if let Some(target_cons) = player.target_cons_name.clone() {
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spawn_cons_lines(commands, meshes, materials, sky, target_cons.clone());
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if player.state == PlayerState::Playing {
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spawn_cons_lines(commands, meshes, materials, sky, target_cons.clone());
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}
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if target_cons == selected_cons {
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player.score += 100;
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if player.state == PlayerState::Hinted {
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player.score += 20;
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} else {
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player.score += 100;
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}
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} else {
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player.health -= 1;
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}
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player.thinking = false;
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player.state = PlayerState::Answered;
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for (
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_interaction,
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@ -323,7 +385,7 @@ fn choose_constellation(
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commands.entity(entity).despawn();
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}
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player.thinking = true;
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player.state = PlayerState::Playing;
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} else {
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info!("Not enough constellations in the sky (need 4)");
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}
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10
src/main.rs
10
src/main.rs
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@ -91,7 +91,14 @@ struct Player {
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target_cons_name: Option<String>,
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score: usize,
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health: usize,
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thinking: bool,
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state: PlayerState,
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}
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#[derive(PartialEq)]
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enum PlayerState {
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Playing,
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Hinted,
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Answered,
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}
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#[derive(Clone, Copy, Default, Eq, PartialEq, Debug, Hash, States)]
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@ -110,6 +117,7 @@ fn main() {
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.add_systems(Startup, star_setup)
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.add_systems(Startup, cons_setup)
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.add_systems(OnEnter(GameState::Start), start_state::setup)
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.add_systems(OnEnter(GameState::Start), start_state::audio_setup)
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.add_systems(Update, start_state::player_interact.run_if(in_state(GameState::Start)))
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.add_systems(OnExit(GameState::Start), despawn_screen::<StartMenu>)
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.add_systems(OnEnter(GameState::Game), game_state::setup)
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@ -4,6 +4,14 @@ use crate::Player;
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use crate::GameState;
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use crate::GameOver;
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use crate::StartMenu;
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use crate::PlayerState;
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pub fn audio_setup(asset_server: Res<AssetServer>, mut commands: Commands) {
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commands.spawn(AudioBundle {
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source: asset_server.load("assets/Banjo.ogg"),
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..default()
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});
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}
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pub fn setup(mut commands: Commands, _asset_server: Res<AssetServer>) {
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// Create a container node that places its children (text areas) in a vertical column and centers them
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@ -66,7 +74,7 @@ pub fn setup(mut commands: Commands, _asset_server: Res<AssetServer>) {
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target_cons_name: None,
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score: 0,
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health: 3,
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thinking: true,
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state: PlayerState::Playing,
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},
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GameOver,
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));
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