All lock delay modes implemented
This commit is contained in:
parent
95987c5526
commit
da41c6e030
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@ -140,6 +140,7 @@ pub struct Engine {
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pub lock_delay_left: u8,
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pub lock_delay_resets: u8,
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pub lock_delay_resets_left: u8,
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pub lock_delay_active: bool,
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pub need_to_lock: bool, // when lock resets ended
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}
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@ -160,6 +161,7 @@ impl Default for Engine {
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lock_delay_left: 30,
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lock_delay_resets: 15,
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lock_delay_resets_left: 15,
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lock_delay_active: false,
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need_to_lock: false,
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randomizer: Box::new(Bag{}),
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}
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@ -244,20 +246,15 @@ impl Engine {
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y
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}
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fn lock_delay_check(&mut self, shift: (i8, i8)){
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fn reset_lock_delay(&mut self, shift: (i8, i8)){
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match self.rotation_system.lock_delay_mode {
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LockDelayMode::Disabled => {},
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LockDelayMode::Gravity => {},
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LockDelayMode::ResetOnYChange => {
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if shift.1 < 0 {
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self.lock_delay_left = self.lock_delay;
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if self.lock_delay_resets_left == 0{
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self.need_to_lock = true;
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}else{
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self.lock_delay_resets_left -= 1;
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}
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LockDelayMode::Gravity => {
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if self.position_is_valid((self.current_piece.as_ref().unwrap().position.0, self.current_piece.as_ref().unwrap().position.1-1), self.current_piece.as_ref().unwrap().rotation) {
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self.lock_delay_active = false;
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}
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},
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LockDelayMode::ResetOnYChange => {},
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LockDelayMode::ResetOnMovementLimited => {
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if !self.position_is_valid((self.current_piece.as_ref().unwrap().position.0, self.current_piece.as_ref().unwrap().position.1-1), self.current_piece.as_ref().unwrap().rotation){
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self.lock_delay_left = self.lock_delay;
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@ -265,12 +262,14 @@ impl Engine {
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self.need_to_lock = true;
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}else{
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self.lock_delay_resets_left -= 1;
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self.lock_delay_active = false;
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}
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}
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},
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LockDelayMode::ResetOnMovement => {
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if !self.position_is_valid((self.current_piece.as_ref().unwrap().position.0, self.current_piece.as_ref().unwrap().position.1-1), self.current_piece.as_ref().unwrap().rotation){
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self.lock_delay_left = self.lock_delay;
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self.lock_delay_active = false;
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}
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},
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}
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@ -286,7 +285,7 @@ impl Engine {
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}else{
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1
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};
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self.lock_delay_check((0, 0));
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self.reset_lock_delay((0, 0));
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for test in &self.rotation_system.kicks[self.current_piece.as_ref().unwrap().id][self.current_piece.as_ref().unwrap().rotation][id_for_kicks]{
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let future_position = (self.current_piece.as_ref().unwrap().position.0 + test.0 as isize, self.current_piece.as_ref().unwrap().position.1 + test.1 as isize);
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if self.position_is_valid(future_position, future_rotation) {
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@ -307,7 +306,7 @@ impl Engine {
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self.current_piece.as_ref().unwrap().position.1 + shift.1 as isize // future Y
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);
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if self.position_is_valid(future_position, self.current_piece.as_ref().unwrap().rotation) {
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if shift.0 != 0 {self.lock_delay_check(shift);}
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if shift.0 != 0 {self.reset_lock_delay(shift);}
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self.current_piece.as_mut().unwrap().position = future_position;
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true
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}else {
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@ -1,6 +1,6 @@
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use bevy::{prelude::*, sprite::MaterialMesh2dBundle};
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use super::{resources::Engine, rotation_systems::LockDelayMode, GameStates, GameloopStates};
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use crate::engine::components::*;
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use super::{resources::Engine, GameloopStates, GameStates};
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use bevy::{prelude::*, sprite::MaterialMesh2dBundle};
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const MINO_SIZE: f32 = 20.0;
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@ -10,15 +10,23 @@ pub fn init_engine(
