diff --git a/src/player.rs b/src/player.rs index d6e8cbb..ab2b392 100644 --- a/src/player.rs +++ b/src/player.rs @@ -24,28 +24,26 @@ pub fn startup( mut meshes: ResMut>, mut materials: ResMut>, ) { - let listener = SpatialListener::new(1.); - commands - .spawn((Player, YSortable, Watched)) - .with_children(|player| { - player.spawn(( - SpriteBundle { - texture: assets.images.player.clone().into(), - ..default() - }, - TextureAtlas { - layout: assets.layouts.player.clone().into(), - ..default() - }, - Mover { - velocity: Velocity(Vec2::ZERO), - heading: Heading(Vec2::ZERO), - speed: Speed(PLAYER_SPEED), - }, - )); - player.spawn((SpatialBundle::default(), listener.clone())); - player.spawn(Text2dBundle { + .spawn(( + // Player, + // YSortable, + // Watched, + // SpriteBundle { + // texture: assets.images.player.clone().into(), + // ..default() + // }, + // TextureAtlas { + // layout: assets.layouts.player.clone().into(), + // ..default() + // }, + // Mover { + // velocity: Velocity(Vec2::ZERO), + // heading: Heading(Vec2::ZERO), + // speed: Speed(PLAYER_SPEED), + // }, + // (SpatialBundle::default(), SpatialListener::new(1.)), + Text2dBundle { text: Text::from_section( "You", TextStyle { @@ -57,34 +55,35 @@ pub fn startup( ), transform: Transform::from_translation(Vec3::new(30.0, -30.0, 0.)), ..default() - }); + }, + )) + .with_children(|player| { + // let mesh = Mesh2dHandle(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 global_transform = GlobalTransform::from_xyz( + // // 0.0, 20.0, + // // // TODO: need some way to ensure this draws above everything else? + // // // a UI layer or something? + // // 1000., + // // ); - let mesh = Mesh2dHandle(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 global_transform = GlobalTransform::from_xyz( - // 0.0, 20.0, + // 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., // ); - 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(( - Crosshair, - MaterialMesh2dBundle { - // global_transform, - mesh, - material, - transform, - ..default() - }, - )); + // player.spawn(( + // Crosshair, + // MaterialMesh2dBundle { + // // global_transform, + // mesh, + // material, + // transform, + // ..default() + // }, + // )); }); } @@ -99,82 +98,79 @@ pub fn controls( mut next_state: ResMut>, mut crosshair_q: Query<&mut Transform, With>, ) { - if let Ok((mut sprite, mut texture, mut heading, player_entity)) = player_q.get_single_mut() { - let (camera, camera_transform) = cam_q.single(); + let (mut sprite, mut texture, mut heading, player_entity) = player_q.single_mut(); + let (camera, camera_transform) = cam_q.single(); - let mouse_world_position = win_q - .single() - .cursor_position() - .and_then(|cursor| { - camera.viewport_to_world(&GlobalTransform::from_xyz(0., 0., 0.), cursor) - }) - .map(|ray| ray.origin.truncate()); + let mouse_world_position = win_q + .single() + .cursor_position() + .and_then(|cursor| camera.viewport_to_world(&GlobalTransform::from_xyz(0., 0., 0.), cursor)) + .map(|ray| ray.origin.truncate()); - if let Some(pos) = mouse_world_position { - if let Ok(mut t) = crosshair_q.get_single_mut() { - t.look_at(Vec3::ZERO, pos.extend(0.)); - t.translation = camera_transform.translation(); - } + if let Some(pos) = mouse_world_position { + if let Ok(mut t) = crosshair_q.get_single_mut() { + t.look_at(Vec3::ZERO, pos.extend(0.)); + t.translation = camera_transform.translation(); } + } - **heading = Vec2::ZERO; - for button in mouse_input.get_just_pressed() { - match button { - MouseButton::Left => { - if let Some(world_position) = win_q - .single() - .cursor_position() - .and_then(|cursor| camera.viewport_to_world(camera_transform, cursor)) - .map(|ray| ray.origin.truncate()) - { - let spos = world_position.extend(-world_position.y); - commands.spawn(statue::statue_at_position(&assets, spos)); - } + **heading = Vec2::ZERO; + for button in mouse_input.get_just_pressed() { + match button { + MouseButton::Left => { + if let Some(world_position) = win_q + .single() + .cursor_position() + .and_then(|cursor| camera.viewport_to_world(camera_transform, cursor)) + .map(|ray| ray.origin.truncate()) + { + let spos = world_position.extend(-world_position.y); + commands.spawn(statue::statue_at_position(&assets, spos)); } - _ => {} } + _ => {} } - for key in input.get_just_pressed() { - match key { - KeyCode::Escape => next_state.set(crate::View::MainMenu), - KeyCode::Enter => next_state.set(crate::View::MainMenu), - KeyCode::Space => { - let child = commands - .spawn(AudioSourceBundle { - source: assets.sounds.meow.clone(), - settings: PlaybackSettings::DESPAWN.with_spatial(false), - }) - .id(); - commands.entity(player_entity).push_children(&[child]); - } - _ => {} + } + for key in input.get_just_pressed() { + match key { + KeyCode::Escape => next_state.set(crate::View::MainMenu), + KeyCode::Enter => next_state.set(crate::View::MainMenu), + KeyCode::Space => { + let child = commands + .spawn(AudioSourceBundle { + source: assets.sounds.meow.clone(), + settings: PlaybackSettings::DESPAWN.with_spatial(false), + }) + .id(); + commands.entity(player_entity).push_children(&[child]); } + _ => {} } - for key in input.get_pressed() { - match key { - KeyCode::KeyA | KeyCode::ArrowLeft => { - **heading -= Vec2::X; - } - KeyCode::KeyD | KeyCode::ArrowRight => { - **heading += Vec2::X; - } - KeyCode::KeyW | KeyCode::ArrowUp => { - **heading += Vec2::Y; - } - KeyCode::KeyS | KeyCode::ArrowDown => { - **heading -= Vec2::Y; - } - _ => {} + } + for key in input.get_pressed() { + match key { + KeyCode::KeyA | KeyCode::ArrowLeft => { + **heading -= Vec2::X; } + KeyCode::KeyD | KeyCode::ArrowRight => { + **heading += Vec2::X; + } + KeyCode::KeyW | KeyCode::ArrowUp => { + **heading += Vec2::Y; + } + KeyCode::KeyS | KeyCode::ArrowDown => { + **heading -= Vec2::Y; + } + _ => {} } - if heading.y < 0. { - texture.index = 0; - } else if heading.y > 0. { - texture.index = 1; - } else if heading.x != 0. { - texture.index = 2; - sprite.flip_x = heading.x > 0.; - } + } + if heading.y < 0. { + texture.index = 0; + } else if heading.y > 0. { + texture.index = 1; + } else if heading.x != 0. { + texture.index = 2; + sprite.flip_x = heading.x > 0.; } }