Apply ship rotation to visual widget
This commit is contained in:
25
src/lib.rs
25
src/lib.rs
@@ -11,8 +11,11 @@ impl Plugin for AsteroidPlugin {
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app.add_systems(Startup, (spawn_camera, spawn_player))
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.insert_resource(ClearColor(BACKGROUND_COLOR))
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.add_systems(FixedUpdate, (input_ship_thruster, input_ship_rotation))
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// .add_systems(FixedUpdate, input_ship_rotation);
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.add_systems(FixedPostUpdate, (integrate_velocity, update_positions));
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.add_systems(FixedPostUpdate, (
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integrate_velocity,
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update_positions,
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apply_rotation_to_mesh,
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));
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}
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}
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@@ -43,7 +46,11 @@ fn spawn_player(
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Velocity(Vec2::ZERO),
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Rotation(0.0),
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MaterialMesh2dBundle {
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mesh: meshes.add(Circle::new(10.0)).into(),
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mesh: meshes.add(Triangle2d::new(
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Vec2::new( 0.5, 0.0) * 20.0,
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Vec2::new(-0.5, 0.25) * 20.0,
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Vec2::new(-0.5, -0.25) * 20.0
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)).into(),
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material: materials.add(PLAYER_SHIP_COLOR),
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transform: Transform::default(),
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..default()
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@@ -69,7 +76,8 @@ fn input_ship_thruster(
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}
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/*
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Checks if "A" or "D" is pressed and rotates the ship accordingly
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Checks if "A" or "D" is pressed and updates the player's Rotation component accordingly
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Does *not* rotate the graphical widget! (that's done by the `apply_rotation_to_mesh` system)
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*/
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fn input_ship_rotation(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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@@ -102,3 +110,12 @@ fn update_positions(mut query: Query<(&mut Transform, &Position)>) {
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transform.translation.y = position.0.y;
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}
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}
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/*
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Assigns the rotation to the transform by copying it from the Rotation component.
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*/
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fn apply_rotation_to_mesh(mut query: Query<(&mut Transform, &Rotation)>) {
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for (mut transform, rotation) in &mut query {
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transform.rotation = Quat::from_rotation_z(rotation.0);
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}
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}
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