Remove Rotation component, update usage sites
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@@ -7,7 +7,7 @@ use std::time::Duration;
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use bevy::prelude::*;
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use crate::{GameAssets, Rotation, WorldSize, physics::Velocity};
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use crate::{GameAssets, WorldSize, physics::Velocity};
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#[derive(Component, Deref, DerefMut)]
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pub struct Asteroid(AsteroidSize);
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@@ -122,7 +122,6 @@ pub fn spawn_asteroid(
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Sensor,
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Transform::from_translation(spawn.pos.extend(0.0)),
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Velocity(spawn.vel),
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Rotation(0.0),
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Mesh2d(mesh),
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MeshMaterial2d(material),
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));
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19
src/lib.rs
19
src/lib.rs
@@ -11,7 +11,7 @@ use crate::config::{
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ASTEROID_SMALL_COLOR, BACKGROUND_COLOR, PLAYER_SHIP_COLOR, SHIP_ROTATION, SHIP_THRUST,
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SHIP_THRUSTER_COLOR_ACTIVE, SHIP_THRUSTER_COLOR_INACTIVE, WINDOW_SIZE,
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};
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use crate::physics::Rotation;
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use crate::physics::AngularVelocity;
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use crate::ship::Ship;
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use bevy::prelude::*;
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@@ -70,7 +70,7 @@ impl Plugin for AsteroidPlugin {
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.add_event::<asteroids::SpawnAsteroid>()
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.add_event::<event::AsteroidDestroy>()
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.add_event::<event::ShipDestroy>();
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app.insert_state(GameState::TitleScreen);
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app.insert_state(GameState::Playing);
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}
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}
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@@ -237,24 +237,25 @@ fn spawn_camera(mut commands: Commands) {
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*/
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fn input_ship_thruster(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut query: Query<(&mut physics::Velocity, &Rotation, &mut Children), With<Ship>>,
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mut query: Query<(&mut physics::Velocity, &Transform, &mut Children), With<Ship>>,
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mut commands: Commands,
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game_assets: Res<GameAssets>,
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) {
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// TODO: Maybe change for a Single<Ship>> so this only runs for the one ship
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// buuut... that would silently do nothing if there are 0 or >1 ships, and
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// I might want to crash on purpose in that case.
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let Ok((mut velocity, rotation, children)) = query.single_mut() else {
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let Ok((mut velocity, transform, children)) = query.single_mut() else {
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let count = query.iter().count();
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panic!("There should be exactly one player ship! Instead, there seems to be {count}.");
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};
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let rotation = transform.rotation;
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let thrusters = children
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.first()
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.expect("Couldn't find first child, which should be the 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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velocity.0 += Vec2::from_angle(rotation.z) * SHIP_THRUST;
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commands
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.entity(*thrusters)
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.insert(MeshMaterial2d(game_assets.thruster_mat_active()));
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@@ -271,17 +272,17 @@ fn input_ship_thruster(
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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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mut query: Query<&mut Rotation, With<Ship>>,
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mut query: Query<&mut AngularVelocity, With<Ship>>,
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) {
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let Ok(mut rotation) = query.single_mut() else {
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let Ok(mut angular_vel) = query.single_mut() else {
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let count = query.iter().count();
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panic!("There should be exactly one player ship! Instead, there seems to be {count}.");
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};
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if keyboard_input.pressed(KeyCode::KeyA) {
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rotation.0 += SHIP_ROTATION;
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angular_vel.0 += SHIP_ROTATION;
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} else if keyboard_input.pressed(KeyCode::KeyD) {
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rotation.0 -= SHIP_ROTATION;
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angular_vel.0 -= SHIP_ROTATION;
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}
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}
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@@ -11,9 +11,6 @@ pub(crate) struct Velocity(pub(crate) bevy::math::Vec2);
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#[derive(Component)]
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pub(crate) struct AngularVelocity(pub(crate) f32);
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#[derive(Component)]
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pub(crate) struct Rotation(pub(crate) f32);
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/// Marker for any entity that should wrap on screen edges
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#[derive(Component)]
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pub(crate) struct Wrapping;
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@@ -1,6 +1,5 @@
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use crate::{
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GameAssets, Rotation,
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physics::{Velocity, Wrapping},
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physics::{Velocity, Wrapping}, AngularVelocity, GameAssets
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};
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use bevy::prelude::*;
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@@ -19,7 +18,7 @@ pub fn spawn_player(mut commands: Commands, game_assets: Res<GameAssets>) {
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Ship,
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Wrapping,
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Velocity(Vec2::ZERO),
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Rotation(0.0),
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AngularVelocity(0.0),
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Mesh2d(game_assets.ship().0),
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MeshMaterial2d(game_assets.ship().1),
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Transform::default().with_scale(Vec3::new(20.0, 20.0, 20.0)),
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