Fix linter issues

main
Elijah Voigt 3 months ago
parent cacfa0098a
commit 42e61a3d66

@ -1,8 +1,7 @@
// Bevy basically forces "complex types" with Querys // Bevy basically forces "complex types" with Querys
#![allow(clippy::type_complexity)] #![allow(clippy::type_complexity)]
use bevy::color::palettes::tailwind::FUCHSIA_950; use bevy::render::view::ColorGrading;
use bevy::render::view::{ColorGrading, ColorGradingGlobal};
use games::physics2d::*; use games::physics2d::*;
use games::*; use games::*;
use std::hash::BuildHasher; use std::hash::BuildHasher;
@ -831,7 +830,6 @@ fn manage_score(
/// This includes root batch entities as well as pipes and hitboxes /// This includes root batch entities as well as pipes and hitboxes
fn move_batches( fn move_batches(
mut start: EventReader<CollisionStarted>, mut start: EventReader<CollisionStarted>,
bird: Query<Entity, With<Bird>>,
hitboxes: Query<Entity, With<Hitbox>>, hitboxes: Query<Entity, With<Hitbox>>,
batches: Query<(Entity, &Batch)>, batches: Query<(Entity, &Batch)>,
state: Res<State<PlayerState>>, state: Res<State<PlayerState>>,
@ -901,7 +899,7 @@ fn debug_trail(
mut positions: Local<HashMap<Entity, VecDeque<Vec3>>>, mut positions: Local<HashMap<Entity, VecDeque<Vec3>>>,
) { ) {
physics_objects.iter_mut().for_each(|(e, obj)| { physics_objects.iter_mut().for_each(|(e, obj)| {
if let Some(mut list) = positions.get_mut(&e) { if let Some(list) = positions.get_mut(&e) {
list.push_front(obj.translation); list.push_front(obj.translation);
if list.len() > 60 { if list.len() > 60 {
list.pop_back(); list.pop_back();

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