Apply clippy fixes

This commit is contained in:
2025-12-20 09:38:46 -06:00
parent 099926d368
commit d2cb75c3a1
4 changed files with 11 additions and 14 deletions

View File

@@ -217,7 +217,7 @@ fn input_ship_shoot(
physics::Velocity(bullet_vel),
Mesh2d(game_assets.bullet().0),
MeshMaterial2d(game_assets.bullet().1),
ship_pos.clone(), // clone ship transform
*ship_pos, // clone ship transform
Lifetime(Timer::from_seconds(BULLET_LIFETIME, TimerMode::Once)),
AudioPlayer::new(game_assets.laser_sound()),
PlaybackSettings::ONCE, // `Lifetime` already despawns the entity, so this doesn't need to

View File

@@ -238,7 +238,7 @@ pub fn ship_impact_listener(
Sparkler::at_interval(0.15),
Mesh2d(game_assets.thruster_mesh()), // borrow the thruster mesh for now
MeshMaterial2d(game_assets.thruster_mat_active()), // ... and the active thruster material
player.0.clone(), // clone the player transform
*player.0, // clone the player transform
Velocity(vel),
));
}

View File

@@ -114,12 +114,10 @@ pub fn collision_listener(
dbg!("Writing ShipDestroy event");
ship_writer.write(messages::ShipDestroy);
} // else, we don't care
} else if *two == *player {
if rocks.contains(*one) {
} else if *two == *player && rocks.contains(*one) {
dbg!("Writing ShipDestroy event");
ship_writer.write(messages::ShipDestroy);
}
}
// Option 2: Bullet & Asteroid
if bullets.contains(*one) {
@@ -128,8 +126,7 @@ pub fn collision_listener(
asteroid_writer.write(messages::AsteroidDestroy(*two));
bullet_writer.write(messages::BulletDestroy(*one));
}
} else if rocks.contains(*one) {
if bullets.contains(*two) {
} else if rocks.contains(*one) && bullets.contains(*two) {
dbg!("Writing AsteroidDestroy & BulletDestroy events");
asteroid_writer.write(messages::AsteroidDestroy(*one));
bullet_writer.write(messages::BulletDestroy(*two));
@@ -137,4 +134,3 @@ pub fn collision_listener(
}
}
}
}

View File

@@ -8,7 +8,7 @@ use crate::{
};
use bevy::{
color::palettes::css::{BLACK, DARK_GRAY, GREEN, LIGHT_BLUE, RED, WHITE},
color::palettes::css::{BLACK, DARK_GRAY, GREEN, RED, WHITE},
prelude::*,
};
@@ -263,6 +263,7 @@ fn animate_get_ready_widget(
/// on the HUD, this system would quit the game. The same will happen for
/// returning to the title screen. This should be useful for making a pause
/// menu, too.
#[allow(clippy::type_complexity)]
fn operate_buttons(
mut interactions: Query<
(