Merge branch 'camera-fuckery'

This commit is contained in:
2024-11-06 21:15:46 +02:00
1081 changed files with 1462 additions and 834 deletions

View File

@@ -69,33 +69,57 @@ pub fn camera_fit_inside_current_level(
}
}
}
const CAMERA_DECAY_RATE: f32 = 2.;
fn update_camera(
mut camera_query: Query<
(
&mut bevy::render::camera::OrthographicProjection,
&mut Transform,
),
Without<Player>,
>,
player_query: Query<&Transform, With<Player>>,
time: Res<Time>,
) {
if let Ok(Transform {
translation: player_translation,
..
}) = player_query.get_single()
{
let player_translation = *player_translation;
use crate::player::Player;
let (mut orthographic_projection, mut camera_transform) = camera_query.single_mut();
let Vec3 { x, y, .. } = player_translation;
let direction = Vec3::new(x, y, camera_transform.translation.z);
pub struct CameraPlugin;
// Applies a smooth effect to camera movement using stable interpolation
// between the camera position and the player position on the x and y axes.
camera_transform
.translation += direction;
impl Plugin for CameraPlugin {
fn build(&self, app: &mut App) {
// Spawn in the camera on startup, only 1 instance
app.add_systems(Startup, spawn_camera);
// We're so good..
// Update the camera position ever game loop iteration
app.add_systems(Update, move_camera);
}
}
fn spawn_camera(mut commands: Commands) {
let mut camera = Camera2dBundle::default();
// Bigger decimal, further it zooms in
// 0.5 is closer to level than 1.0
camera.projection.scale = 0.3;
commands.spawn(camera);
}
// THIS NEEDS TO BE IN THE UPDATE LOOP LOL
// We don't need to get player position to snap
// when spawning, it does that here lol
// - Mjork
fn move_camera(
mut camera: Query<&mut Transform, (With<Camera2d>, Without<Player>)>,
player: Query<&Transform, (With<Player>, Without<Camera2d>)>,
time: Res<Time>,
) {
// Get the only instance of camera
let Ok(mut camera) = camera.get_single_mut() else {
return;
};
// Get the only instance of player MIGUEL
let Ok(player) = player.get_single() else {
return;
};
// Smoothly follow the player
let player_position = Vec3::new(
player.translation.x,
player.translation.y,
camera.translation.z,
);
camera.translation = camera
.translation
.lerp(player_position, time.delta_seconds() * 2.0);
}