Replicate explosion effects (#56)

This commit is contained in:
PROMETHIA-27
2025-07-13 18:24:34 -04:00
committed by GitHub
parent d4bea5a7ac
commit 0e8b0bb677
8 changed files with 196 additions and 159 deletions

View File

@@ -1,21 +1,19 @@
use crate::{
GameState,
abilities::TriggerCurver,
billboards::Billboard,
abilities::{BuildExplosionSprite, TriggerCurver},
heads_database::HeadsDatabase,
hitpoints::Hit,
loading_assets::GameAssets,
physics_layers::GameLayer,
protocol::GltfSceneRoot,
tb_entities::EnemySpawn,
utils::{
auto_rotate::AutoRotation, commands::CommandExt, global_observer,
sprite_3d_animation::AnimationTimer,
auto_rotate::AutoRotation,
commands::{CommandExt, EntityCommandExt},
global_observer,
},
};
use avian3d::prelude::*;
use bevy::{pbr::NotShadowCaster, prelude::*};
use bevy_sprite3d::{Sprite3dBuilder, Sprite3dParams};
use bevy::prelude::*;
use lightyear::prelude::{NetworkTarget, Replicate};
use std::f32::consts::PI;
@@ -27,14 +25,7 @@ struct CurverProjectile {
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)),
@@ -47,16 +38,6 @@ pub fn plugin(app: &mut App) {
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,
@@ -156,8 +137,6 @@ fn shot_collision(
mut collision_event_reader: EventReader<CollisionStarted>,
query_shot: Query<&Transform, With<CurverProjectile>>,
sensors: Query<(), With<Sensor>>,
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) {
@@ -180,27 +159,10 @@ fn shot_collision(
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::All,
Transform::from_translation(shot_pos),
NotShadowCaster,
AnimationTimer::new(Timer::from_seconds(0.01, TimerMode::Repeating)),
));
commands.trigger_server(BuildExplosionSprite {
pos: shot_pos,
pixels_per_meter: 128.,
time: 0.01,
});
}
}

View File

@@ -1,20 +1,20 @@
use super::TriggerMissile;
use crate::{
GameState,
billboards::Billboard,
abilities::BuildExplosionSprite,
heads_database::HeadsDatabase,
loading_assets::GameAssets,
physics_layers::GameLayer,
protocol::GltfSceneRoot,
sounds::PlaySound,
utils::{
commands::CommandExt, explosions::Explosion, global_observer,
sprite_3d_animation::AnimationTimer, trail::Trail,
commands::{CommandExt, EntityCommandExt},
explosions::Explosion,
global_observer,
trail::Trail,
},
};
use avian3d::prelude::*;
use bevy::{pbr::NotShadowCaster, prelude::*};
use bevy_sprite3d::{Sprite3dBuilder, Sprite3dParams};
use bevy::prelude::*;
use lightyear::prelude::{NetworkTarget, Replicate};
use std::f32::consts::PI;
@@ -27,14 +27,7 @@ struct MissileProjectile {
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.run_if(in_state(GameState::Playing)));
app.add_systems(
FixedUpdate,
@@ -44,16 +37,6 @@ pub fn plugin(app: &mut App) {
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<TriggerMissile>,
mut commands: Commands,
@@ -144,8 +127,6 @@ fn shot_collision(
mut collision_event_reader: EventReader<CollisionStarted>,
query_shot: Query<(&MissileProjectile, &Transform)>,
sensors: Query<(), With<Sensor>>,
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) {
@@ -175,27 +156,10 @@ fn shot_collision(
radius: 6.,
});
let texture_atlas = TextureAtlas {
layout: assets.layout.clone(),
index: 0,
};
commands
.spawn(
Sprite3dBuilder {
image: assets.image.clone(),
pixels_per_metre: 16.,
alpha_mode: AlphaMode::Blend,
unlit: true,
..default()
}
.bundle_with_atlas(&mut sprite_params, texture_atlas),
)
.insert((
Billboard::All,
Transform::from_translation(shot_pos),
NotShadowCaster,
AnimationTimer::new(Timer::from_seconds(0.01, TimerMode::Repeating)),
));
commands.trigger_server(BuildExplosionSprite {
pos: shot_pos,
pixels_per_meter: 16.,
time: 0.01,
});
}
}

