use bevy::prelude::*; use bevy_rapier3d::prelude::*; use forky_play::maze::*; use forky_play::utility::surrender_focus; use forky_play::*; use sweet::*; sweet! { it skip "works" { App::new() .add_plugins(plugins::ForkyFullPlugin::default()) .add_systems(Startup, surrender_focus) .insert_resource(RapierConfiguration::with_gravity_scalar(10.)) .add_event::() .add_event::() .add_systems(Update,maze_3d::respawn) .add_systems(Update,maze_3d::despawn) .add_systems(Update,ball::respawn) .add_systems(Update,ball::despawn_on_ball_fall) .add_systems(Startup, spawn) .run(); } } pub fn spawn( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { let _obj = commands .spawn(PbrBundle { transform: Transform::from_xyz(0., -0.1, 0.) .with_scale_xyz(10., 0.2, 10.) .with_rotation_x(0.1), mesh: meshes.add(Mesh::from(Cuboid::default())), material: materials.from_white(), ..default() }) .insert(Collider::cuboid(0.5, 0.5, 0.5)) .id(); }