Always derive Debug
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This commit is contained in:
Michael Bradley 2025-06-03 00:04:56 -04:00
parent cb64878186
commit 293ccf9370
Signed by: MichaelBradley
SSH key fingerprint: SHA256:o/aaeYtRubILK7OYYjYP12DmU7BsPUhKji1AgaQ+ge4
3 changed files with 8 additions and 8 deletions

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@ -4,25 +4,25 @@ use bevy::prelude::*;
use super::state::AppState; use super::state::AppState;
/// Basic implementation of a physics object /// Basic implementation of a physics object
#[derive(Component, Default)] #[derive(Component, Debug, Default)]
#[require(Collider, Mesh2d, MeshMaterial2d<ColorMaterial>, Restitution = Restitution::new(1.0), RigidBody, TransformInterpolation, Transform, StateScoped<AppState> = StateScoped(AppState::InGame))] #[require(Collider, Mesh2d, MeshMaterial2d<ColorMaterial>, Restitution = Restitution::new(1.0), RigidBody, TransformInterpolation, Transform, StateScoped<AppState> = StateScoped(AppState::InGame))]
struct GameObject; struct GameObject;
/// Radius of a ball /// Radius of a ball
#[derive(Component, Default)] #[derive(Component, Debug, Default)]
pub struct Radius(pub f32); pub struct Radius(pub f32);
/// A basic ball with which to interact /// A basic ball with which to interact
#[derive(Component, Default)] #[derive(Component, Debug, Default)]
#[require(GameObject, RigidBody = RigidBody::Dynamic, Radius)] #[require(GameObject, RigidBody = RigidBody::Dynamic, Radius)]
pub struct Ball; pub struct Ball;
/// The controllable ball /// The controllable ball
#[derive(Component, Default)] #[derive(Component, Debug, Default)]
#[require(Ball)] #[require(Ball)]
pub struct Player; pub struct Player;
/// The static objects bounding the playable area /// The static objects bounding the playable area
#[derive(Component, Default)] #[derive(Component, Debug, Default)]
#[require(GameObject, RigidBody = RigidBody::Static)] #[require(GameObject, RigidBody = RigidBody::Static)]
pub struct Wall; pub struct Wall;

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@ -30,7 +30,7 @@ pub fn check_for_seed(seed: Option<Res<Seed>>, mut next_state: ResMut<NextState<
} }
/// The size of the playable area (x, y) /// The size of the playable area (x, y)
#[derive(Resource)] #[derive(Resource, Debug)]
pub struct PlayableArea(f32, f32); pub struct PlayableArea(f32, f32);
/// Initialize deterministic values /// Initialize deterministic values

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@ -7,7 +7,7 @@ pub type NetworkMessage = (Vec<u8>, SocketAddr);
pub type SendQueue = Sender<NetworkMessage>; pub type SendQueue = Sender<NetworkMessage>;
pub type ReceiveQueue = Receiver<NetworkMessage>; pub type ReceiveQueue = Receiver<NetworkMessage>;
#[derive(Resource)] #[derive(Resource, Debug)]
pub struct NetworkSend(SendQueue); pub struct NetworkSend(SendQueue);
impl NetworkSend { impl NetworkSend {
@ -25,7 +25,7 @@ impl NetworkSend {
} }
} }
#[derive(Resource, Clone)] #[derive(Resource, Clone, Debug)]
pub struct NetworkReceive(ReceiveQueue); pub struct NetworkReceive(ReceiveQueue);
impl NetworkReceive { impl NetworkReceive {