Still in need of y/z-indexing for visuals, but the collisions are working.
Colliders are defined in Tiled by visually placing vertices on the tilesheet. collider information is read when building the bevy_ecs_tilemap tilemap and translated into bevy_xpbd Colliders.
player is a kinematic rigidbody with a ellipse collider placed on a child entity. level colliders are static.
the switch plate in the middle is also a sensor, which is data added in Tiled as well.
"#Rust development is going too fast (because they are stabilizing features I don't care about) and going too slow (because they are not stabilizing features I care about!"
There are only so many #RustLang contributors, hours in a day, days in a year to get to everything now, and some features are reliant on other, less flashy work that needs to happen before they can be even attempted.
But people are putting in a lot of work, the codebase changes so quickly that it is hard to keep up.
🦉 added an action bar, placed items can be used via number keys
🦊 added item type 'spell' (no individual cooldowns yet)
🦐 made spell items out of the dash and past projectile attacks
If you're doing a lot of work in C/C++/Rust consider using sccache to cache compilations. It's easy to set up and will save you a lot of time and a huge amount of power.
8-way sprite exported from blender, using seldom_state and leafwing_input_manager for controls and animation control. idle, running, and dashing are the only animations implemented at the moment.
Just a prototype, but happy with the way it turned out, and I got a little blender scripting in too.
Finally, some progress on my card game! I was able to finally reach a point when it is more feature complete than previous iteration written a few years ago with different framework (quicksilver, it's dead now) 😅 #gamedev#indiedev#rustlang#bevy#bevyengine