ammo system

* heads have abilities
* health and ammo shows in ui
This commit is contained in:
2025-04-02 01:35:02 +08:00
parent 8187eb58a9
commit 01e6e944d3
13 changed files with 360 additions and 234 deletions

View File

@@ -1,4 +1,4 @@
use super::{Projectile, TriggerState};
use super::{Projectile, TriggerGun};
use crate::{
GameState,
aim::AimState,
@@ -50,77 +50,60 @@ fn setup(mut commands: Commands, assets: Res<GameAssets>, mut sprite_params: Spr
}
fn on_trigger_state(
trigger: Trigger<TriggerState>,
trigger: Trigger<TriggerGun>,
mut commands: Commands,
aim: Res<AimState>,
player_rot: Query<&Transform, With<PlayerRig>>,
player: Query<(&Transform, &Player)>,
target_transform: Query<&Transform, (Without<Player>, Without<PlayerRig>)>,
time: Res<Time>,
mut polyline_materials: ResMut<Assets<PolylineMaterial>>,
mut polylines: ResMut<Assets<Polyline>>,
) {
if matches!(trigger.event(), TriggerState::Active) {
let Some((player_pos, player_head)) =
player.iter().next().map(|(t, p)| (t.translation, p.0))
else {
return;
};
let state = trigger.0;
// TODO: proper weapon classes
if ![2, 3, 9].contains(&player_head) {
return;
}
commands.trigger(PlaySound::Gun);
commands.trigger(PlaySound::Gun);
let rotation = if let Some(target) = aim.target {
let t = target_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 Some(rotation) = player_rot.iter().next().map(|t| t.rotation) else {
return;
};
let mut t = Transform::from_translation(state.pos).with_rotation(rotation);
t.translation += t.forward().as_vec3() * 2.;
let rotation = if let Some(target) = aim.target {
let t = target_transform
.get(target)
.expect("target must have transform");
Transform::from_translation(player_pos)
.looking_at(t.translation, Vec3::Y)
.rotation
} else {
rotation.mul_quat(Quat::from_rotation_y(PI))
};
let mut t = Transform::from_translation(player_pos).with_rotation(rotation);
t.translation += t.forward().as_vec3() * 2.;
commands
.spawn((
Name::new("projectile-gun"),
GunProjectile {
time: time.elapsed_secs(),
},
Projectile { damage: 10 },
Collider::capsule_endpoints(0.5, Vec3::new(0., 0., 0.), Vec3::new(0., 0., -3.)),
CollisionLayers::new(
LayerMask(GameLayer::Projectile.to_bits()),
LayerMask(GameLayer::Npc.to_bits() | GameLayer::Level.to_bits()),
),
Sensor,
Visibility::default(),
t,
))
.with_child(PolylineBundle {
polyline: PolylineHandle(polylines.add(Polyline {
vertices: vec![Vec3::Z * 2., Vec3::Z * -2.],
})),
material: PolylineMaterialHandle(polyline_materials.add(PolylineMaterial {
width: 10.0,
color: LinearRgba::rgb(0.9, 0.9, 0.),
perspective: false,
..default()
})),
commands
.spawn((
Name::new("projectile-gun"),
GunProjectile {
time: time.elapsed_secs(),
},
Projectile { damage: 10 },
Collider::capsule_endpoints(0.5, Vec3::new(0., 0., 0.), Vec3::new(0., 0., -3.)),
CollisionLayers::new(
LayerMask(GameLayer::Projectile.to_bits()),
LayerMask(GameLayer::Npc.to_bits() | GameLayer::Level.to_bits()),
),
Sensor,
Visibility::default(),
t,
))
.with_child(PolylineBundle {
polyline: PolylineHandle(polylines.add(Polyline {
vertices: vec![Vec3::Z * 2., Vec3::Z * -2.],
})),
material: PolylineMaterialHandle(polyline_materials.add(PolylineMaterial {
width: 10.0,
color: LinearRgba::rgb(0.9, 0.9, 0.),
perspective: false,
..default()
});
}
})),
..default()
});
}
fn update(mut query: Query<&mut Transform, With<GunProjectile>>) {

