random map regeneration

This commit is contained in:
2026-09-17 21:49:27 +02:00
parent 392e495ad3
commit dde458ef4f
2 changed files with 45 additions and 21 deletions
+4 -5
View File
@@ -15,7 +15,7 @@ pub struct Collider {
pub struct HasCollided(pub bool);
// Check collision with Player
fn check_collision(
pub fn check_collision_with_player(
mut player: Single<(&Transform, &Collider, &mut Sprite), With<Player>>,
obstacle: Query<(&Transform, &Collider), With<Obstacle>>,
mut has_collided: ResMut<HasCollided>,
@@ -24,7 +24,7 @@ fn check_collision(
return;
}
let (player_transform, player_collider, mut player_sprite) = player.into_inner();
let (player_transform, player_collider, mut _player_sprite) = player.into_inner();
// Check whether or not each obstacles overlap the player
for (collider_transform, collider_collider) in obstacle {
@@ -34,8 +34,7 @@ fn check_collision(
collider_transform.translation.truncate(),
collider_collider.size / 2.0,
) {
// println!("Collision!!!!!!!");
player_sprite.color = Color::srgb(1.0, 0.0, 0.0);
// player_sprite.color = Color::srgb(1.0, 0.0, 0.0); // Change sprite color
has_collided.0 = true;
break;
}
@@ -54,6 +53,6 @@ pub struct CollisionPlugin;
impl Plugin for CollisionPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<HasCollided>()
.add_systems(Update, check_collision.after(move_player));
.add_systems(Update, check_collision_with_player.after(move_player));
}
}