single to query

This commit is contained in:
2026-09-17 23:22:34 +02:00
parent 2d5cb272ed
commit dfb49d04b1
+9 -3
View File
@@ -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;