extract camera control into seperate system

This commit is contained in:
Schrottkatze 2025-04-04 04:28:16 +02:00
parent 83a9048cde
commit b993ca80b9
Signed by: schrottkatze
SSH key fingerprint: SHA256:FPOYVeBy3QP20FEM42uWF1Wa/Qhlk+L3S2+Wuau/Auo

View file

@ -19,13 +19,6 @@ use super::{
PLAYER_DEPTH,
};
mod camera {
use bevy::prelude::*;
#[derive(Component)]
struct CameraAttached;
}
mod movement {}
mod animation;
@ -64,6 +57,7 @@ pub(super) fn player_plugin(app: &mut App) {
(
move_player,
debug_player_pos,
move_camera,
run_animations::<PlayerAnimations>,
)
.in_set(IngameSet),
@ -85,10 +79,11 @@ fn debug_player_pos(query: Query<&Transform, With<Player>>) {
/// what this system actually does:
/// - move player
/// - act as camera controller
/// - <del>act as camera controller</del>
/// - control player animations (fair? i guess??)
/// - count grounded timer
/// - set respawn points?!
/// - check for player deaths to the void?!?!??
/// - <del>check for player deaths to the void?!?!??</del>
fn move_player(
mut commands: Commands,
kb_input: Res<ButtonInput<KeyCode>>,
@ -100,7 +95,6 @@ fn move_player(
&mut Sprite,
&mut PlayerAnimations,
)>,
mut camera_query: Query<&mut Transform, (With<Camera2d>, Without<Player>)>,
phys: Query<&KinematicCharacterControllerOutput>,
player_coords: Res<PlayerCoords>,
world_info: Res<WorldInfo>,
@ -108,7 +102,6 @@ fn move_player(
) {
let (mut vel, mut p_transform, mut player, mut controller, mut sprite, mut anim_state) =
query.single_mut();
let (mut cam_transform) = camera_query.single_mut();
let (output) = phys.get_single();
if player.move_cooldown.tick(time.delta()).finished() {
let mut moved = false;
@ -134,9 +127,6 @@ fn move_player(
move_y += 1;
}
let orig = cam_transform.translation;
cam_transform.translation -= ((orig - p_transform.translation.xy().extend(0.0)) / 30.0);
controller.translation = Some(Vec2::new(move_x as f32 * 6., 0. - 0.01));
vel.linvel += Vec2::new(0., move_y as f32 * METER);
@ -161,15 +151,30 @@ fn move_player(
}
}
// if p_transform.translation.y < -10. * player_coords.block_size {
// commands.trigger(death::PlayerDeathEvent::Void);
// p_transform.translation =
// Vec2::new(player_coords.x, player_coords.y).extend(PLAYER_DEPTH);
// }
player.last_grounded += 1;
}
}
// for now just extract, later proper refactor.
fn move_camera(
mut camera_query: Query<&mut Transform, With<Camera2d>>,
player_query: Query<
&Transform,
(
With<Player>,
// there is no player with a camera, but the engine doesn't know this
Without<Camera2d>,
),
>,
) {
let mut camera_transform = camera_query.single_mut();
let player_transform = player_query.single();
let camera_transform_cur = camera_transform.translation;
camera_transform.translation -=
((camera_transform_cur - player_transform.translation.xy().extend(0.)) / 30.)
}
fn add_player(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,