autoformat

This commit is contained in:
2025-08-12 23:18:46 -05:00
parent 16842c13f7
commit 7c877264a2
2 changed files with 8 additions and 8 deletions

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@@ -1,5 +1,5 @@
//! Asteroids, implemented as a Bevy plugin.
//!
//!
//! Compile-time configurables can be found in the [`config`] module.
pub mod config;
@@ -109,7 +109,7 @@ fn spawn_camera(mut commands: Commands) {
}
/// Player's thruster control system.
///
///
/// Checks if "W" is pressed and increases velocity accordingly.
fn input_ship_thruster(
keyboard_input: Res<ButtonInput<KeyCode>>,
@@ -142,7 +142,7 @@ fn input_ship_thruster(
}
/// Player's rotation control system.
///
///
/// Checks if "A" or "D" is pressed and updates the player's [`AngularVelocity`]
/// component accordingly.
fn input_ship_rotation(
@@ -164,9 +164,9 @@ fn input_ship_rotation(
}
/// Player's gun trigger.
///
///
/// Checks if the spacebar has just been pressed, spawning a bullet if so.
///
///
/// TODO: Hook up a timer to control weapon fire-rate. Something will have to
/// tick those timers. Maybe this system?
fn input_ship_shoot(

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@@ -1,5 +1,5 @@
//! Systems, Components, and any other items for powering the game logic.
//!
//!
//! Where the objects (ship, asteroid, etc) carry their own behavioral systems,
//! the *game* keeps its main logic here. Its for ambient behaviors, like
//! asteroid spawning, or eventually the flying saucer spawns.
@@ -11,10 +11,10 @@ use bevy::prelude::*;
use crate::{WorldSize, events::SpawnAsteroid, objects::AsteroidSize};
/// Asteroid spawning parameters and state.
///
///
/// This struct keeps track of the rng and timer for spawning asteroids. In the
/// future it may contain additional fields to allow for more control.
///
///
/// It's values are operated by the [`tick_asteroid_manager`] system.
#[derive(Resource)]
pub struct AsteroidSpawner {