Expand description
Player controller, states, and animation implementation.
Modules§
- state π
Structs§
- A component representing a region in which a player should emote in some way.
- Hat πMarker component for a player hat.
- Events that can be used to trigger player actions, such as killing, setting inventory, etc.
- The player index, for example Player 1, Player 2, and so on.
- Marker component indicating that a player has been killed.
- Contains the entities of the extra player layers, such as the player face and fin.
- The state of the player controller.
- PlayersHaveSpawned πResource that tracks which players have already been spawned before.
Enums§
- A kind of emote the player can make.
- EmoteState πA component representing the current emote state of a player.
Constants§
- PLAYER_COLORS π
Functions§
- System that makes sure the swords held by AI are despawned when they are killed.
- equip_hats πEquip player hats that have been picked up and used.
- hydrate_players π
- Animate the playerβs fins while
- player_ai_system π
- Build
ColliderShape
for player fromPlayerMeta
. - player_kill_callback π
- update_player_layers πSystem that reads the
PlayerLayers
component and updates the animated sprite banks to match the animations specified.