diff --git a/README.md b/README.md index 9faa48f..6e3557d 100644 --- a/README.md +++ b/README.md @@ -1,103 +1 @@ -# A Bevy game template - -Template for a Game using the awesome [Bevy engine][bevy] featuring out of the box builds for Windows, Linux, macOS, Web (Wasm), Android, and iOS. - -# What does this template give you? - -* small example ["game"](https://niklasei.github.io/bevy_game_template/) -* easy setup for running the web build using [trunk] (`trunk serve`) -* run the native version with `cargo run` -* workflow for GitHub actions creating releases for Windows, Linux, macOS, and Web (Wasm) ready for distribution - * the same workflow creates development builds for the mobile platforms (two separate workflows can push to the stores after [some setup](#deploy-mobile-platforms)) - * push a tag in the form of `v[0-9]+.[0-9]+.[0-9]+*` (e.g. `v1.1.42`) to trigger the flow -* CI workflow that checks your application on all native platforms on every push - -WARNING: if you work in a private repository, please be aware that macOS and Windows runners cost more build minutes. -**For public repositories the workflow runners are free!** - -# How to use this template? - - 1. Click "Use this template" on the repository's page - 2. Look for `ToDo` to use your own game name everywhere - 3. [Update the icons as described below](#updating-the-icons) - 4. Start coding :tada: - * Start the native app: `cargo run` - * Start the web build: `trunk serve` - * requires [trunk]: `cargo install --locked trunk` - * requires `wasm32-unknown-unknown` target: `rustup target add wasm32-unknown-unknown` - * this will serve your app on `8080` and automatically rebuild + reload it after code changes - * Start the android app: `cargo apk run -p mobile` - * requires following the instructions in the [bevy example readme for android setup][android-instructions] - * Start the iOS app (see the [bevy example readme for ios setup instructions][ios-instructions]) - * Install Xcode through the app store - * Launch Xcode and install the iOS simulator (check the box upon first start, or install it through `Preferences > Platforms` later) - * Install the iOS and iOS simulator Rust targets with `rustup target add aarch64-apple-ios x86_64-apple-ios aarch64-apple-ios-sim` - * run `make run` inside the `/mobile` directory - -You should keep the `credits` directory up to date. The release workflow automatically includes the directory in every build. - -### Updating the icons - 1. Replace `build/macos/icon_1024x1024.png` with a `1024` times `1024` pixel png icon and run `create_icns.sh` or `create_icns_linux.sh` if you use linux (make sure to run the script inside the `build/macos` directory) - _Note: `create_icns.sh` requires a mac, and `create_icns_linux.sh` requires imagemagick and png2icns_ - 2. Replace `build/windows/icon.ico` (used for windows executable and as favicon for the web-builds) - * You can create an `.ico` file for windows by following these steps: - 1. Open `macos/AppIcon.iconset/icon_256x256.png` in [Gimp](https://www.gimp.org/downloads/) - 2. Select the `File > Export As` menu item. - 3. Change the file extension to `.ico` (or click `Select File Type (By Extension)` and select `Microsoft Windows Icon`) - 4. Save as `build/windows/icon.ico` - 3. Replace `build/android/res/mipmap-mdpi/icon.png` with `macos/AppIcon.iconset/icon_256x256.png`, but rename it to `icon.png` - -### Deploy web build to GitHub pages - - 1. Trigger the `deploy-github-page` workflow - 2. Activate [GitHub pages](https://pages.github.com/) for your repository - 1. Source from the `gh-pages` branch (created by the just executed action) - 3. After a few minutes your game is live at `http://username.github.io/repository` - -To deploy newer versions, just run the `deploy-github-page` workflow again. - -# Deploy mobile platforms - -For general info on mobile support, you can take a look