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mockersf committed Nov 8, 2024
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8 changes: 8 additions & 0 deletions bevy-workshop/src/actions/exercises.md
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# Exercises

Don't forget to checkout the branch:

```sh
git checkout 08-action-zones
```

Let's review what was changed: <https://github.com/vleue/bevy_workshop/compare/08-action-zones...07-level-loading>

## Use Fixed Z Indexes

Use fixed values for the z indexes so that the game renders the same every time.
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5 changes: 5 additions & 0 deletions bevy-workshop/src/actions/index.md
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Expand Up @@ -7,3 +7,8 @@ You will learn how to:
* Implement the logic for triggering actions
* Integrate them into your game to enhance interactivity and gameplay dynamics

Checkout the branch:

```sh
git checkout 08-action-zones
```
8 changes: 8 additions & 0 deletions bevy-workshop/src/basics/exercises1.md
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# Exercises

Don't forget to checkout the branch:

```sh
git checkout 06-basic-game
```

Let's review what was changed: <https://github.com/vleue/bevy_workshop/compare/06-basic-game...05-intro-to-bevy>

## Displaying the Ground

File `spritesheet_ground.png` has a spritesheet for the ground. Use it instead of the green box.
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2 changes: 2 additions & 0 deletions bevy-workshop/src/basics/exercises2.md
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# Exercises

Uncomment the gravity system so that it affects the player now.

## Falling to Death

Make the game go back to the menu when the player fall offscreen.
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6 changes: 6 additions & 0 deletions bevy-workshop/src/basics/index.md
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Expand Up @@ -6,3 +6,9 @@ You will:
* Load, display, and animate sprites
* React to user input
* Query entities and components in more complex scenarios

Checkout the branch:

```sh
git checkout 06-basic-game
```
6 changes: 6 additions & 0 deletions bevy-workshop/src/intro/index.md
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Expand Up @@ -6,3 +6,9 @@ We'll start our game with a splash screen. To achieve this, we will:
* Build a system to spawn entities with components
* Use states to reduce boilerplate code
* Refactor our code using plugins

Checkout the branch:

```sh
git checkout 05-intro-to-bevy
```
8 changes: 8 additions & 0 deletions bevy-workshop/src/level/exercises.md
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# Exercises

Don't forget to checkout the branch:

```sh
git checkout 07-level-loading
```

Let's review what was changed: <https://github.com/vleue/bevy_workshop/compare/07-level-loading...06-basic-game>

## Handle the Player Starting Position

Spawn the player where there's a smiley 🙂
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5 changes: 5 additions & 0 deletions bevy-workshop/src/level/index.md
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Expand Up @@ -6,3 +6,8 @@ In this section, you will learn how to load and manage levels in your game. This
* Accessing the asset at runtime
* Displaying the level based on its file

Checkout the branch:

```sh
git checkout 07-level-loading
```
8 changes: 8 additions & 0 deletions bevy-workshop/src/sound/exercises.md
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# Exercises

Don't forget to checkout the branch:

```sh
git checkout 09-sound-effects
```

Let's review what was changed: <https://github.com/vleue/bevy_workshop/compare/09-sound-effects...08-action-zones>

## Other Events

Add sound for game start, winning and losing.
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6 changes: 6 additions & 0 deletions bevy-workshop/src/sound/index.md
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Expand Up @@ -6,3 +6,9 @@ By the end of this section, you will be able to:
* Load and manage sound assets
* Play sound effects in response to game events
* Control sound properties such as volume and pitch

Checkout the branch:

```sh
git checkout 09-sound-effects
```
8 changes: 8 additions & 0 deletions bevy-workshop/src/visuals/exercises.md
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# ✍️ Exercises

Don't forget to checkout the branch:

```sh
git checkout 10-visual-effects
```

Let's review what was changed: <https://github.com/vleue/bevy_workshop/compare/10-visual-effects...09-sound-effects>

## Jumping

Let's add a shader displaying an effect when jumping.
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6 changes: 6 additions & 0 deletions bevy-workshop/src/visuals/index.md
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Expand Up @@ -6,3 +6,9 @@ Bevy offers several abstractions to render things on screen:
* Directly using images or colors or texture atlas, which is what we've been doing until now. The shaders are built-in Bevy, and use as many optimisation as possible at the cost of customisation.
* Custom materials, which we'll explore in this section. For 2d, you'll need to implement the [`Material2d`](https://docs.rs/bevy/0.15.0-rc.3/bevy/sprite/trait.Material2d.html) trait.
* Lower level abstractions, down to complete control on the whole rendering pipeline. This won't be in this workshop.

Checkout the branch:

```sh
git checkout 10-visual-effects
```

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