refactor: clippy
Former-commit-id: 612296154780f9fc8500cfb18e77a7677a80f43b
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66bed01926
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1 changed files with 8 additions and 13 deletions
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@ -41,14 +41,10 @@ pub fn movement(
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// Initialise the movement distance variable (to bring it into scope)
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// Initialise the movement distance variable (to bring it into scope)
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let mut movement_distance: f32 = 0.;
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let mut movement_distance: f32 = 0.;
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let mut dashing = false;
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if keys.just_pressed(KeyCode::Space) && player.stamina >= 0.3 {
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player.is_dashing = true;
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if keys.just_pressed(KeyCode::Space) {
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player.stamina -= 0.3;
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if player.stamina >= 0.3 {
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movement_distance = 256.;
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dashing = true;
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player.stamina -= 0.3;
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movement_distance = 256.;
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}
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}
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}
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if keys.pressed(KeyCode::Left) {
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if keys.pressed(KeyCode::Left) {
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@ -70,11 +66,10 @@ pub fn movement(
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// Get the player's *forward* vector
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// Get the player's *forward* vector
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let movement_direction = transform.rotation * Vec3::Y;
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let movement_direction = transform.rotation * Vec3::Y;
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if dashing == false {
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if !player.is_dashing {
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movement_distance = movement_factor * player.movement_speed * time.delta_seconds();
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movement_distance = movement_factor * player.movement_speed * time.delta_seconds();
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// Change the player rotation around the Z-axis only if not dashing
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// Change the player rotation around the Z-axis only if not dashing
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transform.rotate_z(rotation_factor * player.rotation_speed * time.delta_seconds());
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transform.rotate_z(rotation_factor * player.rotation_speed * time.delta_seconds());
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} else {
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}
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}
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// Update the player translation with the translation
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// Update the player translation with the translation
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