curver ability
This commit is contained in:
199
src/abilities/curver.rs
Normal file
199
src/abilities/curver.rs
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@@ -0,0 +1,199 @@
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use crate::{
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GameState,
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abilities::TriggerCurver,
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billboards::Billboard,
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heads_database::HeadsDatabase,
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hitpoints::Hit,
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loading_assets::GameAssets,
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physics_layers::GameLayer,
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tb_entities::EnemySpawn,
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utils::{auto_rotate::AutoRotation, global_observer, sprite_3d_animation::AnimationTimer},
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};
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use avian3d::prelude::*;
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use bevy::{pbr::NotShadowCaster, prelude::*};
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use bevy_sprite3d::{Sprite3dBuilder, Sprite3dParams};
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use std::f32::consts::PI;
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const MAX_SHOT_AGES: f32 = 15.;
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#[derive(Component)]
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struct CurverProjectile {
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time: f32,
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damage: u32,
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}
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#[derive(Resource)]
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struct ShotAssets {
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image: Handle<Image>,
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layout: Handle<TextureAtlasLayout>,
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}
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pub fn plugin(app: &mut App) {
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app.add_systems(OnEnter(GameState::Playing), setup);
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app.add_systems(
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Update,
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(shot_collision, enemy_hit).run_if(in_state(GameState::Playing)),
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);
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app.add_systems(
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FixedUpdate,
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(update, timeout).run_if(in_state(GameState::Playing)),
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);
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global_observer!(app, on_trigger_missile);
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}
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fn setup(mut commands: Commands, assets: Res<GameAssets>, mut sprite_params: Sprite3dParams) {
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let layout = TextureAtlasLayout::from_grid(UVec2::splat(256), 7, 6, None, None);
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let texture_atlas_layout = sprite_params.atlas_layouts.add(layout);
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commands.insert_resource(ShotAssets {
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image: assets.impact_atlas.clone(),
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layout: texture_atlas_layout,
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});
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}
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fn on_trigger_missile(
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trigger: Trigger<TriggerCurver>,
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mut commands: Commands,
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query_transform: Query<&Transform>,
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time: Res<Time>,
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heads_db: Res<HeadsDatabase>,
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assets: Res<GameAssets>,
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gltf_assets: Res<Assets<Gltf>>,
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) {
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let state = trigger.event().0;
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let rotation = if let Some(target) = state.target {
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let t = query_transform
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.get(target)
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.expect("target must have transform");
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Transform::from_translation(state.pos)
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.looking_at(t.translation, Vec3::Y)
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.rotation
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} else {
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state.rot.mul_quat(Quat::from_rotation_y(PI))
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};
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let head = heads_db.head_stats(state.head);
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let mut t = Transform::from_translation(state.pos).with_rotation(rotation);
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t.translation += t.forward().as_vec3() * 2.0;
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let mesh = assets.projectiles[format!("{}.glb", head.projectile).as_str()].clone();
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let asset = gltf_assets.get(&mesh).unwrap();
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commands.spawn((
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Name::new("projectile-missle"),
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CurverProjectile {
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time: time.elapsed_secs(),
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damage: head.damage,
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},
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Collider::capsule_endpoints(0.4, Vec3::new(0., 0., 2.), Vec3::new(0., 0., -2.)),
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CollisionLayers::new(
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LayerMask(GameLayer::Projectile.to_bits()),
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LayerMask(state.target_layer.to_bits() | GameLayer::Level.to_bits()),
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),
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Sensor,
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CollisionEventsEnabled,
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Visibility::default(),
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t,
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children![(
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Transform::from_rotation(Quat::from_rotation_x(PI / 2.).inverse()),
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AutoRotation(Quat::from_rotation_x(0.4) * Quat::from_rotation_z(0.3)),
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SceneRoot(asset.scenes[0].clone()),
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),],
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));
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}
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fn enemy_hit(
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mut commands: Commands,