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mut materials: ResMut<Assets<ColorMaterial>>,
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mut engine: ResMut<Engine>,
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mut next_state: ResMut<NextState<GameloopStates>>,
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){
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) {
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commands.spawn((
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MaterialMesh2dBundle {
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mesh: meshes.add(Mesh::from(shape::Quad{ size: Vec2 { x: engine.board.width as f32 * MINO_SIZE, y: engine.board.height as f32 * MINO_SIZE }, flip: false })).into(),
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mesh: meshes
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.add(Mesh::from(shape::Quad {
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size: Vec2 {
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x: engine.board.width as f32 * MINO_SIZE,
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y: engine.board.height as f32 * MINO_SIZE,
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},
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flip: false,
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}))
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.into(),
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material: materials.add(ColorMaterial::from(Color::PURPLE)),
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transform: Transform::from_xyz(0.0, 0.0, -1.0),
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..default()
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},
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BoardVisual{}
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BoardVisual {},
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));
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engine.init("SRS");
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next_state.set(GameloopStates::Falling);
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@ -28,8 +36,8 @@ pub fn draw_board(
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mut commands: Commands,
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engine: Res<Engine>,
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all_minos: Query<Entity, With<Mino>>,
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asset_server: Res<AssetServer>
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){
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asset_server: Res<AssetServer>,
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) {
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for mino in all_minos.iter() {
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commands.entity(mino).despawn();
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}
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@ -44,14 +52,19 @@ pub fn draw_board(
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commands.spawn((
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SpriteBundle {
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transform: Transform::from_xyz(
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x*MINO_SIZE-(engine.board.width as f32)/2.0*MINO_SIZE+MINO_SIZE/2.0,
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y*MINO_SIZE-(engine.board.height as f32)/2.0*MINO_SIZE+MINO_SIZE/2.0,
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0.0
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x * MINO_SIZE - (engine.board.width as f32) / 2.0 * MINO_SIZE
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+ MINO_SIZE / 2.0,
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y * MINO_SIZE - (engine.board.height as f32) / 2.0 * MINO_SIZE
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+ MINO_SIZE / 2.0,
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0.0,
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),
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texture: asset_server.load("default_mino.png"),
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sprite: Sprite {
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color: mino.color,
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custom_size: Some(Vec2 {x: MINO_SIZE, y: MINO_SIZE}),
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custom_size: Some(Vec2 {
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x: MINO_SIZE,
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y: MINO_SIZE,
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}),
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..default()
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},
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..default()
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@ -59,7 +72,7 @@ pub fn draw_board(
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*mino,
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));
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}
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None => {},
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None => {}
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};
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x += 1.0;
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}
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@ -72,50 +85,68 @@ pub fn draw_board(
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Some(piece) => {
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x = piece.position.0 as f32;
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y = piece.position.1 as f32;
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for mino in &engine.rotation_system.pieces[piece.id][piece.rotation]{
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for mino in &engine.rotation_system.pieces[piece.id][piece.rotation] {
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commands.spawn((
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SpriteBundle {
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transform: Transform::from_xyz(
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x*MINO_SIZE - (engine.board.width as f32)/2.0*MINO_SIZE + MINO_SIZE/2.0 + mino.0 as f32 * MINO_SIZE,
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y*MINO_SIZE - (engine.board.height as f32)/2.0*MINO_SIZE + MINO_SIZE/2.0 + mino.1 as f32 * MINO_SIZE,
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1.0
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x * MINO_SIZE - (engine.board.width as f32) / 2.0 * MINO_SIZE
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+ MINO_SIZE / 2.0
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+ mino.0 as f32 * MINO_SIZE,
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y * MINO_SIZE - (engine.board.height as f32) / 2.0 * MINO_SIZE
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+ MINO_SIZE / 2.0
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+ mino.1 as f32 * MINO_SIZE,
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1.0,
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),
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texture: asset_server.load("default_mino.png"),
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sprite: Sprite {
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color: engine.rotation_system.colours[piece.id],
