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player

movement

on bevy.org
bevy.org › examples › movement › physics in fixed timestep
Run physics in a fixed timestep
...transform.translation += velocity;
The issue here is that the player's movement speed will be tied to the frame rate. Faster machines will...
bevy.org › examples webgpu › movement › physics in fixed timestep
Run physics in a fixed timestep
...transform.translation += velocity;
The issue here is that the player's movement speed will be tied to the frame rate. Faster machines will...
bevy.org › examples › 2d rendering › rotation
2D Rotation
...screen.
/// Demonstrates applying rotation and movement based on keyboard input.
/// Demonstrates snapping the enemy ship to face the player ship immediately.
/// Demonstrates rotating an...
bevy.org › examples webgpu › 2d rendering › rotation
2D Rotation
...screen.
/// Demonstrates applying rotation and movement based on keyboard input.
/// Demonstrates snapping the enemy ship to face the player ship immediately.
/// Demonstrates rotating an...
bevy.org › examples › games › alien cake addict
Alien Cake Addict
...Vec3::new(
game.player.i as f32,
game.board[game.player.j][game.player.i].height,
game.player.j as f32,
),
bevy.org › examples webgpu › games › alien cake addict
Alien Cake Addict
...Vec3::new(
game.player.i as f32,
game.board[game.player.j][game.player.i].height,
game.player.j as f32,
),
bevy.org › news › bevy 0 5
Bevy 0.5
...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...
bevy.org › news › bevy 0 7
Bevy 0.7
...Query) {
for player in players.iter_mut() {
}
}
fn player_gravity(mut players: Query<(Entity, PlayerMovementQuery)>) {
bevy.org › news › introducing bevy
Introducing Bevy 0.1
...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
}
bevy.org › news › bevy 0 11
Bevy 0.11
...QueryPlayer>>,
mut enemies: Query<&mut Enemy, Without<Player>>
) {
// only iterates players
for entity in &players {