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refactor: improve representation of movement system
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@@ -1,6 +1,6 @@
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use crate::error::{GameError, TextureError};
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use crate::map::builder::Map;
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use crate::systems::components::{DeltaTime, DirectionalAnimated, Position, Renderable, Velocity};
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use crate::systems::components::{DeltaTime, DirectionalAnimated, Movable, MovementState, Position, Renderable};
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use crate::texture::sprite::SpriteAtlas;
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use bevy_ecs::entity::Entity;
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use bevy_ecs::event::EventWriter;
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@@ -13,15 +13,17 @@ use sdl2::video::Window;
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/// This runs before the render system so it can update the sprite based on the current direction of travel, as well as whether the entity is moving.
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pub fn directional_render_system(
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dt: Res<DeltaTime>,
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mut renderables: Query<(&Velocity, &mut DirectionalAnimated, &mut Renderable, &Position)>,
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mut renderables: Query<(&MovementState, &Movable, &mut DirectionalAnimated, &mut Renderable)>,
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mut errors: EventWriter<GameError>,
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) {
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for (velocity, mut texture, mut renderable, position) in renderables.iter_mut() {
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let stopped = matches!(position, Position::AtNode(_));
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for (movement_state, movable, mut texture, mut renderable) in renderables.iter_mut() {
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let stopped = matches!(movement_state, MovementState::Stopped);
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let current_direction = movable.current_direction;
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let texture = if stopped {
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texture.stopped_textures[velocity.direction.as_usize()].as_mut()
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texture.stopped_textures[current_direction.as_usize()].as_mut()
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} else {
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texture.textures[velocity.direction.as_usize()].as_mut()
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texture.textures[current_direction.as_usize()].as_mut()
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};
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if let Some(texture) = texture {
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