refactor: differentiate between player and enemy in ECS
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parent
26784a65b7
commit
13fe865335
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@ -61,7 +61,7 @@ fn main() {
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.add_systems(Startup, (setup, setup_ui))
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.add_systems(Startup, (setup, setup_ui))
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.add_systems(
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.add_systems(
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Update,
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Update,
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(render_ui, movement, camera_follow, player_regen, attack, enemy_movement),
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(render_ui, player_movement, camera_follow, player_regen, player_attack, enemy_movement),
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)
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)
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.run();
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.run();
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}
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}
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@ -22,7 +22,7 @@ pub struct Attack {
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}
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}
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// Define the player movement system
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// Define the player movement system
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pub fn movement(
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pub fn player_movement(
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time: Res<Time>,
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time: Res<Time>,
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keys: Res<ButtonInput<KeyCode>>,
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keys: Res<ButtonInput<KeyCode>>,
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mut player_query: Query<(&mut Player, &mut Transform), With<Player>>,
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mut player_query: Query<(&mut Player, &mut Transform), With<Player>>,
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@ -69,7 +69,7 @@ pub fn movement(
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}
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}
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#[allow(clippy::type_complexity)]
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#[allow(clippy::type_complexity)]
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pub fn attack(
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pub fn player_attack(
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keys: Res<ButtonInput<KeyCode>>,
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keys: Res<ButtonInput<KeyCode>>,
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mut set: ParamSet<(
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mut set: ParamSet<(
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Query<&mut Transform, With<Attack>>,
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Query<&mut Transform, With<Attack>>,
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