better var name, reduce debug logging
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e4521e2e0c
commit
046cc8dba8
1 changed files with 8 additions and 8 deletions
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@ -78,7 +78,7 @@ fn apply_movement(
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// no velocity... for now? It'd be nice to have different speed depending on the tile type
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// let velocity = controller.max_speed * controller.intent;
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for mut player_grid_coords in players.iter_mut() {
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for mut player_abs_coords in players.iter_mut() {
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let movement_direction = if controller.intent.x == 1.0 {
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GridCoords::new(1, 0)
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} else if controller.intent.x == -1.0 {
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@ -95,14 +95,14 @@ fn apply_movement(
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warn!("Unrecognized intent: {:?}", controller.intent);
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return;
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};
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info!("player old coords: {:?}", player_grid_coords);
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let destination = *player_grid_coords + movement_direction;
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info!("player old absolute coords: {:?}", player_abs_coords);
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let destination = *player_abs_coords + movement_direction;
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info!("commanded movement player coords: {:?}", destination);
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info!("Level selection: {:?}", level_selection_iid);
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debug!("Level selection: {:?}", level_selection_iid);
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if !level_walls.in_wall(level_selection_iid, &destination) {
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*player_grid_coords = destination;
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info!("new player grid_coords: {:?}", player_grid_coords);
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info!(
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*player_abs_coords = destination;
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info!("new player grid_coords: {:?}", player_abs_coords);
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trace!(
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"new player screen_coords: {:?}",
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player_transform_query.single()
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);
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@ -110,7 +110,7 @@ fn apply_movement(
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} else {
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info!("SDENG!");
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}
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level_walls.debug_collisions(level_selection_iid, &player_grid_coords);
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level_walls.debug_collisions(level_selection_iid, &player_abs_coords);
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}
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}
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}
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