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Feedback #1
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| ## Biblioteki | ||
| - Bevy | ||
| - może coś do serializacji danych? (czy mógłby Pan coś polecić?) | ||
| - coś do obsługi bazy danych (zapisywanie profili graczy i ich statystyk) |
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Diesel?
agluszak
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Bardzo ładny projekt! W zasadzie nie mam uwag.
5/5
| global_transform: Default::default(), | ||
| text_2d_size: Default::default(), | ||
| text_2d_bounds: Default::default(), | ||
| visibility: Visibility { is_visible: true }, |
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| global_transform: Default::default(), | |
| text_2d_size: Default::default(), | |
| text_2d_bounds: Default::default(), | |
| visibility: Visibility { is_visible: true }, | |
| visibility: Visibility { is_visible: true }, | |
| ..Default::default() |
| commands | ||
| .spawn_bundle(SpriteBundle { | ||
| texture: asset_server.load(PLAYER_BLUE_SPRITE), | ||
| //Move the player to the right side. | ||
| transform: Transform::from_translation(Vec3::new(BLUE_INITIAL_X, 0.0, 5.0)), | ||
| ..Default::default() | ||
| }) | ||
| .insert(PlayerBlue) | ||
| .insert(Velocity { x: 0.0, y: 0.0 }) | ||
| .insert(Radius(PLAYER_RADIUS)); | ||
| } |
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to najlepiej do funkcji wyciągnąć, skoro się powtarza
| let multiplier = (-d + radius1 + radius2) / d; | ||
| let delta_x = delta.x * multiplier; | ||
| let delta_y = delta.y * multiplier; | ||
| let mtd = Vec2::new(delta_x, delta_y); |
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co to mtd?
| let delta_y = delta.y * multiplier; | ||
| let mtd = Vec2::new(delta_x, delta_y); | ||
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| let im1 = 1.; |
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co to im?
| mut query_ball: Query<(&mut Velocity, &mut Transform, &Ball, Without<PlayerRed>)>, | ||
| kb: Res<Input<KeyCode>>, | ||
| ) { | ||
| let (mut velocity_red, mut transform_red, _) = query_red.iter_mut().next().unwrap(); |
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| } | ||
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| // Detects collision between blue player and the ball. | ||
| fn collision_system_blue( |
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ponieważ ten system też jest analogiczny, to proponowałbym wyciągniecie wspólnej logiki do funkcji
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