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No commits in common. "10f125539afd5a424d3a1d691ea169021f411463" and "13fe865335de078fe6746d1ef61e5ef51e3536bc" have entirely different histories.

3 changed files with 9 additions and 15 deletions

View file

@ -55,8 +55,3 @@ pub fn enemy_movement(
}
}
pub fn change_enemy_color(mut query: Query<&mut Sprite, With<Enemy>>) {
for mut sprite in query.iter_mut() {
sprite.color = Color::rgb(0.5, 1.0, 0.5);
}
}

View file

@ -61,7 +61,7 @@ fn main() {
.add_systems(Startup, (setup, setup_ui))
.add_systems(
Update,
(render_ui, player_movement, player_regen, player_attack, enemy_movement, change_enemy_color),
(render_ui, player_movement, camera_follow, player_regen, player_attack, enemy_movement),
)
.run();
}

View file

@ -26,7 +26,6 @@ pub fn player_movement(
time: Res<Time>,
keys: Res<ButtonInput<KeyCode>>,
mut player_query: Query<(&mut Player, &mut Transform), With<Player>>,
camera_query: Query<&mut Transform, (Without<Player>, With<Camera>)>,
) {
let (mut player, mut transform) = player_query.single_mut();
@ -67,8 +66,6 @@ pub fn player_movement(
// Update the player translation with the translation
transform.translation += movement_direction * movement_distance;
camera_follow(camera_query, transform.translation.x, transform.translation.y)
}
#[allow(clippy::type_complexity)]
@ -116,14 +113,16 @@ pub fn player_attack(
// Function to make the camera follow the plaeyr
pub fn camera_follow(
mut camera_query: Query<&mut Transform, (Without<Player>, With<Camera>)>,
player_x: f32,
player_y: f32,
mut player: Query<(&Player, &mut Transform)>,
mut cameras: Query<&mut Transform, (With<Camera>, Without<Player>)>,
) {
let mut camera_transform = camera_query.single_mut();
let (_, transform) = player.single_mut();
let pos = transform.translation;
camera_transform.translation.x = player_x;
camera_transform.translation.y = player_y;
for mut camera_transform in &mut cameras {
camera_transform.translation.x = pos.x;
camera_transform.translation.y = pos.y;
}
}
pub fn player_regen(mut player_query: Query<&mut Player, With<Player>>, time: Res<Time>) {