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custom_size: Some(Vec2 {x: MINO_SIZE, y: MINO_SIZE}),
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custom_size: Some(Vec2 {
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x: MINO_SIZE,
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y: MINO_SIZE,
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}),
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..default()
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},
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..default()
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},
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Mino{color: engine.rotation_system.colours[piece.id]},
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Mino {
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color: engine.rotation_system.colours[piece.id],
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},
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));
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}
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},
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None => {},
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}
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None => {}
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}
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// draw next queue
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if engine.board.show_next > 0 {
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y = 8.0;
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for i in 0..engine.board.show_next as usize{
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for mino in &engine.rotation_system.pieces[engine.next_queue[i].id][engine.next_queue[i].rotation]{
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for i in 0..engine.board.show_next as usize {
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for mino in &engine.rotation_system.pieces[engine.next_queue[i].id]
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[engine.next_queue[i].rotation]
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{
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commands.spawn((
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SpriteBundle {
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transform: Transform::from_xyz(
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11.0*MINO_SIZE - (engine.board.width as f32)/2.0*MINO_SIZE + MINO_SIZE/2.0 + mino.0 as f32 * MINO_SIZE,
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y* MINO_SIZE + MINO_SIZE/2.0 + mino.1 as f32 * MINO_SIZE,
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0.0
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11.0 * MINO_SIZE - (engine.board.width as f32) / 2.0 * MINO_SIZE
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+ MINO_SIZE / 2.0
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+ mino.0 as f32 * MINO_SIZE,
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y * MINO_SIZE + MINO_SIZE / 2.0 + mino.1 as f32 * MINO_SIZE,
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0.0,
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),
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texture: asset_server.load("default_mino.png"),
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sprite: Sprite {
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color: engine.rotation_system.colours[engine.next_queue[i].id],
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custom_size: Some(Vec2 {x: MINO_SIZE, y: MINO_SIZE}),
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custom_size: Some(Vec2 {
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x: MINO_SIZE,
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y: MINO_SIZE,
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}),
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..default()
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},
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..default()
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},
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Mino{color: engine.rotation_system.colours[engine.next_queue[i].id]},
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Mino {
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color: engine.rotation_system.colours[engine.next_queue[i].id],
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},
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));
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}
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y -= 4.0;
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@ -125,27 +156,35 @@ pub fn draw_board(
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// draw hold
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match engine.hold.as_ref() {
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Some(piece) => {
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for mino in &engine.rotation_system.pieces[piece.id][piece.rotation]{
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for mino in &engine.rotation_system.pieces[piece.id][piece.rotation] {
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commands.spawn((
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SpriteBundle {
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transform: Transform::from_xyz(
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-5.0*MINO_SIZE - (engine.board.width as f32)/2.0*MINO_SIZE + MINO_SIZE/2.0 + mino.0 as f32 * MINO_SIZE,
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-2.0*MINO_SIZE + (engine.board.height as f32)/2.0*MINO_SIZE + MINO_SIZE/2.0 + mino.1 as f32 * MINO_SIZE,
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0.0
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-5.0 * MINO_SIZE - (engine.board.width as f32) / 2.0 * MINO_SIZE
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+ MINO_SIZE / 2.0
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+ mino.0 as f32 * MINO_SIZE,
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-2.0 * MINO_SIZE
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+ (engine.board.height as f32) / 2.0 * MINO_SIZE
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+ MINO_SIZE / 2.0
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+ mino.1 as f32 * MINO_SIZE,
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0.0,
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),
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texture: asset_server.load("default_mino.png"),
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sprite: Sprite {
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color: piece.color,
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custom_size: Some(Vec2 {x: MINO_SIZE, y: MINO_SIZE}),
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custom_size: Some(Vec2 {
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x: MINO_SIZE,
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y: MINO_SIZE,
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}),
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..default()
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},
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..default()
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},
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Mino{color: piece.color},
