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@senicko senicko commented Feb 5, 2023

Add boosts plugin and write simple movement and collision logic

if let Some((entity, _)) = rapier_context.cast_shape(
paddle_transform.translation.truncate(),
0.,
Vec2::new(0., -1.),
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castuj do miejsca w którym potem znajdzie się boost. proponuje dodać zmienną movement_vector o którą będziesz jednocześnie castował i poruszał boosta, tak jak to robimy w ball.rs

1.,
QueryFilter::default().predicate(&|entity| boost_query.get(entity).is_ok()),
) {
// TODO: apply boost effect or sth
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zrób to od razu w tym PR. możesz tu wywoływać event, który będzie potem łapać paletka.

.get(&textures.boost)
.expect("Boost texture is not loaded");

commands.spawn(BoostBundle::new(
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boosty mają się spawnić losowo po zniszczeniu bloczka

@imustend
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imustend commented Feb 6, 2023

Lgtm

@imustend
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lgtm

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lgtm

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lgtm

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4 participants