removed uncommented code (it sucks)
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@@ -41,18 +41,6 @@ fn player_movement(
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mut query: Query<(&mut Velocity, &GroundDetection, &mut Player, &mut Sprite), With<Player>>,
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input: Res<ButtonInput<KeyCode>>,
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) {
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// let movement_direction =
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// if input.just_pressed(KeyCode::KeyW) || input.just_pressed(KeyCode::Space) {
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// GridCoords::new(0, 1)
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// } else if input.just_pressed(KeyCode::KeyA) {
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// GridCoords::new(-1, 0)
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// } else if input.just_pressed(KeyCode::KeyS) {
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// GridCoords::new(0, -1)
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// } else if input.just_pressed(KeyCode::KeyD) {
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// GridCoords::new(1, 0)
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// } else {
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// return;
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// };
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for (mut velocity, ground_detection, mut player, mut p_sprite) in &mut query {
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let right = if input.pressed(KeyCode::KeyD) {
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player.direction = Facing::Right;
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@@ -68,8 +56,12 @@ fn player_movement(
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};
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match player.direction {
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Facing::Right => {p_sprite.flip_x = false;},
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Facing::Left => {p_sprite.flip_x = true;},
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Facing::Right => {
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p_sprite.flip_x = false;
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}
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Facing::Left => {
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p_sprite.flip_x = true;
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}
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}
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// gotta query for sprite to control how the player "appears" to look in either direction
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@@ -81,55 +73,4 @@ fn player_movement(
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}
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}
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// for mut player_grid_coords in players.iter_mut() {
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// let destination = *player_grid_coords + movement_direction;
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// if !level_walls.in_wall(&destination) {
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// *player_grid_coords = destination;
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// }
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// }
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}
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// #[derive(Default, Resource)]
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// struct LevelWalls {
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// wall_locations: HashSet<GridCoords>,
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// level_width: i32,
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// level_height: i32,
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// }
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// impl LevelWalls {
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// fn in_wall(&self, grid_coords: &GridCoords) -> bool {
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// grid_coords.x < 0
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// || grid_coords.y < 0
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// || grid_coords.x >= self.level_width
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// || grid_coords.y >= self.level_height
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// || self.wall_locations.contains(grid_coords)
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// }
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// }
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// fn cache_wall_locations(
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// mut level_walls: ResMut<LevelWalls>,
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// mut level_events: EventReader<LevelEvent>,
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// walls: Query<&GridCoords, With<Wall>>,
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// ldtk_project_entities: Query<&Handle<LdtkProject>>,
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// ldtk_project_assets: Res<Assets<LdtkProject>>,
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// ) {
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// for level_event in level_events.read() {
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// if let LevelEvent::Spawned(level_iid) = level_event {
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// let ldtk_project = ldtk_project_assets
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// .get(ldtk_project_entities.single())
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// .expect("LdtkProject should be loaded when level is spawned");
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// let level = ldtk_project
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// .get_raw_level_by_iid(level_iid.get())
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// .expect("spawned level should exist in project");
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// let wall_locations = walls.iter().copied().collect();
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// let new_level_walls = LevelWalls {
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// wall_locations,
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// level_width: level.px_wid / crate::GRID_SIZE,
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// level_height: level.px_hei / crate::GRID_SIZE,
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// };
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// *level_walls = new_level_walls;
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// }
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// }
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// }
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