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Feedback #1
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Trochę mało konkretnie, a ponieważ robicie to we dwie osoby, to projekt siłą rzeczy powinien być większy niż projekt jednoosobowy
README.md
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## Biblioteki | ||
- Bevy | ||
- może coś do serializacji danych? (czy mógłby Pan coś polecić?) | ||
- Bevy/ggez/ może mógłby Pan pomóc dobrać odpowiednią libkę |
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Bevy wydaje mi się fajniejsze
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Kodu wydaje się, że jest dużo, ale niestety bardzo duża jego część to powtórzenia i bevy'owy boilerplate. Nazewnictwo bywa niespójne. Kod pod względem technicznym nie jest jakiś zaawansowany. Oceniam na 4/5.
Do zrobienia w drugiej części oprócz tego co sami zaplamowaliście sugeruję wprowadzić determinizm (tzn. użyć RNG który da się seedować), tak żeby dało się np. zagrać dwa razy na tej samej mapie. Testów jednostkowych trochę nie ma w tym momencie do czego pisać, ale może do rzeczy z drugiej części będzie się dało.
Cargo.toml
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[dependencies] | ||
bevy = "0.7" | ||
bevy_rapier2d = "0.13.2" | ||
rand = "*" |
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Lepiej specyfikować major wersję
src/game/boosters.rs
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y: f32, | ||
) { | ||
commands | ||
.spawn_bundle(SpriteBundle { |
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Potwarza się ten kod, można wyciągnąć do funkcji (i w bevy chyba jaklś da się te bundle robić z parametrami?)
src/game/boosters.rs
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coffees: Query<Entity, With<Coffee>>, | ||
mut collision_events: EventReader<CollisionEvent>, | ||
) { | ||
for collision_event in collision_events.iter() { |
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Też się powtarza
src/game/boosters.rs
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pub fn insert_rust_at( | ||
commands: &mut Commands, | ||
player_textures: &Res<GameTextures>, |
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Przecież to nie player textures
src/game/boosters.rs
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} | ||
} | ||
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pub fn add_boosters(commands: &mut Commands, world: &[usize], player_texture: Res<GameTextures>) { |
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Tutaj też: nie wiem skąd się to player wzięło
enemies: Query<Entity, With<Enemy>>, | ||
mut collision_event: EventReader<CollisionEvent>, | ||
) { | ||
for collision_event in collision_event.iter() { |
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To też powtórzony kod
src/game/map.rs
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0.0, | ||
)) | ||
.insert(RigidBody::Fixed) | ||
.insert(Collider::cuboid(half_width, 0.5)); |
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Nie znam się jakoś dobrzr na grach, ale zgaduję, że robienie osobnego collidera na tile może być niewydajne
src/game/moster_ai.rs
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app.add_event::<MonsterWalkedIntoWallEvent>() | ||
.add_system_set( | ||
SystemSet::on_update(AppState::InGame) | ||
.with_system(monster_walking_system) |
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Niespójne nazewnictwo
src/game/moster_ai.rs
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mut collision_events: EventReader<CollisionEvent>, | ||
mut send_monster_walked_into_wall: EventWriter<MonsterWalkedIntoWallEvent>, | ||
) { | ||
for collision_event in collision_events.iter() { |
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Kolejny raz powtórzony kod...
src/game/player.rs
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mut query: Query<(Entity, &mut Jumper)>, | ||
mut contact_events: EventReader<CollisionEvent>, | ||
) { | ||
for contact_event in contact_events.iter() { |
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I raz jeszcze...
Add util for spawning bundles
# Conflicts: # src/game/audio.rs # src/game/bullets.rs # src/game/camera.rs # src/game/components.rs # src/game/map.rs # src/game/mod.rs # src/game/monster.rs # src/game/moster_ai.rs # src/game/player.rs # src/game/powerups.rs # src/game/utils.rs # src/main.rs # src/menu/mod.rs # src/menu/structs.rs # src/menu/systems.rs # src/menu/utils.rs
…undyra into patryk
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