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on bevy.org...transform.translation += velocity;
The issue here is that the player's movement speed will be tied to the frame rate. Faster machines will...
The issue here is that the player's movement speed will be tied to the frame rate. Faster machines will...
...transform.translation += velocity;
The issue here is that the player's movement speed will be tied to the frame rate. Faster machines will...
The issue here is that the player's movement speed will be tied to the frame rate. Faster machines will...
...screen.
/// Demonstrates applying rotation and movement based on keyboard input.
/// Demonstrates snapping the enemy ship to face the player ship immediately.
/// Demonstrates rotating an...
/// Demonstrates applying rotation and movement based on keyboard input.
/// Demonstrates snapping the enemy ship to face the player ship immediately.
/// Demonstrates rotating an...
...screen.
/// Demonstrates applying rotation and movement based on keyboard input.
/// Demonstrates snapping the enemy ship to face the player ship immediately.
/// Demonstrates rotating an...
/// Demonstrates applying rotation and movement based on keyboard input.
/// Demonstrates snapping the enemy ship to face the player ship immediately.
/// Demonstrates rotating an...
...Vec3::new(
game.player.i as f32,
game.board[game.player.j][game.player.i].height,
game.player.j as f32,
),
game.player.i as f32,
game.board[game.player.j][game.player.i].height,
game.player.j as f32,
),
...Vec3::new(
game.player.i as f32,
game.board[game.player.j][game.player.i].height,
game.player.j as f32,
),
game.player.i as f32,
game.board[game.player.j][game.player.i].height,
game.player.j as f32,
),
...app
// The "update_velocity" system will run before "movement"
.add_system(update_velocity.system().before("movement"))
.add_system(movement.system().label("movement"));
Any type that implements the SystemLabel...
// The "update_velocity" system will run before "movement"
.add_system(update_velocity.system().before("movement"))
.add_system(movement.system().label("movement"));
Any type that implements the SystemLabel...
...Query) {
for player in players.iter_mut() {
}
}
fn player_gravity(mut players: Query<(Entity, PlayerMovementQuery)>) {
for player in players.iter_mut() {
}
}
fn player_gravity(mut players: Query<(Entity, PlayerMovementQuery)>) {
...Query<&Player>) {
for entity in &mut entity_query.iter() {
if let Some(player) = player_query.get::<Player>(entity) {
// the current entity has a player component
}
for entity in &mut entity_query.iter() {
if let Some(player) = player_query.get::<Player>(entity) {
// the current entity has a player component
}
...QueryPlayer>>,
mut enemies: Query<&mut Enemy, Without<Player>>
) {
// only iterates players
for entity in &players {
mut enemies: Query<&mut Enemy, Without<Player>>
) {
// only iterates players
for entity in &players {