View File

@@ -1,7 +1,13 @@
mod gun;
mod thrown;
use crate::{GameState, npc::Hit, tb_entities::EnemySpawn};
use crate::{
GameState,
active_heads::ActiveHeads,
npc::Hit,
player::{Player, PlayerRig},
tb_entities::EnemySpawn,
};
use avian3d::prelude::*;
use bevy::prelude::*;
@@ -16,11 +22,33 @@ pub enum TriggerState {
Inactive,
}
#[derive(Debug, Copy, Clone, PartialEq, Reflect)]
pub enum HeadAbility {
None,
Arrow,
Thrown,
Gun,
}
#[derive(Debug, Reflect, Clone, Copy)]
pub struct PlayerTriggerState {
dir: Dir3,
rot: Quat,
pos: Vec3,
}
#[derive(Event, Reflect)]
pub struct TriggerGun(pub PlayerTriggerState);
#[derive(Event, Reflect)]
pub struct TriggerThrow(pub PlayerTriggerState);
pub fn plugin(app: &mut App) {
app.add_plugins(gun::plugin);
app.add_plugins(thrown::plugin);
app.add_systems(Update, enemy_hit.run_if(in_state(GameState::Playing)));
app.add_observer(on_trigger_state);
}
fn enemy_hit(
@@ -47,3 +75,44 @@ fn enemy_hit(
commands.entity(enemy_entity).trigger(Hit { damage });
}
}
fn on_trigger_state(
trigger: Trigger<TriggerState>,
mut commands: Commands,
player_rot: Query<&Transform, With<PlayerRig>>,
player_transform: Query<&Transform, With<Player>>,
mut active_heads: ResMut<ActiveHeads>,
) {
if matches!(trigger.event(), TriggerState::Active) {
let Some(state) = active_heads.current() else {
return;
};
if !state.has_ammo() {
//TOOD: play sound
return;
}
let Some(transform) = player_transform.iter().next().copied() else {
return;
};
let Some((rot, dir)) = player_rot.iter().next().map(|t| (t.rotation, t.forward())) else {
return;
};
let trigger_state = PlayerTriggerState {
dir,
rot,
pos: transform.translation,
};
active_heads.use_ammo();
match state.ability {
HeadAbility::Thrown => commands.trigger(TriggerThrow(trigger_state)),
HeadAbility::Gun => commands.trigger(TriggerGun(trigger_state)),
_ => (),
};
}
}

View File

@@ -1,4 +1,4 @@
use super::TriggerState;
use super::TriggerThrow;
use crate::{
GameState,
aim::AimState,
@@ -83,77 +83,58 @@ fn setup(mut commands: Commands, assets: Res<GameAssets>, mut sprite_params: Spr
}
fn on_trigger_state(
trigger: Trigger<TriggerState>,
trigger: Trigger<TriggerThrow>,
mut commands: Commands,
aim: Res<AimState>,
player_rot: Query<&Transform, With<PlayerRig>>,
player: Query<(&Transform, &Player)>,
target_transform: Query<&Transform, (Without<Player>, Without<PlayerRig>)>,
assets: Res<GameAssets>,
) {
if matches!(trigger.event(), TriggerState::Active) {
let Some((player_pos, player_head)) =
player.iter().next().map(|(t, p)| (t.translation, p.0))
else {
return;
};
let state = trigger.event().0;
// TODO: proper weapon classes
if ![0, 8, 16, 17].contains(&player_head) {
return;
}
commands.trigger(PlaySound::Throw);
commands.trigger(PlaySound::Throw);
const SPEED: f32 = 35.;
let Some((rotation, player_forward)) =
player_rot.iter().next().map(|t| (t.rotation, t.forward()))
else {
return;
};
let vel = if let Some(target) = aim.target {
let t = target_transform
.get(target)
.expect("target must have transform");
const SPEED: f32 = 35.;
launch_velocity(
state.pos + state.dir.as_vec3() * 2.,
t.translation,
SPEED,
9.81,
)
.map(|(low, _)| low)
.unwrap()
} else {
state.rot.mul_quat(Quat::from_rotation_y(-PI / 2.))
* (Vec3::new(2., 1., 0.).normalize() * SPEED)
};
let vel = if let Some(target) = aim.target {
let t = target_transform
.get(target)
.expect("target must have transform");
let t = Transform::from_translation(state.pos);
launch_velocity(
player_pos + player_forward.as_vec3() * 2.,
t.translation,
SPEED,
9.81,
)
.map(|(low, _)| low)
.unwrap()
} else {
rotation.mul_quat(Quat::from_rotation_y(-PI / 2.))
* (Vec3::new(2., 1., 0.).normalize() * SPEED)
};
let t = Transform::from_translation(player_pos);
commands
.spawn((
Name::new("projectile-thrown"),
ThrownProjectile,
Collider::sphere(0.5),
CollisionLayers::new(
LayerMask(GameLayer::Projectile.to_bits()),
LayerMask(GameLayer::Npc.to_bits() | GameLayer::Level.to_bits()),
),
RigidBody::Dynamic,
Mass(0.01),
LinearVelocity(vel),
Visibility::default(),
t,
))
.with_child((
AutoRotation(Quat::from_rotation_x(0.4) * Quat::from_rotation_z(0.3)),
Transform::from_scale(Vec3::splat(10.)),
SceneRoot(assets.molotov.clone()),
));
}
commands
.spawn((
Name::new("projectile-thrown"),
ThrownProjectile,
Collider::sphere(0.5),
CollisionLayers::new(
LayerMask(GameLayer::Projectile.to_bits()),
LayerMask(GameLayer::Npc.to_bits() | GameLayer::Level.to_bits()),
),
RigidBody::Dynamic,
Mass(0.01),
LinearVelocity(vel),
Visibility::default(),
t,
))
.with_child((
AutoRotation(Quat::from_rotation_x(0.4) * Quat::from_rotation_z(0.3)),
Transform::from_scale(Vec3::splat(10.)),
SceneRoot(assets.molotov.clone()),
));
}
fn shot_collision(