curver ability

This commit is contained in:
2025-06-08 23:58:03 +02:00
parent 8da601e557
commit 00c2c08f06
9 changed files with 229 additions and 16 deletions

199
src/abilities/curver.rs Normal file
View File

@@ -0,0 +1,199 @@
use crate::{
GameState,
abilities::TriggerCurver,
billboards::Billboard,
heads_database::HeadsDatabase,
hitpoints::Hit,
loading_assets::GameAssets,
physics_layers::GameLayer,
tb_entities::EnemySpawn,
utils::{auto_rotate::AutoRotation, global_observer, sprite_3d_animation::AnimationTimer},
};
use avian3d::prelude::*;
use bevy::{pbr::NotShadowCaster, prelude::*};
use bevy_sprite3d::{Sprite3dBuilder, Sprite3dParams};
use std::f32::consts::PI;
const MAX_SHOT_AGES: f32 = 15.;
#[derive(Component)]
struct CurverProjectile {
time: f32,
damage: u32,
}
#[derive(Resource)]
struct ShotAssets {
image: Handle<Image>,
layout: Handle<TextureAtlasLayout>,
}
pub fn plugin(app: &mut App) {
app.add_systems(OnEnter(GameState::Playing), setup);
app.add_systems(
Update,
(shot_collision, enemy_hit).run_if(in_state(GameState::Playing)),
);
app.add_systems(
FixedUpdate,
(update, timeout).run_if(in_state(GameState::Playing)),
);
global_observer!(app, on_trigger_missile);
}
fn setup(mut commands: Commands, assets: Res<GameAssets>, mut sprite_params: Sprite3dParams) {
let layout = TextureAtlasLayout::from_grid(UVec2::splat(256), 7, 6, None, None);
let texture_atlas_layout = sprite_params.atlas_layouts.add(layout);
commands.insert_resource(ShotAssets {
image: assets.impact_atlas.clone(),
layout: texture_atlas_layout,
});
}
fn on_trigger_missile(
trigger: Trigger<TriggerCurver>,
mut commands: Commands,
query_transform: Query<&Transform>,
time: Res<Time>,
heads_db: Res<HeadsDatabase>,
assets: Res<GameAssets>,
gltf_assets: Res<Assets<Gltf>>,
) {
let state = trigger.event().0;
let rotation = if let Some(target) = state.target {
let t = query_transform
.get(target)
.expect("target must have transform");
Transform::from_translation(state.pos)
.looking_at(t.translation, Vec3::Y)
.rotation
} else {
state.rot.mul_quat(Quat::from_rotation_y(PI))
};
let head = heads_db.head_stats(state.head);
let mut t = Transform::from_translation(state.pos).with_rotation(rotation);
t.translation += t.forward().as_vec3() * 2.0;
let mesh = assets.projectiles[format!("{}.glb", head.projectile).as_str()].clone();
let asset = gltf_assets.get(&mesh).unwrap();
commands.spawn((
Name::new("projectile-missle"),
CurverProjectile {
time: time.elapsed_secs(),
damage: head.damage,
},
Collider::capsule_endpoints(0.4, Vec3::new(0., 0., 2.), Vec3::new(0., 0., -2.)),
CollisionLayers::new(
LayerMask(GameLayer::Projectile.to_bits()),
LayerMask(state.target_layer.to_bits() | GameLayer::Level.to_bits()),
),
Sensor,
CollisionEventsEnabled,
Visibility::default(),
t,
children![(
Transform::from_rotation(Quat::from_rotation_x(PI / 2.).inverse()),
AutoRotation(Quat::from_rotation_x(0.4) * Quat::from_rotation_z(0.3)),
SceneRoot(asset.scenes[0].clone()),
),],
));
}
fn enemy_hit(
mut commands: Commands,
mut collision_event_reader: EventReader<CollisionStarted>,
query_shot: Query<&CurverProjectile>,
query_npc: Query<&EnemySpawn>,
) {
for CollisionStarted(e1, e2) in collision_event_reader.read() {
if !query_shot.contains(*e1) && !query_shot.contains(*e2) {
continue;
}
if !query_npc.contains(*e1) && !query_npc.contains(*e2) {
continue;
}
let (enemy_entity, projectile) = if query_npc.contains(*e1) {
(*e1, query_shot.get(*e2))
} else {
(*e2, query_shot.get(*e1))
};
if let Ok(projectile) = projectile {
let damage = projectile.damage;
commands.entity(enemy_entity).trigger(Hit { damage });
}
}
}
fn update(mut query: Query<&mut Transform, With<CurverProjectile>>) {
for mut transform in query.iter_mut() {
let forward = transform.forward();
transform.translation += forward * 0.5;
}
}
fn timeout(mut commands: Commands, query: Query<(Entity, &CurverProjectile)>, time: Res<Time>) {
let current_time = time.elapsed_secs();
for (e, CurverProjectile { time, .. }) in query.iter() {
if current_time > time + MAX_SHOT_AGES {
commands.entity(e).despawn();
}
}
}
fn shot_collision(
mut commands: Commands,
mut collision_event_reader: EventReader<CollisionStarted>,
query_shot: Query<&Transform, With<CurverProjectile>>,
assets: Res<ShotAssets>,
mut sprite_params: Sprite3dParams,
) {
for CollisionStarted(e1, e2) in collision_event_reader.read() {
if !query_shot.contains(*e1) && !query_shot.contains(*e2) {
continue;
}
let shot_entity = if query_shot.contains(*e1) { *e1 } else { *e2 };
let Ok(shot_pos) = query_shot.get(shot_entity).map(|t| t.translation) else {
continue;
};
if let Ok(mut entity) = commands.get_entity(shot_entity) {
entity.try_despawn();
} else {
continue;
}
let texture_atlas = TextureAtlas {
layout: assets.layout.clone(),
index: 0,
};
commands
.spawn(
Sprite3dBuilder {
image: assets.image.clone(),
pixels_per_metre: 128.,
alpha_mode: AlphaMode::Blend,
unlit: true,
..default()
}
.bundle_with_atlas(&mut sprite_params, texture_atlas),
)
.insert((
Billboard,
Transform::from_translation(shot_pos),
NotShadowCaster,
AnimationTimer::new(Timer::from_seconds(0.01, TimerMode::Repeating)),
));
}
}

