Movement in update loop
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@@ -6,38 +6,50 @@ pub struct CameraPlugin;
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impl Plugin for CameraPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(
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Startup,
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(spawn_camera, move_camera)
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);
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// Spawn in the camera on startup, only 1 instance
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app.add_systems(Startup, spawn_camera);
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// We're so good..
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// Update the camera position ever game loop iteration
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app.add_systems(Update, move_camera);
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}
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}
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fn spawn_camera(mut commands: Commands) {
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let mut camera = Camera2dBundle::default();
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camera.projection.scale = 0.5;
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camera.transform.translation.x += 1280.0 / 4.0;
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camera.transform.translation.y += 720.0 / 4.0;
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// Bigger decimal, further it zooms in
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// 0.5 is closer to level than 1.0
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camera.projection.scale = 0.3;
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commands.spawn(camera);
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}
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// THIS NEEDS TO BE IN THE UPDATE LOOP LOL
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// We don't need to get player position to snap
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// when spawning, it does that here lol
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// - Mjork
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fn move_camera(
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mut camera: Query<&mut Transform, (With<Camera2d>, Without<Player>)>,
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player: Query<&Transform, (With<Player>, Without<Camera2d>)>,
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time: Res<Time>,
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) {
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// Get the only instance of camera
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let Ok(mut camera) = camera.get_single_mut() else {
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return;
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return;
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};
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// Get the only instance of player MIGUEL
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let Ok(player) = player.get_single() else {
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return;
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return;
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};
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let Vec3 { x, y, .. } = player.translation;
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let direction = Vec3::new(x, y, camera.translation.z);
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// Smoothly follow the player
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let player_position = Vec3::new(
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player.translation.x,
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player.translation.y,
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camera.translation.z,
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);
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camera.translation = camera
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.translation
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.lerp(direction, time.delta_seconds() * 2.);
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.translation
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.lerp(player_position, time.delta_seconds() * 2.0);
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}
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