bi_tux

joined 2 years ago
[–] [email protected] 11 points 5 months ago (2 children)

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

[–] [email protected] 8 points 5 months ago

I don't like to say this, but:

AI

 

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)

[–] [email protected] 1 points 5 months ago

but I MADE it political and that's what counts (please don't take me serios at this point)

[–] [email protected] 6 points 5 months ago* (last edited 5 months ago) (2 children)

that COULD THEORETICALLY be the case, however I refuse to belive that anything my mastermind shits out could even be considered unfunny

also it's funny because republican == transphobic + dumb

[–] [email protected] 3 points 5 months ago

not that often (maybe like 2 times a month)

[–] [email protected] 4 points 5 months ago (3 children)

it's overrated imo

[–] [email protected] 4 points 5 months ago

now I have to think of salad fingers

[–] [email protected] 11 points 5 months ago* (last edited 5 months ago) (4 children)

here's the translation for republicans:

the transgenders made anon gay!!!

edit: since the 3! didn't make it clear I'll add this here:

/s

[–] [email protected] 2 points 5 months ago

|| to put it in programmers words: kill the children if they lost their use

[–] [email protected] 5 points 5 months ago (2 children)

you got me in the first part, but if there's no secret cow level I ain't killing those cows for shit

[–] [email protected] 4 points 5 months ago

beware the botchling (don't progress to far to fast, level up or things like the botchling will be frustrating)

[–] [email protected] 2 points 5 months ago

yeah, I mean you're kinda right

69
shitpost (lemmy.world)
1
submitted 6 months ago* (last edited 6 months ago) by [email protected] to c/[email protected]
 

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

 

ofc I imediatly upgraded it from winxp to gnu/linux

 

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?

221
doggo (lemmy.world)
 
1
submitted 11 months ago* (last edited 11 months ago) by [email protected] to c/[email protected]
 

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);
}
 

I hope this isn't out of context, also I don't want to "own the libs" or something here, I'm actually interested.

 

I don't know where else to post this, so here you go:

  • How reliable is the yazio kcal counter
  • Does it use anything
  • Are there FOSS alternatives

the reason I'm asking is because I weighted everything I ate and put it into the app, according to the app I should have eaten 1600kcal, but I feel lile I ate 3000kcal

EDIT: I mean the kcal I ate all day, I didn't eat that much at once obviosly

would appreciate help and advise

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