Player movement :D Uh..miguel not paralysed Failed to flip miguel when turning Please help
56 lines
1.4 KiB
Rust
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);
|
|
}
|