You are an expert in writing code in many different languages. Your goal is to perform code completion for the following code, keeping in mind the rest of the code and the file meta data.
    Metadata details:
    filename: main.rs
    path of file: ./repos/jump-jump/src
    
    the code of the file until where you have to start completion: use std::time::Duration;

use crate::camera::*;
use crate::platform::*;
use crate::player::*;
use crate::ui::*;
use bevy::prelude::*;
use bevy_hanabi::prelude::*;

mod camera;
mod platform;
mod player;
mod ui;

fn main() {
    let mut app = App::new();
    app.add_plugins(DefaultPlugins);

    #[cfg(not(target_arch = "wasm32"))]
    {
        app.add_plugin(HanabiPlugin);
    }

    let mut game_playing_set_on_update = SystemSet::on_update(GameState::Playing)
        .with_system(prepare_jump)
        .with_system(generate_next_platform)
        .with_system(move_camera)
        .with_system(player_jump)
        .with_system(update_scoreboard)
        .with_system(animate_jump)
        .with_system(animate_fall)
        .with_system(animate_player_accumulation)
        .with_system(animate_platform_accumulation.after(player_jump))
        .with_system(spawn_score_up_effect)
        .with_system(sync_score_up_effect)
        .with_system(shift_score_up_effect);

    #[cfg(not(target_arch = "wasm32"))]
    {
        game_playing_set_on_update =
            game_playing_set_on_update.with_system(animate_accumulation_particle_effect);
    }

    app.add_state(GameState::MainMenu)
        .insert_resource(CameraMoveState::default())
        .insert_resource(Score(0))
        .insert_resource(Accumulator(None))
        .insert_resource(JumpState::defau
    
fn main() {
    let mut app = App::new();
    app.add_plugins(DefaultPlugins);

    #[cfg(not(target_arch = "wasm32"))]
    {
        app.add_plugin(HanabiPlugin);
    }

    let mut game_playing_set_on_update = SystemSet::on_update(GameState::Playing)
        .with_system(prepare_jump)
        .with_system(generate_next_platform)
        .with_system(move_camera)
        .with_system(player_jump)
        .with_system(update_scoreboard)
        .with_system(animate_jump)
        .with_system(animate_fall)
        .with_system(animate_player_accumulation)
        .with_system(animate_platform_accumulation.after(player_jump))
        .with_system(spawn_score_up_effect)
        .with_system(sync_score_up_effect)
        .with_system(shift_score_up_effect);

    #[cfg(not(target_arch = "wasm32"))]
    {
        game_playing_set_on_update =
            game_playing_set_on_update.with_system(animate_accumulation_particle_effect);
    }

    app.add_state(GameState::MainMenu)
        .insert_resource(CameraMoveState::default())
        .insert_resource(Score(0))
        .insert_resource(Accumulator(None))
        .insert_resource(JumpState::default())
        .insert_resource(FallState::default())
        .insert_resource(GenerateAccumulationParticleEffectTimer(Timer::new(
            Duration::from_millis(200),
            TimerMode::Once,
        )))
        .insert_resource(PrepareJumpTimer(Timer::new(
            Duration::from_millis(200),
            TimerMode::Once,
        )))
        .insert_resource(ScoreUpQueue(Vec::new()))
        .insert_resource(AccumulationSoundController(None))
        .add_startup_system(setup_camera)
        .add_startup_system(setup_ground)
        .add_startup_system(setup_ui_images)
        .add_startup_system(setup_game_sounds)
        // Main Menu
        .add_system_set(
            SystemSet::on_enter(GameState::MainMenu)
                .with_system(setup_main_menu)
                .with_system(clear_player)
                .with_system(clear_platforms)
                .with_system(despawn_scoreboard),
        )
        .add_system_set(SystemSet::on_update(GameState::MainMenu).with_system(click_button))
        .add_system_set(
            SystemSet::on_exit(GameState::MainMenu).with_system(despawn_screen::<OnMainMenuScreen>),
        )
        // Playing
        .add_system_set(
            SystemSet::on_enter(GameState::Playing)
                .with_system(clear_player)
                .with_system(clear_platforms)
                .with_system(despawn_scoreboard)
                .with_system(setup_first_platform.after(clear_platforms))
                .with_system(setup_player.after(clear_player))
                .with_system(setup_scoreboard.after(despawn_scoreboard))
                .with_system(reset_score)
                .with_system(reset_prepare_jump_timer),
        )
        .add_system_set(game_playing_set_on_update)
        // GameOver
        .add_system_set(SystemSet::on_enter(GameState::GameOver).with_system(setup_game_over_menu))
        .add_system_set(SystemSet::on_update(GameState::GameOver).with_system(click_button))
        .add_system_set(
            SystemSet::on_exit(GameState::GameOver)
                .with_system(despawn_screen::<OnGameOverMenuScreen>),
        )
        .run();
}