better var name, reduce debug logging

This commit is contained in:
Roberto Maurizzi 2025-07-17 16:52:48 +08:00
parent e4521e2e0c
commit 046cc8dba8
Signed by: robm
GPG key ID: F26E59AFAAADEA55

View file

@ -78,7 +78,7 @@ fn apply_movement(
// no velocity... for now? It'd be nice to have different speed depending on the tile type // no velocity... for now? It'd be nice to have different speed depending on the tile type
// let velocity = controller.max_speed * controller.intent; // let velocity = controller.max_speed * controller.intent;
for mut player_grid_coords in players.iter_mut() { for mut player_abs_coords in players.iter_mut() {
let movement_direction = if controller.intent.x == 1.0 { let movement_direction = if controller.intent.x == 1.0 {
GridCoords::new(1, 0) GridCoords::new(1, 0)
} else if controller.intent.x == -1.0 { } else if controller.intent.x == -1.0 {
@ -95,14 +95,14 @@ fn apply_movement(
warn!("Unrecognized intent: {:?}", controller.intent); warn!("Unrecognized intent: {:?}", controller.intent);
return; return;
}; };
info!("player old coords: {:?}", player_grid_coords); info!("player old absolute coords: {:?}", player_abs_coords);
let destination = *player_grid_coords + movement_direction; let destination = *player_abs_coords + movement_direction;
info!("commanded movement player coords: {:?}", destination); info!("commanded movement player coords: {:?}", destination);
info!("Level selection: {:?}", level_selection_iid); debug!("Level selection: {:?}", level_selection_iid);
if !level_walls.in_wall(level_selection_iid, &destination) { if !level_walls.in_wall(level_selection_iid, &destination) {
*player_grid_coords = destination; *player_abs_coords = destination;
info!("new player grid_coords: {:?}", player_grid_coords); info!("new player grid_coords: {:?}", player_abs_coords);
info!( trace!(
"new player screen_coords: {:?}", "new player screen_coords: {:?}",
player_transform_query.single() player_transform_query.single()
); );
@ -110,7 +110,7 @@ fn apply_movement(
} else { } else {
info!("SDENG!"); info!("SDENG!");
} }
level_walls.debug_collisions(level_selection_iid, &player_grid_coords); level_walls.debug_collisions(level_selection_iid, &player_abs_coords);
} }
} }
} }