Reset player
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+14
-2
@@ -3,6 +3,7 @@ use bevy::prelude::*;
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const FALL_SPEED: f32 = 300.0; // Falling speed
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const FALL_SPEED: f32 = 300.0; // Falling speed
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const DIVE_SPEED: f32 = 700.0; // Falling speed sped up
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const DIVE_SPEED: f32 = 700.0; // Falling speed sped up
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const HORIZONTAL_SPEED: f32 = 300.0; // Lateral movement speed
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const HORIZONTAL_SPEED: f32 = 300.0; // Lateral movement speed
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const START_POSITION: (f32, f32, f32) = (0.0, 0.0, 1.0);
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// The player
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// The player
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#[derive(Component)]
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#[derive(Component)]
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@@ -18,7 +19,7 @@ fn spawn_player(mut commands: Commands) {
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Player,
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Player,
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Velocity(Vec2::ZERO),
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Velocity(Vec2::ZERO),
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Sprite::from_color(Color::srgb(1.0, 1.0, 1.0), Vec2::new(20.0, 40.0)),
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Sprite::from_color(Color::srgb(1.0, 1.0, 1.0), Vec2::new(20.0, 40.0)),
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Transform::from_xyz(0.0, 0.0, 1.0),
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Transform::from_xyz(START_POSITION.0, START_POSITION.1, START_POSITION.2),
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));
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));
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}
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}
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@@ -54,11 +55,22 @@ pub(crate) fn move_player(
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transform.translation += velocity.0.extend(0.0) * time.delta_secs();
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transform.translation += velocity.0.extend(0.0) * time.delta_secs();
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}
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}
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// Reset player position
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fn reset_player(
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mut player: Single<&mut Transform, With<Player>>,
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input: Res<ButtonInput<KeyCode>>,
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) {
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if input.pressed(KeyCode::KeyR) {
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player.translation = Vec3::new(START_POSITION.0, START_POSITION.1, START_POSITION.2);
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}
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}
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pub struct PlayerPlugin;
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pub struct PlayerPlugin;
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impl Plugin for PlayerPlugin {
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impl Plugin for PlayerPlugin {
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fn build(&self, app: &mut App) {
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fn build(&self, app: &mut App) {
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app.add_systems(Startup, spawn_player)
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app.add_systems(Startup, spawn_player)
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.add_systems(Update, move_player);
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.add_systems(Update, move_player)
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.add_systems(Update, reset_player.after(move_player));
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}
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}
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}
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}
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