So I want to update the sprite so my character looks in a different direction each time the player presses left/right, how could I do this? I can't do it in the setup fn, since it's a startup system, appreciate any help
EDIT: changed formating
here is my code:
use bevy::prelude::*;
`fn main() {
App::new()
.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // prevents blurry sprites
.add_systems(Startup, setup)
.add_systems(Update, animate_sprite)
.add_systems(Update, player_movement_system)
.run();
}
const BOUNDS: Vec2 = Vec2::new(1200.0, 640.0);
static mut FLIP_BOOLEAN: bool = false;
fn set_flip_boolean(boolean: bool) {
unsafe {
FLIP_BOOLEAN = boolean;
}
}
fn get_flip_boolean() -> bool{
unsafe {
FLIP_BOOLEAN
}
}
#[derive(Component)]
struct Player {
movement_speed: f32,
}
#[derive(Component)]
struct AnimationIndices {
first: usize,
last: usize,
}
#[derive(Component, Deref, DerefMut)]
struct AnimationTimer(Timer);
fn animate_sprite(
time: Res<Time>,
mut query: Query<(&AnimationIndices, &mut AnimationTimer, &mut TextureAtlas)>,
) {
for (indices, mut timer, mut atlas) in &mut query {
timer.tick(time.delta());
if timer.just_finished() {
atlas.index = if atlas.index == indices.last {
indices.first
} else {
atlas.index + 1
};
}
}
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
) {
let texture = asset_server.load("sprites/Idle01.png");
let layout = TextureAtlasLayout::from_grid(Vec2::new(64.0, 40.0), 5, 1, None, None);
let texture_atlas_layout = texture_atlas_layouts.add(layout);
let animation_indices = AnimationIndices { first: 0, last: 4 };
let boolean = get_flip_boolean();
commands.spawn(Camera2dBundle::default());
commands.spawn((
SpriteSheetBundle {
texture,
atlas: TextureAtlas {
layout: texture_atlas_layout,
index: animation_indices.first,
},
..default()
},
Player {
movement_speed: 500.0,
},
animation_indices,
AnimationTimer(Timer::from_seconds(0.1, TimerMode::Repeating)),
));
}
fn player_movement_system(
time: Res<Time>,
keyboard_input: Res<ButtonInput<KeyCode>>,
mut query: Query<(&Player, &mut Transform)>,
) {
let (guy, mut transform) = query.single_mut();
let mut movement_factor = 0.0;
let mut movement_direction = Vec3::X;
if keyboard_input.pressed(KeyCode::ArrowLeft) {
movement_factor -= 1.0;
movement_direction = Vec3::X;
set_flip_boolean(true);
}
if keyboard_input.pressed(KeyCode::ArrowRight) {
movement_factor += 1.0;
movement_direction = Vec3::X;
set_flip_boolean(false);
}
if keyboard_input.pressed(KeyCode::ArrowUp) {
movement_factor += 1.0;
movement_direction = Vec3::Y;
}
if keyboard_input.pressed(KeyCode::ArrowDown) {
movement_factor -= 1.0;
movement_direction = Vec3::Y;
}
let movement_distance = movement_factor * guy.movement_speed * time.delta_seconds();
let translation_delta = movement_direction * movement_distance;
transform.translation += translation_delta;
let extents = Vec3::from((BOUNDS / 2.0, 0.0));
transform.translation = transform.translation.min(extents).max(-extents);
}
something like tricorders, they'd be kinda usefull for medical personel or engineers, of course they wouldn't be as advanced as in tng, but still
also I'll get one as soon as they're invented