Miguel can now look left and right
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@@ -20,7 +20,7 @@ enum Facing {
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Right,
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Right,
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}
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}
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#[derive(Default, Component)]
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#[derive(Default, Component, LdtkEntity)]
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pub(crate) struct Player {
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pub(crate) struct Player {
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direction: Facing,
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direction: Facing,
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}
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}
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@@ -38,7 +38,7 @@ struct PlayerBundle {
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}
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}
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fn player_movement(
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fn player_movement(
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mut query: Query<(&mut Velocity, &GroundDetection, &mut Player, &mut Transform), With<Player>>,
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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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input: Res<ButtonInput<KeyCode>>,
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) {
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) {
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// let movement_direction =
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// let movement_direction =
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@@ -53,21 +53,25 @@ fn player_movement(
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// } else {
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// } else {
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// return;
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// return;
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// };
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// };
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for (mut velocity, ground_detection, mut player, mut p_transform) in &mut query {
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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) { 1. } else { 0. };
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// let left = if input.pressed(KeyCode::KeyA) { 1. } else { 0. };
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let right = if input.pressed(KeyCode::KeyD) {
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let right = if input.pressed(KeyCode::KeyD) {
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player.direction = Facing::Right;
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1.
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1.
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} else {
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} else {
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0.
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0.
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};
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};
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let left = if input.pressed(KeyCode::KeyA) {
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let left = if input.pressed(KeyCode::KeyA) {
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player.direction = Facing::Left;
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1.
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1.
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} else {
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} else {
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0.
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0.
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};
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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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}
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// gotta query for sprite to control how the player "appears" to look in either direction
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// gotta query for sprite to control how the player "appears" to look in either direction
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velocity.linvel.x = (right - left) * 200.;
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velocity.linvel.x = (right - left) * 200.;
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