generated from tipragot/rust
Add a camera system #69
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@ -88,10 +88,10 @@ fn movement_system(
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let mut target = Vec3::ZERO;
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for key in keys.get_pressed() {
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match *key {
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v if v == keys_settings.up => target.y += movement_speed.0,
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v if v == keys_settings.down => target.y -= movement_speed.0,
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v if v == keys_settings.right => target.x += movement_speed.0,
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v if v == keys_settings.left => target.x -= movement_speed.0,
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value if value == keys_settings.up => target.y += movement_speed.0,
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value if value == keys_settings.down => target.y -= movement_speed.0,
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value if value == keys_settings.right => target.x += movement_speed.0,
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value if value == keys_settings.left => target.x -= movement_speed.0,
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_ => continue,
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}
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}
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CoCo_Sol marked this conversation as resolved
Outdated
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@ -108,13 +108,13 @@ fn scale_system(
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max_scale: Res<MaximumScale>,
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scale_speed: Res<CameraSpeedScale>,
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) {
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for ev in scroll_event.read() {
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for event in scroll_event.read() {
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for mut projection in query.iter_mut() {
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if ev.unit != MouseScrollUnit::Line {
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if event.unit != MouseScrollUnit::Line {
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return;
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}
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let future_scale = ev.y.mul_add(scale_speed.0, projection.scale);
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let future_scale = event.y.mul_add(scale_speed.0, projection.scale);
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if min_scale.0 < future_scale && future_scale < max_scale.0 {
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projection.scale = future_scale;
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}
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Reference in a new issue
The view not the camera