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mut collision_event_reader: EventReader<CollisionStarted>,
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query_shot: Query<&CurverProjectile>,
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query_npc: Query<&EnemySpawn>,
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) {
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for CollisionStarted(e1, e2) in collision_event_reader.read() {
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if !query_shot.contains(*e1) && !query_shot.contains(*e2) {
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continue;
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}
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if !query_npc.contains(*e1) && !query_npc.contains(*e2) {
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continue;
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}
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let (enemy_entity, projectile) = if query_npc.contains(*e1) {
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(*e1, query_shot.get(*e2))
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} else {
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(*e2, query_shot.get(*e1))
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};
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if let Ok(projectile) = projectile {
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let damage = projectile.damage;
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commands.entity(enemy_entity).trigger(Hit { damage });
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}
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}
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}
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fn update(mut query: Query<&mut Transform, With<CurverProjectile>>) {
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for mut transform in query.iter_mut() {
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let forward = transform.forward();
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transform.translation += forward * 0.5;
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}
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}
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fn timeout(mut commands: Commands, query: Query<(Entity, &CurverProjectile)>, time: Res<Time>) {
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let current_time = time.elapsed_secs();
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for (e, CurverProjectile { time, .. }) in query.iter() {
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if current_time > time + MAX_SHOT_AGES {
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commands.entity(e).despawn();
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}
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}
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}
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fn shot_collision(
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mut commands: Commands,
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mut collision_event_reader: EventReader<CollisionStarted>,
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query_shot: Query<&Transform, With<CurverProjectile>>,
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assets: Res<ShotAssets>,
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mut sprite_params: Sprite3dParams,
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) {
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for CollisionStarted(e1, e2) in collision_event_reader.read() {
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if !query_shot.contains(*e1) && !query_shot.contains(*e2) {
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continue;
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}
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let shot_entity = if query_shot.contains(*e1) { *e1 } else { *e2 };
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let Ok(shot_pos) = query_shot.get(shot_entity).map(|t| t.translation) else {
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continue;
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};
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if let Ok(mut entity) = commands.get_entity(shot_entity) {
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entity.try_despawn();
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} else {
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continue;
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}
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let texture_atlas = TextureAtlas {
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layout: assets.layout.clone(),
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index: 0,
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};
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commands
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.spawn(
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Sprite3dBuilder {
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image: assets.image.clone(),
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pixels_per_metre: 128.,
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alpha_mode: AlphaMode::Blend,
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unlit: true,
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..default()
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}
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.bundle_with_atlas(&mut sprite_params, texture_atlas),
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)
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.insert((
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Billboard,
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Transform::from_translation(shot_pos),
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NotShadowCaster,
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AnimationTimer::new(Timer::from_seconds(0.01, TimerMode::Repeating)),
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));
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}
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}
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@@ -1,4 +1,5 @@
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mod arrow;
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mod curver;
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mod gun;
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mod healing;
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mod missile;
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@@ -39,6 +40,7 @@ pub enum HeadAbility {
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Gun,
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Missile,
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Medic,
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Curver,
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}
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#[derive(Debug, Reflect, Clone, Copy)]
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@@ -79,6 +81,8 @@ pub struct TriggerArrow(pub TriggerData);
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pub struct TriggerThrow(pub TriggerData);
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#[derive(Event, Reflect)]
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pub struct TriggerMissile(pub TriggerData);
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#[derive(Event, Reflect)]
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pub struct TriggerCurver(pub TriggerData);
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#[derive(Resource, Default)]
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pub struct TriggerStateRes {
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@@ -100,6 +104,7 @@ pub fn plugin(app: &mut App) {
