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/
github.com/Biped-Potato/bevy_fps_game
/ functions
Functions
28 in github.com/Biped-Potato/bevy_fps_game
⨍
Functions
28
◇
Types & classes
17
↓ 4 callers
Function
move_towards
(current: Vec3, target: Vec3, max_dist_delta: f32)
src/vector_operations.rs:3
↓ 2 callers
Function
generate_target_position
(rng: &mut rand::rngs::ThreadRng)
src/fps_shooting.rs:339
↓ 2 callers
Function
translate_gun_position
(camera_transform: &Transform)
src/gun_control.rs:31
↓ 1 callers
Function
angle_func
(from: Vec3, to: Vec3)
src/rotation_operations.rs:8
↓ 1 callers
Function
get_top_parent
(mut curr_entity: Entity, parent_query: &Query<&Parent>)
src/main.rs:114
↓ 1 callers
Function
quaternion_look_rotation
(mut forward: Vec3, up: Vec3)
src/rotation_operations.rs:15
↓ 1 callers
Function
setup_map
(mut commands: Commands, mut map_status : ResMut<MapStatus>, asset_server: Res<AssetServer>, mut m
src/main.rs:146
Function
apply_movement_inaccuracy
( mut gun_query: Query<&mut GunController, Without<FPSCamera>>, movement_query: Query<&Velocity, With<
src/gun_control.rs:38
Function
check_assets_ready
( mut map_status : ResMut<MapStatus>, commands: Commands, server: Res<AssetServer>, meshes: Re
src/main.rs:81
Function
from_to_rotation
(a_from: Vec3, a_to: Vec3)
src/rotation_operations.rs:3
Function
link_animations
( player_query: Query<Entity, Added<AnimationPlayer>>, parent_query: Query<&Parent>, animations_en
src/main.rs:126
Function
lock_cursor_position
( mut primary_query: Query<&mut Window, With<PrimaryWindow>>, mut cursor_lock_state: ResMut<CursorLock
src/lock_cursor.rs:7
Function
main
()
src/main.rs:24
Function
move_camera
( cursor_lock_state: Res<CursorLockState>, mut motion_evr: EventReader<MouseMotion>, time: Res<Tim
src/fps_camera.rs:16
Function
play_gun_animations
( _buttons: Res<Input<MouseButton>>, mut player_query: Query<&mut AnimationPlayer>, animations: Re
src/fps_shooting.rs:22
Function
player_movement
( map_status : Res<MapStatus>, time: Res<Time>, rapier_context: Res<RapierContext>, mut moveme
src/fps_movement.rs:12
Function
rotate_to_player
( enemy_animations: Res<EnemyAnimations>, mut animation_player_query: Query<&mut AnimationPlayer>,
src/enemy.rs:27
Function
setup
( asset_server: Res<AssetServer>, mut commands: Commands, )
src/main.rs:354
Function
setup_physics
( asset_server: Res<AssetServer>, mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mu
src/main.rs:268
Function
setup_ui
( asset_server: Res<AssetServer>, mut commands: Commands, primary_query: Query<&Window, With<Prima
src/main.rs:278
Function
update_ammo_count_text
( mut gun_query: Query<(&mut Transform, &mut GunController), Without<FPSCamera>>, mut ammo_query: Quer
src/gun_control.rs:48
Function
update_bloom_settings
( mut camera: Query<(Entity, Option<&mut BloomSettings>), With<Camera>>, _text: Query<&mut Text>,
src/bloom.rs:3
Function
update_bullet_params
( mut gun_query: Query< (&mut GunController, &mut Transform, &AnimationEntityLink), (Witho
src/fps_shooting.rs:47
Function
update_gun_control
( time: Res<Time>, mut gun_query: Query<(&mut Transform, &mut GunController), Without<FPSCamera>>,
src/gun_control.rs:61
Function
update_score
(mut score_query: Query<(&ScoreText, &mut Text)>)
src/score_ui.rs:8
Function
update_shots
( mut gun_query: Query< (&mut GunController, &mut Transform, &AnimationEntityLink), (Witho
src/fps_shooting.rs:82
Function
update_targets
( _commands: Commands, mut target_query: Query<(&mut ShootableTarget, &mut Transform)>, )
src/fps_shooting.rs:346
Function
update_tracers
( mut commands: Commands, mut tracer_query: Query<(&mut BulletTracer, &mut Transform, Entity)>, ti
src/bullet_tracer.rs:13