Hack to get ship meshes back in place
This commit is contained in:
10
src/lib.rs
10
src/lib.rs
@@ -105,16 +105,18 @@ fn spawn_player(
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let thruster_firing_id = materials.add(SHIP_THRUSTER_COLOR_ACTIVE);
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let thruster_stopped_id = materials.add(SHIP_THRUSTER_COLOR_INACTIVE);
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let ship_material = materials.add(PLAYER_SHIP_COLOR);
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let ship_mesh = MaterialMesh2dBundle {
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mesh: meshes.add(triangle).into(),
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material: materials.add(PLAYER_SHIP_COLOR),
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material: MeshMaterial2d(ship_material),
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transform: Transform::default().with_scale(Vec3::new(20.0, 20.0, 20.0)),
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..default()
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};
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let thruster_material = materials.add(PLAYER_SHIP_COLOR);
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let thruster_mesh = MaterialMesh2dBundle {
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mesh: meshes.add(triangle).into(),
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material: materials.add(PLAYER_SHIP_COLOR),
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material: MeshMaterial2d(thruster_material),
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transform: Transform::default()
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.with_scale(Vec3::splat(0.5))
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.with_translation(Vec3::new(-0.5, 0.0, -0.1)),
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@@ -154,9 +156,9 @@ fn input_ship_thruster(
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if keyboard_input.pressed(KeyCode::KeyW) {
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velocity.0 += Vec2::from_angle(rotation.0) * SHIP_THRUST;
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commands.entity(*thrusters).insert(colors.0.clone());
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commands.entity(*thrusters).insert(MeshMaterial2d(colors.0.clone()));
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} else {
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commands.entity(*thrusters).insert(colors.1.clone());
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commands.entity(*thrusters).insert(MeshMaterial2d(colors.1.clone()));
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}
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}
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