Crosshair drawing over statues without going invisible past -1000 on the Y axis

This commit is contained in:
Daniel Flanagan 2024-07-31 15:55:17 -05:00
parent aaddc46c65
commit d24bf8defc
4 changed files with 21 additions and 17 deletions

View file

@ -3,6 +3,13 @@ use bevy::render::camera::Camera;
pub fn startup(mut commands: Commands) { pub fn startup(mut commands: Commands) {
let mut bundle = (Camera2dBundle::default(), IsDefaultUiCamera); let mut bundle = (Camera2dBundle::default(), IsDefaultUiCamera);
bundle.0.projection = OrthographicProjection {
near: f32::MIN,
far: f32::MAX,
scale: 1.,
..default()
};
// bundle.0.transform.translation.z = f32::MAX;
bundle.0.projection.scale = 1.; bundle.0.projection.scale = 1.;
commands.spawn(bundle); commands.spawn(bundle);
} }

View file

@ -96,6 +96,7 @@ fn main() -> AppExit {
(update,).after(input::process_input), (update,).after(input::process_input),
( (
player::control, player::control,
player::player_debug_info,
statue::spawn_statue, statue::spawn_statue,
movement::update_velocity_by_heading, movement::update_velocity_by_heading,
movement::resolve_velocity.after(movement::update_velocity_by_heading), movement::resolve_velocity.after(movement::update_velocity_by_heading),

View file

@ -9,6 +9,9 @@ pub struct Heading(pub Vec2);
#[derive(Component, Deref, DerefMut, Debug, Default)] #[derive(Component, Deref, DerefMut, Debug, Default)]
pub struct Speed(pub f32); pub struct Speed(pub f32);
#[derive(Component, Deref, DerefMut, Debug, Default)]
pub struct Height(pub f32);
#[derive(Component, Debug, Default)] #[derive(Component, Debug, Default)]
pub struct YSortable; pub struct YSortable;
@ -24,9 +27,9 @@ pub fn update_velocity_by_heading(mut query: Query<(&mut Velocity, &Speed, &Head
} }
} }
pub fn ysort(mut q: Query<&mut Transform, With<YSortable>>) { pub fn ysort(mut q: Query<(&mut Transform, Option<&Height>), With<YSortable>>) {
q.iter_mut() q.iter_mut()
.for_each(|mut tf| tf.translation.z = -tf.translation.y) .for_each(|(mut tf, z)| tf.translation.z = -tf.translation.y - z.map(|z| z.0).unwrap_or(0.))
} }
#[derive(Bundle, Debug, Default)] #[derive(Bundle, Debug, Default)]

View file

@ -55,28 +55,15 @@ pub fn startup(
.with_children(|player| { .with_children(|player| {
let mesh = meshes.add(Capsule2d::new(3.0, 25.0)); let mesh = meshes.add(Capsule2d::new(3.0, 25.0));
let material = materials.add(Color::hsl(360. * 1 as f32 / 3 as f32, 0.95, 0.7)); let material = materials.add(Color::hsl(360. * 1 as f32 / 3 as f32, 0.95, 0.7));
// let global_transform = GlobalTransform::from_xyz( let transform = Transform::from_xyz(0.0, 0.0, 500.);
// 0.0, 20.0,
// // TODO: need some way to ensure this draws above everything else?
// // a UI layer or something?
// 1000.,
// );
let transform = Transform::from_xyz(
0.0, 0.0,
// TODO: need some way to ensure this draws above everything else?
// a UI layer or something?
1000.,
);
player.spawn(( player.spawn((
Crosshair, Crosshair,
// TODO: crosshair transform? // TODO: crosshair transform?
MaterialMesh2dBundle { MaterialMesh2dBundle {
// global_transform,
mesh: mesh.into(), mesh: mesh.into(),
material,
transform, transform,
material,
..default() ..default()
}, },
)); ));
@ -102,6 +89,12 @@ pub fn control(input: Res<Input>, mut player: Query<&mut Heading, With<Player>>)
} }
} }
pub fn player_debug_info(mut player: Query<(&Heading, &Transform), With<Player>>) {
if let Ok((heading, transform)) = player.get_single_mut() {
info!("{heading:#?} {transform:#?}");
}
}
pub fn exit(mut commands: Commands, q: Query<Entity, With<Player>>) { pub fn exit(mut commands: Commands, q: Query<Entity, With<Player>>) {
for id in q.iter() { for id in q.iter() {
commands.entity(id).despawn_recursive(); commands.entity(id).despawn_recursive();