Remove Rotation component, update usage sites

This commit is contained in:
2025-08-09 16:04:12 -05:00
parent 939ffc70a1
commit e841facf73
4 changed files with 13 additions and 17 deletions

View File

@@ -7,7 +7,7 @@ use std::time::Duration;
use bevy::prelude::*; use bevy::prelude::*;
use crate::{GameAssets, Rotation, WorldSize, physics::Velocity}; use crate::{GameAssets, WorldSize, physics::Velocity};
#[derive(Component, Deref, DerefMut)] #[derive(Component, Deref, DerefMut)]
pub struct Asteroid(AsteroidSize); pub struct Asteroid(AsteroidSize);
@@ -122,7 +122,6 @@ pub fn spawn_asteroid(
Sensor, Sensor,
Transform::from_translation(spawn.pos.extend(0.0)), Transform::from_translation(spawn.pos.extend(0.0)),
Velocity(spawn.vel), Velocity(spawn.vel),
Rotation(0.0),
Mesh2d(mesh), Mesh2d(mesh),
MeshMaterial2d(material), MeshMaterial2d(material),
)); ));

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@@ -11,7 +11,7 @@ use crate::config::{
ASTEROID_SMALL_COLOR, BACKGROUND_COLOR, PLAYER_SHIP_COLOR, SHIP_ROTATION, SHIP_THRUST, ASTEROID_SMALL_COLOR, BACKGROUND_COLOR, PLAYER_SHIP_COLOR, SHIP_ROTATION, SHIP_THRUST,
SHIP_THRUSTER_COLOR_ACTIVE, SHIP_THRUSTER_COLOR_INACTIVE, WINDOW_SIZE, SHIP_THRUSTER_COLOR_ACTIVE, SHIP_THRUSTER_COLOR_INACTIVE, WINDOW_SIZE,
}; };
use crate::physics::Rotation; use crate::physics::AngularVelocity;
use crate::ship::Ship; use crate::ship::Ship;
use bevy::prelude::*; use bevy::prelude::*;
@@ -70,7 +70,7 @@ impl Plugin for AsteroidPlugin {
.add_event::<asteroids::SpawnAsteroid>() .add_event::<asteroids::SpawnAsteroid>()
.add_event::<event::AsteroidDestroy>() .add_event::<event::AsteroidDestroy>()
.add_event::<event::ShipDestroy>(); .add_event::<event::ShipDestroy>();
app.insert_state(GameState::TitleScreen); app.insert_state(GameState::Playing);
} }
} }
@@ -237,24 +237,25 @@ fn spawn_camera(mut commands: Commands) {
*/ */
fn input_ship_thruster( fn input_ship_thruster(
keyboard_input: Res<ButtonInput<KeyCode>>, keyboard_input: Res<ButtonInput<KeyCode>>,
mut query: Query<(&mut physics::Velocity, &Rotation, &mut Children), With<Ship>>, mut query: Query<(&mut physics::Velocity, &Transform, &mut Children), With<Ship>>,
mut commands: Commands, mut commands: Commands,
game_assets: Res<GameAssets>, game_assets: Res<GameAssets>,
) { ) {
// TODO: Maybe change for a Single<Ship>> so this only runs for the one ship // TODO: Maybe change for a Single<Ship>> so this only runs for the one ship
// buuut... that would silently do nothing if there are 0 or >1 ships, and // buuut... that would silently do nothing if there are 0 or >1 ships, and
// I might want to crash on purpose in that case. // I might want to crash on purpose in that case.
let Ok((mut velocity, rotation, children)) = query.single_mut() else { let Ok((mut velocity, transform, children)) = query.single_mut() else {
let count = query.iter().count(); let count = query.iter().count();
panic!("There should be exactly one player ship! Instead, there seems to be {count}."); panic!("There should be exactly one player ship! Instead, there seems to be {count}.");
}; };
let rotation = transform.rotation;
let thrusters = children let thrusters = children
.first() .first()
.expect("Couldn't find first child, which should be the thruster"); .expect("Couldn't find first child, which should be the thruster");
if keyboard_input.pressed(KeyCode::KeyW) { if keyboard_input.pressed(KeyCode::KeyW) {
velocity.0 += Vec2::from_angle(rotation.0) * SHIP_THRUST; velocity.0 += Vec2::from_angle(rotation.z) * SHIP_THRUST;
commands commands
.entity(*thrusters) .entity(*thrusters)
.insert(MeshMaterial2d(game_assets.thruster_mat_active())); .insert(MeshMaterial2d(game_assets.thruster_mat_active()));
@@ -271,17 +272,17 @@ fn input_ship_thruster(
*/ */
fn input_ship_rotation( fn input_ship_rotation(
keyboard_input: Res<ButtonInput<KeyCode>>, keyboard_input: Res<ButtonInput<KeyCode>>,
mut query: Query<&mut Rotation, With<Ship>>, mut query: Query<&mut AngularVelocity, With<Ship>>,
) { ) {
let Ok(mut rotation) = query.single_mut() else { let Ok(mut angular_vel) = query.single_mut() else {
let count = query.iter().count(); let count = query.iter().count();
panic!("There should be exactly one player ship! Instead, there seems to be {count}."); panic!("There should be exactly one player ship! Instead, there seems to be {count}.");
}; };
if keyboard_input.pressed(KeyCode::KeyA) { if keyboard_input.pressed(KeyCode::KeyA) {
rotation.0 += SHIP_ROTATION; angular_vel.0 += SHIP_ROTATION;
} else if keyboard_input.pressed(KeyCode::KeyD) { } else if keyboard_input.pressed(KeyCode::KeyD) {
rotation.0 -= SHIP_ROTATION; angular_vel.0 -= SHIP_ROTATION;
} }
} }

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@@ -11,9 +11,6 @@ pub(crate) struct Velocity(pub(crate) bevy::math::Vec2);
#[derive(Component)] #[derive(Component)]
pub(crate) struct AngularVelocity(pub(crate) f32); pub(crate) struct AngularVelocity(pub(crate) f32);
#[derive(Component)]
pub(crate) struct Rotation(pub(crate) f32);
/// Marker for any entity that should wrap on screen edges /// Marker for any entity that should wrap on screen edges
#[derive(Component)] #[derive(Component)]
pub(crate) struct Wrapping; pub(crate) struct Wrapping;

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@@ -1,6 +1,5 @@
use crate::{ use crate::{
GameAssets, Rotation, physics::{Velocity, Wrapping}, AngularVelocity, GameAssets
physics::{Velocity, Wrapping},
}; };
use bevy::prelude::*; use bevy::prelude::*;
@@ -19,7 +18,7 @@ pub fn spawn_player(mut commands: Commands, game_assets: Res<GameAssets>) {
Ship, Ship,
Wrapping, Wrapping,
Velocity(Vec2::ZERO), Velocity(Vec2::ZERO),
Rotation(0.0), AngularVelocity(0.0),
Mesh2d(game_assets.ship().0), Mesh2d(game_assets.ship().0),
MeshMaterial2d(game_assets.ship().1), MeshMaterial2d(game_assets.ship().1),
Transform::default().with_scale(Vec3::new(20.0, 20.0, 20.0)), Transform::default().with_scale(Vec3::new(20.0, 20.0, 20.0)),