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Copy file name to clipboardExpand all lines: CHANGELOG.md
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<!-- next-header -->
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## [Unreleased] - ReleaseDate
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### Breaking changes
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-`WindowDescriptor` has been renamed to `Window`
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- You must new add `#[derive(Resource)]` above your `GameState` struct.
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- It is no longer possible to use the unit type `()` instead of a `GameState` struct. Always create a `GameState` struct (it can be an empty struct with no fields).
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- The `Timer` now takes a `TimerMode` enum variant instead of a `bool`. Use `TimerMode::Once` for a timer that runs once, or `TimerMode::Repeating` for a repeating timer.
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### Improved
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- Update bevy from 0.8 to 0.10
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- Update bevy_prototype_lyon from 0.6 to 0.8
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- Update ron from 0.7 to 0.8
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- Fixed some inconsistent parameter names in examples
Copy file name to clipboardExpand all lines: tutorial/src/00-welcome.md
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Rusty Engine is a simple, 2D game engine for those who are learning Rust. Create simple game prototypes using straightforward Rust code without needing to learning difficult game engine concepts! It works on macOS, Linux, and Windows. Rusty Engine is a simplification wrapper over [Bevy](https://bevyengine.org/), which I encourage you to use directly for more serious game engine needs.
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The following courses use Rusty Engine in their curriculum:
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The following courses currently use Rusty Engine in their curriculum:
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-[Ultimate Rust 2: Intermediate Concepts](https://agileperception.com/ultimate_rust_2) (the sequel to [Ultimate Rust Crash Course](https://agileperception.com/ultimate_rust_crash_course))
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-[Ultimate Rust 2: Intermediate Concepts](https://www.udemy.com/course/ultimate-rust-2/?referralCode=8ED694EBE5637F954414) on Udemy (the sequel to [Ultimate Rust Crash Course](https://www.udemy.com/course/ultimate-rust-crash-course/?referralCode=AF30FAD8C6CCCC2C94F0))
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-[Rust in 3 Weeks](https://agileperception.com) conducted live on O'Reilly Online approximately once each quarter.
Copy file name to clipboardExpand all lines: tutorial/src/02-quick-start.md
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# Quick Start Example
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- Create a new Rust project and add `rusty_engine` as a dependency (see the [Configuration](05-config.md) page for more details)
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- Create a new Rust project and run `cargo add rusty_engine`to add Rusty Engine as a dependency (see the [Configuration](05-config.md) page for more details). Your `Cargo.toml` file should end up with a line similar to this:
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# Configuration
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- Create a new Rust project
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-In your `Cargo.toml` file, add `rusty_engine` to your `[dependencies]` section:
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-Do `cargo add rusty_engine` to add the latest version of Rusty Engine to the `[dependencies]` section of your `Cargo.toml`. It should add a line that looks something like this:
Copy file name to clipboardExpand all lines: tutorial/src/105-keyboard-state.md
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You can think of keyboard _state_ as a snapshot of exactly which keys are pressed (or not) at the start of the frame. Keyboard state is best for interactive things like character movement. If you need to process every single keystroke (like when entering text), check out the [Keyboard Event](110-keyboard-events.md) section instead.
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The `Engine.keyboard_state` field is a struct through which you query the state of the key(s) you are interested in.
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The `Engine` struct's `keyboard_state` field is a struct through which you query the state of the key(s) you are interested in.
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Rusty Engine exposes [Bevy](https://bevyengine.org/)'s [`KeyCode`](https://docs.rs/bevy/latest/bevy/input/keyboard/enum.KeyCode.html) enum directly. See [the `KeyCode` documentation](https://docs.rs/bevy/latest/bevy/input/keyboard/enum.KeyCode.html) for all the possible key variants.
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Rusty Engine exposes [Bevy](https://bevyengine.org/)'s [`KeyCode`](https://docs.rs/bevy/latest/bevy/input/keyboard/enum.KeyCode.html) enum through its prelude. See [the `KeyCode` documentation](https://docs.rs/bevy/latest/bevy/input/keyboard/enum.KeyCode.html) for all the possible key variants.
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### Pressed / Released
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// open menu
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}
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if engine.keyboard_state.just_released_any(&[KeyCode::Space, KeyCode::LControl]) {
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