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Mino { color: piece.color },
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));
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}
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},
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None => {},
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}
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None => {}
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}
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// draw shadow
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@ -154,27 +193,41 @@ pub fn draw_board(
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Some(piece) => {
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x = piece.position.0 as f32;
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y = engine.lowest_point_under_current_piece() as f32;
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for mino in &engine.rotation_system.pieces[piece.id][piece.rotation]{
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for mino in &engine.rotation_system.pieces[piece.id][piece.rotation] {
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commands.spawn((
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SpriteBundle {
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transform: Transform::from_xyz(
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x*MINO_SIZE - (engine.board.width as f32)/2.0*MINO_SIZE + MINO_SIZE/2.0 + mino.0 as f32 * MINO_SIZE,
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y*MINO_SIZE - (engine.board.height as f32)/2.0*MINO_SIZE + MINO_SIZE/2.0 + mino.1 as f32 * MINO_SIZE,
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0.0
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x * MINO_SIZE - (engine.board.width as f32) / 2.0 * MINO_SIZE
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+ MINO_SIZE / 2.0
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+ mino.0 as f32 * MINO_SIZE,
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y * MINO_SIZE - (engine.board.height as f32) / 2.0 * MINO_SIZE
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+ MINO_SIZE / 2.0
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+ mino.1 as f32 * MINO_SIZE,
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0.0,
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),
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texture: asset_server.load("default_mino.png"),
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sprite: Sprite {
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color: Color::Rgba { red: 1.0, green: 1.0, blue: 1.0, alpha: 0.1 },
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custom_size: Some(Vec2 {x: MINO_SIZE, y: MINO_SIZE}),
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color: Color::Rgba {
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red: 1.0,
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green: 1.0,
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blue: 1.0,
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alpha: 0.1,
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},
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custom_size: Some(Vec2 {
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x: MINO_SIZE,
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y: MINO_SIZE,
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}),
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..default()
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},
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..default()
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},
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Mino{color: engine.rotation_system.colours[piece.id]},
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Mino {
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color: engine.rotation_system.colours[piece.id],
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},
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));
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}
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},
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None => {},
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}
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None => {}
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}
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}
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}
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@ -184,8 +237,10 @@ pub fn receive_input(
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mut engine: ResMut<Engine>,
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state: Res<State<GameloopStates>>,
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mut next_state: ResMut<NextState<GameloopStates>>,
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){
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if keyboard_input.any_just_pressed([KeyCode::Up, KeyCode::X]) && state.get() == &GameloopStates::Falling {
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) {
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if keyboard_input.any_just_pressed([KeyCode::Up, KeyCode::X])
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&& state.get() == &GameloopStates::Falling
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{
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engine.rotate_current_piece(1);
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}
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if keyboard_input.just_pressed(KeyCode::Z) && state.get() == &GameloopStates::Falling {
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@ -225,13 +280,9 @@ pub fn receive_input(
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}
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}
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pub fn das_and_arr(
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mut engine: ResMut<Engine>,
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time: Res<Time>,
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state: Res<State<GameloopStates>>,
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){
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let direction = engine.handling.movement_tick(time.delta_seconds()*1000.0);
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if state.get() == &GameloopStates::Falling{
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pub fn das_and_arr(mut engine: ResMut<Engine>, time: Res<Time>, state: Res<State<GameloopStates>>) {
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let direction = engine.handling.movement_tick(time.delta_seconds() * 1000.0);
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if state.get() == &GameloopStates::Falling {
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engine.move_current_piece((direction, 0));
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}
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}
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@ -245,59 +296,99 @@ pub fn gameloop(
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//info!("{:?}", clocks);
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match engine.current_piece {
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Some(piece) => {
