Use smooth_nudge in 2d_top_down_camera example (#13907)
# Objective [`StableInterpolate`](https://dev-docs.bevyengine.org/bevy/math/trait.StableInterpolate.html) was introduced after this example was written (or more accurately, the two PRs were merged on the same day and developed in parallel). The example used `Vec3::lerp` where I believe it is now preferred to use `smooth_nudge`. ## Solution Its not entirely clear to me whether `StableInterpolate` should be preferred in this scenario, although it seems likely. So I figured a PR to make the change would either result in it being merged or denied with a reason. ## Testing ``` cargo run --example 2d_top_down_camera ``` Co-authored-by: François Mockers <mockersf@gmail.com>
This commit is contained in:
parent
c37e81b34a
commit
20eb13f458
@ -17,8 +17,8 @@ use bevy::sprite::{MaterialMesh2dBundle, Mesh2dHandle};
|
||||
/// Player movement speed factor.
|
||||
const PLAYER_SPEED: f32 = 100.;
|
||||
|
||||
/// Camera lerp factor.
|
||||
const CAM_LERP_FACTOR: f32 = 2.;
|
||||
/// How quickly should the camera snap to the desired location.
|
||||
const CAMERA_DECAY_RATE: f32 = 2.;
|
||||
|
||||
#[derive(Component)]
|
||||
struct Player;
|
||||
@ -103,14 +103,11 @@ fn update_camera(
|
||||
let Vec3 { x, y, .. } = player.translation;
|
||||
let direction = Vec3::new(x, y, camera.translation.z);
|
||||
|
||||
// Applies a smooth effect to camera movement using interpolation between
|
||||
// the camera position and the player position on the x and y axes.
|
||||
// Here we use the in-game time, to get the elapsed time (in seconds)
|
||||
// since the previous update. This avoids jittery movement when tracking
|
||||
// the player.
|
||||
camera.translation = camera
|
||||
// Applies a smooth effect to camera movement using stable interpolation
|
||||
// between the camera position and the player position on the x and y axes.
|
||||
camera
|
||||
.translation
|
||||
.lerp(direction, time.delta_seconds() * CAM_LERP_FACTOR);
|
||||
.smooth_nudge(&direction, CAMERA_DECAY_RATE, time.delta_seconds());
|
||||
}
|
||||
|
||||
/// Update the player position with keyboard inputs.
|
||||
|
Loading…
Reference in New Issue
Block a user