hotfix: switch to a non-broken, blink-style of dash

Former-commit-id: 8b8904b5dd130fa7f1d894eae2432f230292ef11
This commit is contained in:
Muhammad Nauman Raza 2023-12-07 13:48:38 +00:00
parent 7b9ce7fb4f
commit 2dbd79c296

View file

@ -38,22 +38,19 @@ pub fn movement(
rotation_factor -= 1.;
}
if keys.pressed(KeyCode::Space) && player.is_dashing == false {
player.is_dashing = true;
movement_factor = 5.;
if player.stamina > 0. {
player.stamina -= 0.025;
}
if player.stamina < 0. {
player.stamina = 0.;
// Initialise the movement distance variable (to bring it into scope)
let mut movement_distance: f32 = 0.;
let mut dashing = false;
if keys.just_pressed(KeyCode::Space) {
if player.stamina >= 0.3 {
dashing = true;
player.stamina -= 0.3;
movement_distance = 256.;
}
}
// Initialise the movement distance variable (to bring it into scope)
let movement_distance: f32;
if keys.pressed(KeyCode::Left) {
transform.rotation = Quat::from_rotation_z((90_f32).to_radians());
movement_factor = 1.;
@ -73,13 +70,11 @@ pub fn movement(
// Get the player's *forward* vector
let movement_direction = transform.rotation * Vec3::Y;
if player.is_dashing == true {
movement_distance = movement_factor * player.movement_speed * time.delta_seconds();
// Change the player rotation around the Z-axis only if not dashing
transform.rotate_z(rotation_factor * player.rotation_speed * time.delta_seconds());
if dashing == false {
movement_distance = movement_factor * player.movement_speed * time.delta_seconds();
// Change the player rotation around the Z-axis only if not dashing
transform.rotate_z(rotation_factor * player.rotation_speed * time.delta_seconds());
} else {
movement_distance = player.stamina * movement_factor * player.movement_speed * time.delta_seconds();
player.is_dashing = false;
}
// Update the player translation with the translation
@ -104,10 +99,6 @@ pub fn player_regen(mut player_query: Query<&mut Player, With<Player>>, time: Re
let mut player = player_query.single_mut();
println!("{}", player.stamina);
if player.stamina < 1. {
if player.stamina < 0. {
player.stamina += 0.1 * time.delta_seconds();
} else {
player.stamina += 0.1 * time.delta_seconds();
}
player.stamina += 0.1 * time.delta_seconds();
}
}