From 7c877264a25722226f3bdb5de9e5730d8aab2751 Mon Sep 17 00:00:00 2001 From: Robert Garrett Date: Tue, 12 Aug 2025 23:18:46 -0500 Subject: [PATCH] autoformat --- src/lib.rs | 10 +++++----- src/machinery.rs | 6 +++--- 2 files changed, 8 insertions(+), 8 deletions(-) diff --git a/src/lib.rs b/src/lib.rs index ae95e76..38b0352 100644 --- a/src/lib.rs +++ b/src/lib.rs @@ -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>, @@ -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( diff --git a/src/machinery.rs b/src/machinery.rs index 17fc672..89bb816 100644 --- a/src/machinery.rs +++ b/src/machinery.rs @@ -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 {