clean up player grounding detection
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c73b3c7066
commit
6a63d13395
1 changed files with 6 additions and 7 deletions
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@ -1,6 +1,7 @@
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use bevy::{
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prelude::*,
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sprite::{MaterialMesh2dBundle, Mesh2dHandle},
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utils::{HashMap, HashSet},
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};
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use bevy_rapier2d::prelude::*;
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@ -46,19 +47,17 @@ pub fn player_ground_collision(
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mut collision_events: EventReader<CollisionEvent>,
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) {
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let (p, mut player) = player.single_mut();
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let scene_objs = scene_objs.iter().collect::<HashSet<_>>();
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for collision_event in collision_events.read() {
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match collision_event {
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CollisionEvent::Started(e1, e2, _) => {
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if (e1 == &p && scene_objs.iter().any(|obj| *e2 == obj))
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|| (e2 == &p && scene_objs.iter().any(|obj| *e1 == obj))
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{
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if (e1 == &p && scene_objs.contains(e2)) || (e2 == &p && scene_objs.contains(e1)) {
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player.grounded = true;
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}
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}
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CollisionEvent::Stopped(e1, e2, _) => {
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if (e1 == &p && scene_objs.iter().any(|obj| *e2 == obj))
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|| (e2 == &p && scene_objs.iter().any(|obj| *e1 == obj))
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{
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if (e1 == &p && scene_objs.contains(e2)) || (e2 == &p && scene_objs.contains(e1)) {
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player.grounded = false;
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}
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}
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