cargo: fmt
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@ -44,7 +44,7 @@ pub fn enemy_movement(
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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 angle = difference.y.atan2(difference.x) - PI/2.; // Subtract PI/2. to orient the enemy correctly
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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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@ -61,7 +61,14 @@ fn main() {
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.add_systems(Startup, (setup, setup_ui))
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.add_systems(
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Update,
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(render_ui, player_movement, player_regen, player_attack, enemy_movement, change_enemy_color),
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(
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render_ui,
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player_movement,
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player_regen,
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player_attack,
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enemy_movement,
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change_enemy_color,
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),
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)
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.run();
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}
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@ -68,7 +68,11 @@ pub fn player_movement(
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// Update the player translation with the translation
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transform.translation += movement_direction * movement_distance;
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camera_follow(camera_query, transform.translation.x, transform.translation.y)
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camera_follow(
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camera_query,
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transform.translation.x,
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transform.translation.y,
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)
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}
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#[allow(clippy::type_complexity)]
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@ -116,8 +116,9 @@ pub fn render_ui(
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egui::Grid::new("Stats")
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.spacing(egui::Vec2::new(20., 10.))
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.show(ui, |ui| {
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let health_bar = egui::widgets::ProgressBar::new(player.health / player.health_max)
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.desired_width(window_width / 10.);
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let health_bar =
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egui::widgets::ProgressBar::new(player.health / player.health_max)
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.desired_width(window_width / 10.);
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let mut stamina_bar =
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egui::widgets::ProgressBar::new(player.stamina / player.stamina_max)
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.desired_width(window_width / 10.);
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