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Screen shake example (#15567)
# Objective Closes https://github.com/bevyengine/bevy/issues/15564 ## Solution Adds a screen shake example. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
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12
Cargo.toml
12
Cargo.toml
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@ -3476,6 +3476,18 @@ description = "Shows how to orbit a static scene using pitch, yaw, and roll."
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category = "Camera"
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wasm = true
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[[example]]
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name = "2d_screen_shake"
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path = "examples/camera/2d_screen_shake.rs"
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doc-scrape-examples = true
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[package.metadata.example.2d_screen_shake]
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name = "Screen Shake"
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description = "A simple 2D screen shake effect"
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category = "Camera"
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wasm = true
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[package.metadata.example.fps_overlay]
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name = "FPS overlay"
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description = "Demonstrates FPS overlay"
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@ -269,6 +269,7 @@ Example | Description
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[Camera Orbit](../examples/camera/camera_orbit.rs) | Shows how to orbit a static scene using pitch, yaw, and roll.
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[First person view model](../examples/camera/first_person_view_model.rs) | A first-person camera that uses a world model and a view model with different field of views (FOV)
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[Projection Zoom](../examples/camera/projection_zoom.rs) | Shows how to zoom orthographic and perspective projection cameras.
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[Screen Shake](../examples/camera/2d_screen_shake.rs) | A simple 2D screen shake effect
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## Dev tools
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180
examples/camera/2d_screen_shake.rs
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180
examples/camera/2d_screen_shake.rs
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@ -0,0 +1,180 @@
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//! This example showcases a 2D screen shake using concept in this video: `<https://www.youtube.com/watch?v=tu-Qe66AvtY>`
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//!
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//! ## Controls
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//!
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//! | Key Binding | Action |
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//! |:-------------|:---------------------|
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//! | Space | Trigger screen shake |
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use bevy::{prelude::*, render::camera::SubCameraView, sprite::MeshMaterial2d};
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use rand::{Rng, SeedableRng};
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use rand_chacha::ChaCha8Rng;
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const CAMERA_DECAY_RATE: f32 = 0.9; // Adjust this for smoother or snappier decay
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const TRAUMA_DECAY_SPEED: f32 = 0.5; // How fast trauma decays
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const TRAUMA_INCREMENT: f32 = 1.0; // Increment of trauma per frame when holding space
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// screen_shake parameters, maximum addition by frame not actual maximum overall values
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const MAX_ANGLE: f32 = 0.5;
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const MAX_OFFSET: f32 = 500.0;
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#[derive(Component)]
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struct Player;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, (setup_scene, setup_instructions, setup_camera))
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.add_systems(Update, (screen_shake, trigger_shake_on_space))
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.run();
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}
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fn setup_scene(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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// World where we move the player
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commands.spawn((
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Mesh2d(meshes.add(Rectangle::new(1000., 700.))),
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MeshMaterial2d(materials.add(Color::srgb(0.2, 0.2, 0.3))),
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));
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// Player
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commands.spawn((
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Player,
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Mesh2d(meshes.add(Rectangle::new(50.0, 100.0))), // Rectangle size (width, height)
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MeshMaterial2d(materials.add(Color::srgb(0.25, 0.94, 0.91))), // RGB values must be in range 0.0 to 1.0
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Transform::from_xyz(0., 0., 2.),
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));
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commands.spawn((
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Mesh2d(meshes.add(Rectangle::new(50.0, 50.0))), // Rectangle size (width, height)
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MeshMaterial2d(materials.add(Color::srgb(0.85, 0.0, 0.2))), // RGB values must be in range 0.0 to 1.0
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Transform::from_xyz(-450.0, 200.0, 2.),
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));
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commands.spawn((
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Mesh2d(meshes.add(Rectangle::new(70.0, 50.0))), // Rectangle size (width, height)
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MeshMaterial2d(materials.add(Color::srgb(0.5, 0.8, 0.2))), // RGB values must be in range 0.0 to 1.0
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Transform::from_xyz(450.0, -150.0, 2.),
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));
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commands.init_resource::<ScreenShake>();
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}
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fn setup_instructions(mut commands: Commands) {
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commands.spawn(
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TextBundle::from_section("Hold space to trigger a screen shake", TextStyle::default())
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.with_style(Style {
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position_type: PositionType::Absolute,
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bottom: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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}),
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);
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}
