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Add player movement code #70
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MiniaczQ
reviewed
Jul 8, 2024
MiniaczQ
reviewed
Jul 8, 2024
MiniaczQ
reviewed
Jul 8, 2024
MiniaczQ
reviewed
Jul 8, 2024
Co-authored-by: MiniaczQ <xnetroidpl@gmail.com>
MiniaczQ
reviewed
Jul 8, 2024
MiniaczQ
reviewed
Jul 8, 2024
Co-authored-by: MiniaczQ <xnetroidpl@gmail.com>
MiniaczQ
reviewed
Jul 8, 2024
Co-authored-by: MiniaczQ <xnetroidpl@gmail.com>
MiniaczQ
approved these changes
Jul 8, 2024
benfrankel
requested changes
Jul 8, 2024
benfrankel
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Comments on the code, not on the physics mainly.
benfrankel
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Not blocking on comments, better to get this in now so it can be iterated on.
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Adapted from bevyengine/bevy#14223
Resolves #10
Resolves #11
I'm intentionally using
FixedUpdate
here instead of a very minimal example since I expect many jam submissions to do some kind of player movement, so it's best to show them how it's done correctly right away.I also moved the level spawning away from screen because that's a game detail and not a screen transition detail.
The input is not nicely abstracted away because when I started doing that, I noticed I was basically reimplementing LWIM. Better to just link to that imo.
I know that @benfrankel said that physics go in
core
, but I intentionally placed them ingame
here because I expect the physics handling to be vastly different from game to game and I want to make it obvious to users that they are encouraged to change the implementation according to their needs. The rest ofcore
is comparatively tame; I expect many will leave most of it untouched.