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Feat/boosts #9
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Feat/boosts #9
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if let Some((entity, _)) = rapier_context.cast_shape( | ||
paddle_transform.translation.truncate(), | ||
0., | ||
Vec2::new(0., -1.), |
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castuj do miejsca w którym potem znajdzie się boost. proponuje dodać zmienną movement_vector
o którą będziesz jednocześnie castował i poruszał boosta, tak jak to robimy w ball.rs
1., | ||
QueryFilter::default().predicate(&|entity| boost_query.get(entity).is_ok()), | ||
) { | ||
// TODO: apply boost effect or sth |
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zrób to od razu w tym PR. możesz tu wywoływać event, który będzie potem łapać paletka.
.get(&textures.boost) | ||
.expect("Boost texture is not loaded"); | ||
|
||
commands.spawn(BoostBundle::new( |
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boosty mają się spawnić losowo po zniszczeniu bloczka
Lgtm |
lgtm |
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lgtm
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lgtm
Add boosts plugin and write simple movement and collision logic