bi_tux

joined 1 year ago
[–] bi_tux@lemmy.world 5 points 1 week ago (1 children)

it's a video of my friend and me being stoned

[–] bi_tux@lemmy.world 4 points 1 week ago

an indian guy on a motor cycle being crushed by a truck

[–] bi_tux@lemmy.world 3 points 3 weeks ago* (last edited 3 weeks ago)

it's ok, you had no way of knowing it and I imagine most people here fortunately don't know the terms meaning on 4chan

[–] bi_tux@lemmy.world 5 points 4 weeks ago

something like tricorders, they'd be kinda usefull for medical personel or engineers, of course they wouldn't be as advanced as in tng, but still

also I'll get one as soon as they're invented

[–] bi_tux@lemmy.world 2 points 4 weeks ago

anarcho-syndicalism theory and practice by rudolf rocker, it was let's say enligthening, I was already an anarchist before reading it, but now I'm an anarcho-syndicalist

currently reading networking in the rust programming language btw

[–] bi_tux@lemmy.world 3 points 4 weeks ago (3 children)

seeing this 7d later the "hon" at the end just killed me (hon is actually a term used to describe unpassing transwomen who are percieved as ugly, mostly used on 4chans /lgbt board)

[–] bi_tux@lemmy.world 2 points 4 weeks ago

you should be fine, just keep in mind, that estrogen will work better when being in a calorie surplus instead of a deficit (it affects breast growth, female fat distribution and anything fat related)

[–] bi_tux@lemmy.world 9 points 4 weeks ago (2 children)

it's ironic coming from you, I literally recognize you

[–] bi_tux@lemmy.world 1 points 4 weeks ago* (last edited 4 weeks ago)

giwtwm, I hate how I'm a hon

[–] bi_tux@lemmy.world 8 points 4 weeks ago

I don't like to say this, but:

AI

[–] bi_tux@lemmy.world 17 points 4 weeks ago

that or they're neets

[–] bi_tux@lemmy.world 5 points 4 weeks ago* (last edited 4 weeks ago)

> be tankie

> have wet dream

> counter strike voice

> terrorists win

 

I don't really get why my whole acc was banned for 3 comments (some other comments where banned too, but out of pribcipal I think) they just sayed my acc was apologizing genocide or something (even tho I never mentioned Israel)

291
submitted 1 month ago* (last edited 1 month ago) by bi_tux@lemmy.world to c/programmerhumor@lemmy.ml
 

This happend to me right noww as I tried to write a gui task manager for the GNU/Linux OS

 

also he thought that the CCP wasn't even suppressing free speech, guess who just got banned from a certain tankie cercle jerk instance

 

ofc I imediatly upgraded it from winxp to gnu/linux

 

I hope memes are okay here

 

also ik, I still use neofetch instead of hyfetch

 

So I thought about this in the shower amd it makes sense to me, like praying and stuff never worked for most people I know, so a direkt link to god gotta be unlikely. That made me conclude that religion is probably fake, no matter if there's a god or not. Also people speaking to the same god being given a different set of rules sounds stupid, so at least most religions must be fake.

 

Why do some cars have their engines in the front and some in the back, what are the advantages and disadvantages of the two builds. And why doesn't every car have full wheel drive?

217
doggo (lemmy.world)
 
7
submitted 7 months ago* (last edited 7 months ago) by bi_tux@lemmy.world to c/rust@lemmy.ml
 

So I want to update the sprite so my character looks in a different direction each time the player presses left/right, how could I do this? I can't do it in the setup fn, since it's a startup system, appreciate any help

EDIT: changed formating

here is my code:

use bevy::prelude::*;

`fn main() {
    App::new()
        .add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // prevents blurry sprites
        .add_systems(Startup, setup)
        .add_systems(Update, animate_sprite)
        .add_systems(Update, player_movement_system)
        .run();
}

const BOUNDS: Vec2 = Vec2::new(1200.0, 640.0);
static mut FLIP_BOOLEAN: bool = false;

fn set_flip_boolean(boolean: bool) {
    unsafe {
        FLIP_BOOLEAN = boolean;
    }
}

fn get_flip_boolean() -> bool{
    unsafe {
        FLIP_BOOLEAN
    }
}

#[derive(Component)]
struct Player {
    movement_speed: f32,
}

#[derive(Component)]
struct AnimationIndices {
    first: usize,
    last: usize,
}

#[derive(Component, Deref, DerefMut)]
struct AnimationTimer(Timer);

fn animate_sprite(
    time: Res<Time>,
    mut query: Query<(&AnimationIndices, &mut AnimationTimer, &mut TextureAtlas)>,
) {
    for (indices, mut timer, mut atlas) in &mut query {
        timer.tick(time.delta());
        if timer.just_finished() {
            atlas.index = if atlas.index == indices.last {
                indices.first
            } else {
                atlas.index + 1
            };
        }
    }
}


fn setup(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
) {
    let texture = asset_server.load("sprites/Idle01.png");
    let layout = TextureAtlasLayout::from_grid(Vec2::new(64.0, 40.0), 5, 1, None, None);
    let texture_atlas_layout = texture_atlas_layouts.add(layout);
    let animation_indices = AnimationIndices { first: 0, last: 4 };
    let boolean = get_flip_boolean();
    commands.spawn(Camera2dBundle::default());
    commands.spawn((
        SpriteSheetBundle {
            texture,
            atlas: TextureAtlas {
                layout: texture_atlas_layout,
                index: animation_indices.first,
            },
            
            ..default()
        },
        Player {
            movement_speed: 500.0,
        },
        animation_indices,
        AnimationTimer(Timer::from_seconds(0.1, TimerMode::Repeating)),
    ));
}

fn player_movement_system(
    time: Res<Time>,
    keyboard_input: Res<ButtonInput<KeyCode>>,
    mut query: Query<(&Player, &mut Transform)>,
) {
    let (guy, mut transform) = query.single_mut();

    let mut movement_factor = 0.0;

    let mut movement_direction = Vec3::X;

    if keyboard_input.pressed(KeyCode::ArrowLeft) {
        movement_factor -= 1.0;
        movement_direction = Vec3::X;
        set_flip_boolean(true);
    }

    if keyboard_input.pressed(KeyCode::ArrowRight) {
        movement_factor += 1.0;
        movement_direction = Vec3::X;
        set_flip_boolean(false);
    }

    if keyboard_input.pressed(KeyCode::ArrowUp) {
        movement_factor += 1.0;
        movement_direction = Vec3::Y;
    }

    if keyboard_input.pressed(KeyCode::ArrowDown) {
        movement_factor -= 1.0;
        movement_direction = Vec3::Y;
    }


    let movement_distance = movement_factor * guy.movement_speed * time.delta_seconds();
    let translation_delta = movement_direction * movement_distance;
    transform.translation += translation_delta;

    let extents = Vec3::from((BOUNDS / 2.0, 0.0));
    transform.translation = transform.translation.min(extents).max(-extents);
}
view more: next ›