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app.add_plugins(arrow::plugin);
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app.add_plugins(missile::plugin);
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app.add_plugins(healing::plugin);
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app.add_plugins(curver::plugin);
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app.add_systems(
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Update,
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@@ -175,6 +180,7 @@ fn update(
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HeadAbility::Gun => commands.trigger(TriggerGun(trigger_state)),
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HeadAbility::Missile => commands.trigger(TriggerMissile(trigger_state)),
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HeadAbility::Arrow => commands.trigger(TriggerArrow(trigger_state)),
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HeadAbility::Curver => commands.trigger(TriggerCurver(trigger_state)),
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_ => panic!("Unhandled head ability"),
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};
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}
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@@ -7,7 +7,7 @@ use crate::{
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loading_assets::GameAssets,
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physics_layers::GameLayer,
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sounds::PlaySound,
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utils::{global_observer, sprite_3d_animation::AnimationTimer},
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utils::{auto_rotate::AutoRotation, global_observer, sprite_3d_animation::AnimationTimer},
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};
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use avian3d::prelude::*;
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use bevy::{pbr::NotShadowCaster, prelude::*};
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@@ -21,10 +21,6 @@ struct ThrownProjectile {
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damage: u32,
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}
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#[derive(Component, Reflect)]
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#[reflect(Component)]
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struct AutoRotation(Quat);
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#[derive(Event, Debug)]
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struct Explosion {
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position: Vec3,
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@@ -39,11 +35,8 @@ struct ShotAssets {
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}
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pub fn plugin(app: &mut App) {
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app.register_type::<AutoRotation>();
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app.add_systems(OnEnter(GameState::Playing), setup);
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app.add_systems(Update, shot_collision.run_if(in_state(GameState::Playing)));
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app.add_systems(FixedUpdate, update_auto_rotation);
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global_observer!(app, on_trigger_thrown);
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global_observer!(app, on_explosion);
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@@ -215,9 +208,3 @@ fn shot_collision(
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}
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}
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}
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fn update_auto_rotation(mut query: Query<(&AutoRotation, &mut Transform)>) {
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for (auto_rotation, mut transform) in query.iter_mut() {
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transform.rotate_local(auto_rotation.0);
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}
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}
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@@ -47,6 +47,8 @@ use loading_assets::AudioAssets;
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use std::io::{Read, Write};
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use utils::{billboards, sprite_3d_animation, squish_animation, trail};
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use crate::utils::auto_rotate;
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#[derive(Resource, Reflect, Debug)]
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#[reflect(Resource)]
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struct DebugVisuals {
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@@ -168,6 +170,7 @@ fn main() {
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app.add_plugins(water::plugin);
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app.add_plugins(head_drop::plugin);
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app.add_plugins(trail::plugin);
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app.add_plugins(auto_rotate::plugin);
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app.add_plugins(heal_effect::plugin);
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app.add_plugins(tb_entities::plugin);
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@@ -69,7 +69,7 @@ fn spawn(
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Player,
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ActiveHead(0),
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ActiveHeads::new([
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Some(HeadState::new(0, heads_db.as_ref())),
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Some(HeadState::new(7, heads_db.as_ref())),
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Some(HeadState::new(3, heads_db.as_ref())),
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Some(HeadState::new(6, heads_db.as_ref())),
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Some(HeadState::new(10, heads_db.as_ref())),
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17
src/utils/auto_rotate.rs
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17
src/utils/auto_rotate.rs
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@@ -0,0 +1,17 @@
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use bevy::prelude::*;
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#[derive(Component, Reflect)]
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#[reflect(Component)]
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pub struct AutoRotation(pub Quat);
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pub fn plugin(app: &mut App) {
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app.register_type::<AutoRotation>();
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app.add_systems(FixedUpdate, update_auto_rotation);
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}
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fn update_auto_rotation(mut query: Query<(&AutoRotation, &mut Transform)>) {
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for (auto_rotation, mut transform) in query.iter_mut() {
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transform.rotate_local(auto_rotation.0);
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}
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}
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@@ -1,3 +1,4 @@
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pub mod auto_rotate;
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pub mod billboards;
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pub mod observers;
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pub mod sprite_3d_animation;
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