at [one of my blog posts about mobile development with Bevy][mobile_dev_with_bevy_2] which is relevant to the current setup. - -## Android - -Currently, `cargo-apk` is used to run the development app. But APKs can no longer be published in the store and `cargo-apk` cannot produce the required AAB. This is why there is setup for two android related tools. In [`mobile/Cargo.toml`](./mobile/Cargo.toml), the `package.metadata.android` section configures `cargo-apk` while [`mobile/manifest.yaml`](./mobile/manifest.yaml) configures a custom fork of `xbuild` which is used in the `release-android-google-play` workflow to create an AAB. - -There is a [post about how to set up the android release workflow][workflow_bevy_android] on my blog. - -## iOS - -The setup is pretty much what Bevy does for the mobile example. - -There is a [post about how to set up the iOS release workflow][workflow_bevy_ios] on my blog. - -# Removing mobile platforms - -If you don't want to target Android or iOS, you can just delete the `/mobile`, `/build/android`, and `/build/ios` directories. -Then delete the `[workspace]` section from `Cargo.toml`. - -# Getting started with Bevy - -You should check out the Bevy website for [links to resources][bevy-learn] and the [Bevy Cheat Book] for a bunch of helpful documentation and examples. I can also recommend the [official Bevy Discord server][bevy-discord] for keeping up to date with the development and getting help from other Bevy users. - -# Known issues - -Audio in web-builds can have issues in some browsers. This seems to be a general performance issue and not due to the audio itself (see [bevy_kira_audio/#9][firefox-sound-issue]). - -# License - -This project is licensed under [CC0 1.0 Universal](LICENSE) except some content of `assets` and the Bevy icons in the `build` directory (see [Credits](credits/CREDITS.md)). Go crazy and feel free to show me whatever you build with this ([@nikl_me][nikl-twitter] / [@nikl_me@mastodon.online][nikl-mastodon] ). - -[bevy]: https://bevyengine.org/ -[bevy-learn]: https://bevyengine.org/learn/ -[bevy-discord]: https://discord.gg/bevy -[nikl-twitter]: https://twitter.com/nikl_me -[nikl-mastodon]: https://mastodon.online/@nikl_me -[firefox-sound-issue]: https://github.com/NiklasEi/bevy_kira_audio/issues/9 -[Bevy Cheat Book]: https://bevy-cheatbook.github.io/introduction.html -[trunk]: https://trunkrs.dev/ -[android-instructions]: https://github.com/bevyengine/bevy/blob/latest/examples/README.md#setup -[ios-instructions]: https://github.com/bevyengine/bevy/blob/latest/examples/README.md#setup-1 -[mobile_dev_with_bevy_2]: https://www.nikl.me/blog/2023/notes_on_mobile_development_with_bevy_2/ -[workflow_bevy_android]: https://www.nikl.me/blog/2023/github_workflow_to_publish_android_app/ -[workflow_bevy_ios]: https://www.nikl.me/blog/2023/github_workflow_to_publish_ios_app/ +# A nyt sudoku game clone diff --git a/src/game/cell_state.rs b/src/game/cell_state.rs index 597dd1c..a712b8f 100644 --- a/src/game/cell_state.rs +++ b/src/game/cell_state.rs @@ -1,6 +1,6 @@ use bevy::prelude::*; -use std::ops::BitXorAssign; use bevy::utils::HashSet; +use std::ops::BitXorAssign; use sudoku::bitset::Set; use sudoku::board::{CellState, Digit}; @@ -153,4 +153,4 @@ pub struct CorrectionCell; /// 选中的格子 #[derive(Component)] -pub struct SelectedCell; \ No newline at end of file +pub struct SelectedCell; diff --git a/src/loading.rs b/src/loading.rs index bfc151b..e5ed286 100644 --- a/src/loading.rs +++ b/src/loading.rs @@ -20,7 +20,6 @@ impl Plugin for LoadingPlugin { } } - // the following asset collections will be loaded during the State `GameState::Loading` // when done loading, they will be inserted as resources (see ) @@ -62,7 +61,6 @@ pub struct TextureAssets { pub correction: Handle, #[asset(path = "textures/congrats-star.png")] pub congrats_star: Handle, - } #[derive(AssetCollection, Resource)]