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fn setup_camera(mut commands: Commands) {
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commands.spawn((
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Camera2d,
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Camera {
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sub_camera_view: Some(SubCameraView {
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full_size: UVec2::new(1000, 700),
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offset: Vec2::new(0.0, 0.0),
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size: UVec2::new(1000, 700),
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}),
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order: 1,
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..default()
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},
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));
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}
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#[derive(Resource, Clone)]
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struct ScreenShake {
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max_angle: f32,
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max_offset: f32,
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trauma: f32,
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latest_position: Option<Vec2>,
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}
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impl Default for ScreenShake {
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fn default() -> Self {
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Self {
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max_angle: 0.0,
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max_offset: 0.0,
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trauma: 0.0,
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latest_position: Some(Vec2::default()),
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}
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}
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}
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impl ScreenShake {
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fn start_shake(&mut self, max_angle: f32, max_offset: f32, trauma: f32, final_position: Vec2) {
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self.max_angle = max_angle;
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self.max_offset = max_offset;
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self.trauma = trauma.clamp(0.0, 1.0);
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self.latest_position = Some(final_position);
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}
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}
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fn trigger_shake_on_space(
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time: Res<Time>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut screen_shake: ResMut<ScreenShake>,
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) {
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if keyboard_input.pressed(KeyCode::Space) {
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let screen_shake_clone = screen_shake.clone();
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screen_shake.start_shake(
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MAX_ANGLE,
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MAX_OFFSET,
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screen_shake_clone.trauma + TRAUMA_INCREMENT * time.delta_seconds(),
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Vec2 { x: 0.0, y: 0.0 },
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); // final_position should be your current player position
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}
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}
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fn screen_shake(
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time: Res<Time>,
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mut screen_shake: ResMut<ScreenShake>,
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mut query: Query<(&mut Camera, &mut Transform)>,
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) {
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let mut rng = ChaCha8Rng::from_entropy();
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let shake = screen_shake.trauma * screen_shake.trauma;
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let angle = (screen_shake.max_angle * shake).to_radians() * rng.gen_range(-1.0..1.0);
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let offset_x = screen_shake.max_offset * shake * rng.gen_range(-1.0..1.0);
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let offset_y = screen_shake.max_offset * shake * rng.gen_range(-1.0..1.0);
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eprintln!("{} {}", offset_x, offset_y);
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if shake > 0.0 {
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for (mut camera, mut transform) in query.iter_mut() {
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// Position
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let sub_view = camera.sub_camera_view.as_mut().unwrap();
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let target = sub_view.offset
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+ Vec2 {
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x: offset_x,
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y: offset_y,
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};
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sub_view
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.offset
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.smooth_nudge(&target, CAMERA_DECAY_RATE, time.delta_seconds());
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// Rotation
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let rotation = Quat::from_rotation_z(angle);
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transform.rotation = transform
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.rotation
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.interpolate_stable(&(transform.rotation.mul_quat(rotation)), CAMERA_DECAY_RATE);
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}
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} else {
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// return camera to the latest position of player (it's fixed in this example case)
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if let Ok((mut camera, mut transform)) = query.get_single_mut() {
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let sub_view = camera.sub_camera_view.as_mut().unwrap();
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let target = screen_shake.latest_position.unwrap();
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sub_view
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.offset
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.smooth_nudge(&target, 1.0, time.delta_seconds());
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transform.rotation = transform.rotation.interpolate_stable(&Quat::IDENTITY, 0.1);
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}
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}
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// Decay the trauma over time
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screen_shake.trauma -= TRAUMA_DECAY_SPEED * time.delta_seconds();
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screen_shake.trauma = screen_shake.trauma.clamp(0.0, 1.0);
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}
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