View File

@@ -1,4 +1,5 @@
mod arrow;
mod curver;
mod gun;
mod healing;
mod missile;
@@ -39,6 +40,7 @@ pub enum HeadAbility {
Gun,
Missile,
Medic,
Curver,
}
#[derive(Debug, Reflect, Clone, Copy)]
@@ -79,6 +81,8 @@ pub struct TriggerArrow(pub TriggerData);
pub struct TriggerThrow(pub TriggerData);
#[derive(Event, Reflect)]
pub struct TriggerMissile(pub TriggerData);
#[derive(Event, Reflect)]
pub struct TriggerCurver(pub TriggerData);
#[derive(Resource, Default)]
pub struct TriggerStateRes {
@@ -100,6 +104,7 @@ pub fn plugin(app: &mut App) {
app.add_plugins(arrow::plugin);
app.add_plugins(missile::plugin);
app.add_plugins(healing::plugin);
app.add_plugins(curver::plugin);
app.add_systems(
Update,
@@ -175,6 +180,7 @@ fn update(
HeadAbility::Gun => commands.trigger(TriggerGun(trigger_state)),
HeadAbility::Missile => commands.trigger(TriggerMissile(trigger_state)),
HeadAbility::Arrow => commands.trigger(TriggerArrow(trigger_state)),
HeadAbility::Curver => commands.trigger(TriggerCurver(trigger_state)),
_ => panic!("Unhandled head ability"),
};
}

View File

@@ -7,7 +7,7 @@ use crate::{
loading_assets::GameAssets,
physics_layers::GameLayer,
sounds::PlaySound,
utils::{global_observer, sprite_3d_animation::AnimationTimer},
utils::{auto_rotate::AutoRotation, global_observer, sprite_3d_animation::AnimationTimer},
};
use avian3d::prelude::*;
use bevy::{pbr::NotShadowCaster, prelude::*};
@@ -21,10 +21,6 @@ struct ThrownProjectile {
damage: u32,
}
#[derive(Component, Reflect)]
#[reflect(Component)]
struct AutoRotation(Quat);
#[derive(Event, Debug)]
struct Explosion {
position: Vec3,
@@ -39,11 +35,8 @@ struct ShotAssets {
}
pub fn plugin(app: &mut App) {
app.register_type::<AutoRotation>();
app.add_systems(OnEnter(GameState::Playing), setup);
app.add_systems(Update, shot_collision.run_if(in_state(GameState::Playing)));
app.add_systems(FixedUpdate, update_auto_rotation);
global_observer!(app, on_trigger_thrown);
global_observer!(app, on_explosion);
@@ -215,9 +208,3 @@ fn shot_collision(
}
}
}
fn update_auto_rotation(mut query: Query<(&AutoRotation, &mut Transform)>) {
for (auto_rotation, mut transform) in query.iter_mut() {
transform.rotate_local(auto_rotation.0);
}
}

View File

@@ -47,6 +47,8 @@ use loading_assets::AudioAssets;
use std::io::{Read, Write};
use utils::{billboards, sprite_3d_animation, squish_animation, trail};
use crate::utils::auto_rotate;
#[derive(Resource, Reflect, Debug)]
#[reflect(Resource)]
struct DebugVisuals {
@@ -168,6 +170,7 @@ fn main() {
app.add_plugins(water::plugin);
app.add_plugins(head_drop::plugin);
app.add_plugins(trail::plugin);
app.add_plugins(auto_rotate::plugin);
app.add_plugins(heal_effect::plugin);
app.add_plugins(tb_entities::plugin);

View File

@@ -69,7 +69,7 @@ fn spawn(
Player,
ActiveHead(0),
ActiveHeads::new([
Some(HeadState::new(0, heads_db.as_ref())),
Some(HeadState::new(7, heads_db.as_ref())),
Some(HeadState::new(3, heads_db.as_ref())),
Some(HeadState::new(6, heads_db.as_ref())),
Some(HeadState::new(10, heads_db.as_ref())),

17
src/utils/auto_rotate.rs Normal file
View File

@@ -0,0 +1,17 @@
use bevy::prelude::*;
#[derive(Component, Reflect)]
#[reflect(Component)]
pub struct AutoRotation(pub Quat);
pub fn plugin(app: &mut App) {
app.register_type::<AutoRotation>();
app.add_systems(FixedUpdate, update_auto_rotation);
}
fn update_auto_rotation(mut query: Query<(&AutoRotation, &mut Transform)>) {
for (auto_rotation, mut transform) in query.iter_mut() {
transform.rotate_local(auto_rotation.0);
}
}

View File

@@ -1,3 +1,4 @@
pub mod auto_rotate;
pub mod billboards;
pub mod observers;
pub mod sprite_3d_animation;