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::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(