Rantz
Rantz
I currently have the following really basic function: ```rust fn rect_from_tilemap_coord(x: u16, y: u16, tile_size: Option) -> Rectangle{ let tile_size = tile_size.unwrap_or(16); let x = max(0, x - 1); let...
I have two systems, one rendering the map (https://github.com/RantingBob/escape-from-alpha-nine/blob/feature/drawbatch/src/systems/render_systems/map_renderer.rs) one rendering entities (https://github.com/RantingBob/escape-from-alpha-nine/blob/feature/drawbatch/src/systems/render_systems/entity_renderer.rs). The map renderer submits with a Z-Order of 1 to Console 0 The entity renderer submits with...
Caves of Zircon has an attribute called Actions which is a command container, which is basically a special case of if(hasAttribute) dispatchCommandOnOtherEntity Its a useful construct, but it feels like...
Have some method of creating global systems that can work on collections of entities with attributes
More akin to classic ECS systems like Global Actors, good for things like *Field of View* as it means you don't have to have a special case for the player,...
This lets us not send commands to things that can't take them, which lets us build global actors that can take `AddEntity` and `RemoveEntity` commands without adding ever increasing cost...
...or remap ctrl-s to save whatever thing you're in?
Added peekability to EventReader for when you want to view an event but not mark it as read # Objective - Allow the ability to view an event without marking...
# Objective - Often in games you will want to create chains of systems that modify some event. For example, a chain of damage systems that handle a DamageEvent and...
The ergonomics of using Bevy's existing Transform for 2D games is poor. To counter this a 2D Transform component should be created that has improved ergonomics. Rendered: https://github.com/BobG1983/bevy_rfcs/blob/main/rfcs/82-transform2d.md
Can't raise an issue on `serde_yaml` as the repo is archived.