(engine: &mut Engine, _: &mut GameState)
| 45 | } |
| 46 | |
| 47 | fn logic(engine: &mut Engine, _: &mut GameState) { |
| 48 | // If a collision event happened last frame, print it out and play a sound |
| 49 | for collision_event in engine.collision_events.drain(..) { |
| 50 | let text = engine.texts.get_mut("collision text").unwrap(); |
| 51 | match collision_event.state { |
| 52 | CollisionState::Begin => { |
| 53 | text.value = format!("{:?}", collision_event.pair); |
| 54 | engine.audio_manager.play_sfx(SfxPreset::Switch1, 1.0) |
| 55 | } |
| 56 | CollisionState::End => { |
| 57 | text.value = "".into(); |
| 58 | engine.audio_manager.play_sfx(SfxPreset::Switch2, 1.0) |
| 59 | } |
| 60 | } |
| 61 | } |
| 62 | |
| 63 | if let Some(sprite) = engine.sprites.get_mut("Player") { |
| 64 | // Use the latest state of the mouse buttons to rotate the sprite |
| 65 | let mut rotation_amount = 0.0; |
| 66 | if engine.mouse_state.pressed(MouseButton::Left) { |
| 67 | rotation_amount += ROTATION_SPEED * engine.delta_f32; |
| 68 | } |
| 69 | if engine.mouse_state.pressed(MouseButton::Right) { |
| 70 | rotation_amount -= ROTATION_SPEED * engine.delta_f32; |
| 71 | } |
| 72 | sprite.rotation += rotation_amount; |
| 73 | |
| 74 | // Use the latest state of the mouse wheel to scale the sprite |
| 75 | if let Some(location) = engine.mouse_state.location() { |
| 76 | sprite.translation = location |
| 77 | } |
| 78 | |
| 79 | // Mousewheel scales the car |
| 80 | for mouse_wheel in &engine.mouse_wheel_events { |
| 81 | sprite.scale *= 1.0 + (0.05 * mouse_wheel.y); |
| 82 | sprite.scale = sprite.scale.clamp(0.1, 4.0); |
| 83 | } |
| 84 | } |
| 85 | |
| 86 | // Pressing C toggles sprite collider debug lines |
| 87 | if engine.keyboard_state.just_pressed(KeyCode::KeyC) { |
| 88 | engine.show_colliders = !engine.show_colliders; |
| 89 | } |
| 90 | } |
nothing calls this directly
no test coverage detected