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>>) {