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if engine.handling.sdf_active {
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engine.g_bucket += engine.g * engine.handling.sdf;
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} else {
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engine.g_bucket += engine.g;
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if engine.handling.sdf_active {engine.g_bucket += engine.g * engine.handling.sdf}
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}
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let mut gravity_tick_happend = false;
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while engine.g_bucket >= 1.0 {
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engine.move_current_piece((0, -1));
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engine.g_bucket -= 1.0;
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gravity_tick_happend = true;
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}
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if !engine.position_is_valid((piece.position.0, piece.position.1-1), piece.rotation){
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let previos_lock_delay_active = engine.lock_delay_active;
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engine.lock_delay_active =
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!engine.position_is_valid((piece.position.0, piece.position.1 - 1), piece.rotation);
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if engine.lock_delay_active {
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match engine.rotation_system.lock_delay_mode {
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super::rotation_systems::LockDelayMode::Disabled => {
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engine.lock_current_piece();
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next_state.set(GameloopStates::AfterLocking);
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return;
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},
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super::rotation_systems::LockDelayMode::Gravity => {engine.need_to_lock = true;},
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super::rotation_systems::LockDelayMode::ResetOnYChange => {},
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super::rotation_systems::LockDelayMode::ResetOnMovementLimited => {engine.lock_delay_left -= 1;},
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super::rotation_systems::LockDelayMode::ResetOnMovement => {engine.lock_delay_left -= 1;}
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LockDelayMode::Disabled => {
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engine.need_to_lock = true;
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}
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}else{
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LockDelayMode::Gravity => {
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if gravity_tick_happend && previos_lock_delay_active {
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engine.need_to_lock = true;
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}
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}
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LockDelayMode::ResetOnYChange => {
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engine.lock_delay_left -= 1;
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}
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LockDelayMode::ResetOnMovementLimited => {
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engine.lock_delay_left -= 1;
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}
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LockDelayMode::ResetOnMovement => {
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engine.lock_delay_left -= 1;
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}
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}
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} else {
|
||||
if previos_lock_delay_active {
|
||||
match engine.rotation_system.lock_delay_mode {
|
||||
LockDelayMode::Disabled => {}
|
||||
LockDelayMode::Gravity => {}
|
||||
LockDelayMode::ResetOnYChange => {
|
||||
engine.lock_delay_left = engine.lock_delay;
|
||||
if engine.lock_delay_resets == 0 {
|
||||
engine.need_to_lock = true;
|
||||
} else {
|
||||
engine.lock_delay_resets_left -= 1;
|
||||
}
|
||||
}
|
||||
LockDelayMode::ResetOnMovementLimited => {
|
||||
engine.lock_delay_left = engine.lock_delay;
|
||||
}
|
||||
if (engine.lock_delay_left < 1 || engine.need_to_lock) && !engine.position_is_valid((piece.position.0, piece.position.1-1), piece.rotation){
|
||||
LockDelayMode::ResetOnMovement => {
|
||||
engine.lock_delay_left = engine.lock_delay;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (engine.lock_delay_left < 1 || engine.need_to_lock)
|
||||
&& !engine
|
||||
.position_is_valid((piece.position.0, piece.position.1 - 1), piece.rotation)
|
||||
{
|
||||
engine.lock_current_piece();
|
||||
next_state.set(GameloopStates::AfterLocking);
|
||||
}
|
||||
},
|
||||
None => {
|
||||
|
||||
},
|
||||
}
|
||||
None => {}
|
||||
}
|
||||
for mut text in lock_delay_text.iter_mut() {
|
||||
text.sections[0].value = format!("{}; {}", engine.lock_delay_resets_left, engine.lock_delay_left);
|
||||
text.sections[0].value = format!(
|
||||
"{}; {}",
|
||||
engine.lock_delay_resets_left, engine.lock_delay_left
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn after_locking_routine(
|
||||
mut engine: ResMut<Engine>,
|
||||
mut next_state: ResMut<NextState<GameloopStates>>,
|
||||
){
|
||||
) {
|
||||
engine.board.clear_full_lines();
|
||||
engine.lock_delay_left = engine.lock_delay;
|
||||
engine.lock_delay_resets_left = engine.lock_delay_resets;
|
||||
engine.lock_delay_active = false;
|
||||
next_state.set(GameloopStates::Spawn);
|
||||
}
|
||||
|
||||
pub fn spawn_routine(
|
||||
mut engine: ResMut<Engine>,
|
||||
mut next_state: ResMut<NextState<GameloopStates>>,
|
||||
mut game_next_state: ResMut<NextState<GameStates>>
|
||||
){
|
||||
if engine.spawn_sequence(){
|
||||
mut game_next_state: ResMut<NextState<GameStates>>,
|
||||
) {
|
||||
if engine.spawn_sequence() {
|
||||
next_state.set(GameloopStates::Falling);
|
||||
}else{
|
||||
} else {
|
||||
game_next_state.set(GameStates::GameOver);
|
||||
}
|
||||
}
|
|
@ -11,9 +11,11 @@ pub fn build_hud(commands: &mut Commands, asset_server: &Res<AssetServer>) -> En
|
|||
NodeBundle {
|
||||
style: Style {
|
||||
display: Display::Flex,
|
||||
flex_direction: FlexDirection::Column,
|
||||
justify_items: JustifyItems::Center,
|
||||
flex_direction: FlexDirection::Row,
|
||||
justify_content: JustifyContent::SpaceBetween,
|
||||
align_items: AlignItems::Center,
|
||||
width: Val::Vw(100.0),
|
||||
height: Val::Vh(100.0),
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
|
@ -25,9 +27,10 @@ pub fn build_hud(commands: &mut Commands, asset_server: &Res<AssetServer>) -> En
|
|||
parent.spawn((
|
||||
TextBundle {
|
||||
style: Style {
|
||||
// position_type: PositionType::Absolute,
|
||||
// top: Val::Percent(50.0),
|
||||
// left: Val::Percent(50.0),
|
||||
position_type: PositionType::Absolute,
|
||||
top: Val::Px(550.0),
|
||||
left: Val::Percent(45.0),
|
||||
align_self: AlignSelf::Center,
|
||||
..default()
|
||||
},
|
||||
text: Text {
|
||||
|
|
Loading…
Reference in New Issue