Movement in update loop

This commit is contained in:
2024-11-05 14:21:20 +02:00
parent 1a30e99100
commit b12582d79a

View File

@@ -6,38 +6,50 @@ pub struct CameraPlugin;
impl Plugin for CameraPlugin {
fn build(&self, app: &mut App) {
app.add_systems(
Startup,
(spawn_camera, move_camera)
);
// 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();
camera.projection.scale = 0.5;
camera.transform.translation.x += 1280.0 / 4.0;
camera.transform.translation.y += 720.0 / 4.0;
// 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;
};
let Vec3 { x, y, .. } = player.translation;
let direction = Vec3::new(x, y, camera.translation.z);
// Smoothly follow the player
let player_position = Vec3::new(
player.translation.x,
player.translation.y,
camera.translation.z,
);
camera.translation = camera
.translation
.lerp(direction, time.delta_seconds() * 2.);
.lerp(player_position, time.delta_seconds() * 2.0);
}