docs: add comments explaining the enemy movement system
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@ -3,7 +3,7 @@ use std::f32::consts::PI;
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use crate::player::*;
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use crate::player::*;
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// Define the player component
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// Define the enemy component
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#[derive(Component)]
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#[derive(Component)]
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pub struct Enemy {
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pub struct Enemy {
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pub name: String,
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pub name: String,
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@ -29,19 +29,24 @@ pub fn enemy_movement(
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) {
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) {
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let enemy = enemy_query.single_mut();
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let enemy = enemy_query.single_mut();
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// Bring the player translation into scope
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let mut player_translation = Vec3::ZERO;
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let mut player_translation = Vec3::ZERO;
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for player_transform in set.p0().iter_mut() {
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for player_transform in set.p0().iter_mut() {
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player_translation = player_transform.translation;
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player_translation = player_transform.translation;
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}
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}
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// Get the enemy's movement distance (based on movement speed)
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let movement_distance = enemy.movement_speed * time.delta_seconds();
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let movement_distance = enemy.movement_speed * time.delta_seconds();
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for mut enemy_transform in set.p1().iter_mut() {
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for mut enemy_transform in set.p1().iter_mut() {
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// Calculate the angle from the enemy to the player's position
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let difference = player_translation - enemy_transform.translation;
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let difference = player_translation - enemy_transform.translation;
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let angle = difference.y.atan2(difference.x) - PI/2.;
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let angle = difference.y.atan2(difference.x) - PI/2.; // Subtract PI/2. to orient the enemy correctly
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// Return a Quat for the enemy's movement direction based on the angle
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let movement_direction = Quat::from_axis_angle(Vec3::new(0., 0., 1.), angle);
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let movement_direction = Quat::from_axis_angle(Vec3::new(0., 0., 1.), angle);
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// Update the rotation and translation of the enemy
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enemy_transform.rotation = movement_direction;
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enemy_transform.rotation = movement_direction;
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enemy_transform.translation += movement_direction * Vec3::Y * movement_distance;
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enemy_transform.translation += movement_direction * Vec3::Y * movement_distance;
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}
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}
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