Files
shocked-miguel/src/camera.rs
LinlyBoi b85a5463a9 WHAT HAPPENED AFTER A LONG STREAM
Player movement :D
Uh..miguel not paralysed
Failed to flip miguel when turning
Please help
2024-11-07 00:00:42 +02:00

56 lines
1.4 KiB
Rust

use bevy::prelude::*;
use crate::player::Player;
pub struct CameraPlugin;
impl Plugin for CameraPlugin {
fn build(&self, app: &mut App) {
// 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();
// 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;
};
// Smoothly follow the player
let player_position = Vec3::new(
player.translation.x,
player.translation.y,
camera.translation.z,
);
camera.translation = camera
.translation
.lerp(player_position, time.delta_seconds() * 2.0);
}