Trouv / bevy_ecs_ldtk

ECS-friendly ldtk plugin for bevy, leveraging bevy_ecs_tilemap
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refactor: move from bevy_heron to bevy_rapier2d #127

Closed CashWasabi closed 1 year ago

CashWasabi commented 1 year ago

Summary

The refactor consists of basically two things:

For the most part I tried to not change too much of the platformer example. There we're some minor things though that came up whith which I had to struggle a bit.

Notable Details

Issues

I noticed that my fix for pause_physics_during_load might not work as excepted. Sometimes when building I have to press R to reload the level when I want to have the GroundSensor working. This might be a loading issue but I didn't find the correct solution yet.

CashWasabi commented 1 year ago

I added the changes you last mentioned and ran cargo fmt on the codebase. I also squashed the commit since the last two commits we're just small fixes with no real information.

Trouv commented 1 year ago

I also squashed the commit since the last two commits we're just small fixes with no real information.

In the future, there's no need to do this for this repo since I squash commits on merge (as of 0.4) anyway. Actually, having the smaller commits before merge makes it easier to see what has changed since the last review

janos-r commented 1 year ago

I was working on the same update (not noticing this PR exists). In my case, I found it necessary to use .normalize_or_zero() instead of .normalize() because the first mob (spawning closest to the player), when returning, got to the exact same spot from where he was starting, creating his vector zero, having .normalize panic. I wonder why It doesn't happen here (that he doesn't return to the exact spot).