single to query
This commit is contained in:
+9
-3
@@ -8,6 +8,7 @@ const FALL_SPEED: f32 = 600.0; // Falling speed
|
||||
const DIVE_SPEED: f32 = 1000.0; // Falling speed sped up
|
||||
const HORIZONTAL_SPEED: f32 = 350.0; // Lateral movement speed
|
||||
pub const START_POSITION: Vec3 = Vec3::new(0.0, 0.0, 2.0); // Start position
|
||||
const RATE: f32 = 13.0; // Inertia rate
|
||||
|
||||
// The player
|
||||
#[derive(Component)]
|
||||
@@ -66,7 +67,8 @@ pub(crate) fn move_player(
|
||||
0.0
|
||||
};
|
||||
|
||||
velocity.0 = Vec2::new(
|
||||
let facteur = 1.0 - (-RATE * time.delta_secs()).exp();
|
||||
let target = Vec2::new(
|
||||
direction * HORIZONTAL_SPEED,
|
||||
-if input.pressed(KeyCode::KeyS) {
|
||||
DIVE_SPEED
|
||||
@@ -75,24 +77,28 @@ pub(crate) fn move_player(
|
||||
},
|
||||
);
|
||||
|
||||
velocity.0 = velocity.0.lerp(target, facteur);
|
||||
|
||||
// Position update (no smoothness in velocity)
|
||||
transform.translation += velocity.0.extend(0.0) * time.delta_secs();
|
||||
}
|
||||
|
||||
// Reset player position
|
||||
pub fn reset_player(
|
||||
mut player: Single<(&mut Transform, &mut Sprite), With<Player>>,
|
||||
mut player: Single<(&mut Transform, &mut Velocity, &mut Sprite), With<Player>>,
|
||||
input: Res<ButtonInput<KeyCode>>,
|
||||
mut has_collided: ResMut<HasCollided>,
|
||||
mut fall_started: ResMut<FallStarted>,
|
||||
mut regenerate_obstacles: ResMut<RegenerateObstacles>,
|
||||
) {
|
||||
let (mut transform, mut sprite) = player.into_inner();
|
||||
let (mut transform, mut velocity, mut sprite) = player.into_inner();
|
||||
|
||||
// R key for reset or player has collider
|
||||
if input.just_pressed(KeyCode::KeyR) || has_collided.0 {
|
||||
transform.translation = Vec3::new(START_POSITION.x, START_POSITION.y, START_POSITION.z);
|
||||
velocity.0 = Vec2::ZERO;
|
||||
sprite.color = Color::WHITE;
|
||||
|
||||
has_collided.0 = false;
|
||||
fall_started.0 = false;
|
||||
regenerate_obstacles.0 = true;
|
||||
|
||||
Reference in New Issue
Block a user