View File

@@ -1,9 +1,9 @@
mod arrow;
mod curver;
mod gun;
mod healing;
mod missile;
mod thrown;
pub mod arrow;
pub mod curver;
pub mod gun;
pub mod healing;
pub mod missile;
pub mod thrown;
use crate::{
GameState,
@@ -13,11 +13,14 @@ use crate::{
head::ActiveHead,
heads::ActiveHeads,
heads_database::HeadsDatabase,
loading_assets::GameAssets,
physics_layers::GameLayer,
player::{Player, PlayerBodyMesh},
sounds::PlaySound,
utils::{billboards::Billboard, sprite_3d_animation::AnimationTimer},
};
use bevy::prelude::*;
use bevy::{pbr::NotShadowCaster, prelude::*};
use bevy_sprite3d::{Sprite3dBuilder, Sprite3dParams};
pub use healing::Healing;
use healing::HealingStateChanged;
use serde::{Deserialize, Serialize};
@@ -109,12 +112,14 @@ pub fn plugin(app: &mut App) {
app.add_plugins(healing::plugin);
app.add_plugins(curver::plugin);
app.add_systems(OnEnter(GameState::Playing), setup);
app.add_systems(
Update,
(update, update_heal_ability).run_if(in_state(GameState::Playing)),
);
global_observer!(app, on_trigger_state);
global_observer!(app, build_explosion_sprite);
}
fn on_trigger_state(
@@ -222,3 +227,57 @@ fn update_heal_ability(
}
}
}
#[derive(Resource)]
struct ShotAssets {
image: Handle<Image>,
layout: Handle<TextureAtlasLayout>,
}
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,
});
}
#[derive(Clone, Copy, Event, Serialize, Deserialize, PartialEq)]
pub struct BuildExplosionSprite {
pos: Vec3,
pixels_per_meter: f32,
time: f32,
}
fn build_explosion_sprite(
trigger: Trigger<BuildExplosionSprite>,
mut commands: Commands,
assets: Res<ShotAssets>,
mut sprite_params: Sprite3dParams,
) {
commands.spawn((
Transform::from_translation(trigger.event().pos),
Sprite3dBuilder {
image: assets.image.clone(),
pixels_per_metre: trigger.event().pixels_per_meter,
alpha_mode: AlphaMode::Blend,
unlit: true,
..default()
}
.bundle_with_atlas(
&mut sprite_params,
TextureAtlas {
layout: assets.layout.clone(),
index: 0,
},
),
Billboard::All,
NotShadowCaster,
AnimationTimer::new(Timer::from_seconds(
trigger.event().time,
TimerMode::Repeating,
)),
));
}

View File

@@ -1,21 +1,21 @@
use super::TriggerThrow;
use crate::{
GameState,
billboards::Billboard,
abilities::BuildExplosionSprite,
heads_database::HeadsDatabase,
loading_assets::GameAssets,
physics_layers::GameLayer,
protocol::GltfSceneRoot,
sounds::PlaySound,
utils::{
auto_rotate::AutoRotation, commands::CommandExt, explosions::Explosion, global_observer,
sprite_3d_animation::AnimationTimer,
auto_rotate::AutoRotation,
commands::{CommandExt, EntityCommandExt},
explosions::Explosion,
global_observer,
},
};
use avian3d::prelude::*;
use bevy::{pbr::NotShadowCaster, prelude::*};
use bevy::prelude::*;
use bevy_ballistic::launch_velocity;
use bevy_sprite3d::{Sprite3dBuilder, Sprite3dParams};
use lightyear::prelude::{NetworkTarget, Replicate};
use serde::{Deserialize, Serialize};
use std::f32::consts::PI;
@@ -26,29 +26,12 @@ pub struct ThrownProjectile {
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.run_if(in_state(GameState::Playing)));
global_observer!(app, on_trigger_thrown);
}
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_thrown(
trigger: Trigger<TriggerThrow>,
mut commands: Commands,
@@ -113,8 +96,6 @@ fn shot_collision(
mut collision_event_reader: EventReader<CollisionStarted>,
query_shot: Query<(&ThrownProjectile, &Transform)>,
sensors: Query<(), With<Sensor>>,
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) {
@@ -156,29 +137,11 @@ fn shot_collision(
//TODO: support different impact animations
if animation {
commands
.spawn(
Sprite3dBuilder {
image: assets.image.clone(),
pixels_per_metre: 32.,
alpha_mode: AlphaMode::Blend,
unlit: true,
..default()
}
.bundle_with_atlas(
&mut sprite_params,
TextureAtlas {
layout: assets.layout.clone(),
index: 0,
},
),
)
.insert((
Billboard::All,
Transform::from_translation(shot_pos),
NotShadowCaster,
AnimationTimer::new(Timer::from_seconds(0.02, TimerMode::Repeating)),
));
commands.trigger_server(BuildExplosionSprite {
pos: shot_pos,
pixels_per_meter: 32.,
time: 0.02,
});
}
}
}