removed uncommented code (it sucks)

This commit is contained in:
2024-11-09 21:18:10 +02:00
parent 765534a60e
commit 65606557f2

View File

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