Throw projectile (#19)
This commit is contained in:
184
src/abilities/gun.rs
Normal file
184
src/abilities/gun.rs
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@@ -0,0 +1,184 @@
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use super::{Projectile, TriggerState};
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use crate::{
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GameState,
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aim::AimState,
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billboards::Billboard,
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loading_assets::GameAssets,
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physics_layers::GameLayer,
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player::{Player, PlayerRig},
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sounds::PlaySound,
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utils::sprite_3d_animation::AnimationTimer,
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};
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use avian3d::prelude::{
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Collider, CollisionLayers, CollisionStarted, LayerMask, PhysicsLayer, Sensor,
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};
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use bevy::{pbr::NotShadowCaster, prelude::*};
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use bevy_polyline::prelude::*;
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use bevy_sprite3d::{Sprite3dBuilder, Sprite3dParams};
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use std::f32::consts::PI;
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#[derive(Component)]
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struct GunProjectile {
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time: f32,
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}
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const MAX_SHOT_AGES: f32 = 1.;
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#[derive(Resource)]
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struct ShotAssets {
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image: Handle<Image>,
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layout: Handle<TextureAtlasLayout>,
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}
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pub fn plugin(app: &mut App) {
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app.add_systems(OnEnter(GameState::Playing), setup);
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app.add_systems(
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Update,
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(update, shot_collision, timeout).run_if(in_state(GameState::Playing)),
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);
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app.add_observer(on_trigger_state);
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}
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fn setup(mut commands: Commands, assets: Res<GameAssets>, mut sprite_params: Sprite3dParams) {
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let layout = TextureAtlasLayout::from_grid(UVec2::splat(256), 7, 6, None, None);
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let texture_atlas_layout = sprite_params.atlas_layouts.add(layout);
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commands.insert_resource(ShotAssets {
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image: assets.impact_atlas.clone(),
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layout: texture_atlas_layout,
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});
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}
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fn on_trigger_state(
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trigger: Trigger<TriggerState>,
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mut commands: Commands,
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aim: Res<AimState>,
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player_rot: Query<&Transform, With<PlayerRig>>,
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player: Query<(&Transform, &Player)>,
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target_transform: Query<&Transform, (Without<Player>, Without<PlayerRig>)>,
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time: Res<Time>,
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mut polyline_materials: ResMut<Assets<PolylineMaterial>>,
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mut polylines: ResMut<Assets<Polyline>>,
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) {
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if matches!(trigger.event(), TriggerState::Active) {
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let Some((player_pos, player_head)) =
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player.iter().next().map(|(t, p)| (t.translation, p.0))
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else {
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return;
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};
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// TODO: proper weapon classes
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if ![2, 3, 9].contains(&player_head) {
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return;
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}
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commands.trigger(PlaySound::Gun);
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let Some(rotation) = player_rot.iter().next().map(|t| t.rotation) else {
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return;
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};
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let rotation = if let Some(target) = aim.target {
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let t = target_transform
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.get(target)
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.expect("target must have transform");
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Transform::from_translation(player_pos)
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.looking_at(t.translation, Vec3::Y)
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.rotation
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} else {
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rotation.mul_quat(Quat::from_rotation_y(PI))
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};
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let mut t = Transform::from_translation(player_pos).with_rotation(rotation);
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t.translation += t.forward().as_vec3() * 2.;
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commands
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.spawn((
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Name::new("projectile-gun"),
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GunProjectile {
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time: time.elapsed_secs(),
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},
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Projectile { damage: 10 },
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Collider::capsule_endpoints(0.5, Vec3::new(0., 0., 0.), Vec3::new(0., 0., -3.)),
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CollisionLayers::new(
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LayerMask(GameLayer::Projectile.to_bits()),
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LayerMask(GameLayer::Npc.to_bits() | GameLayer::Level.to_bits()),
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),
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Sensor,
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Visibility::default(),
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t,
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))
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.with_child(PolylineBundle {
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polyline: PolylineHandle(polylines.add(Polyline {
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vertices: vec![Vec3::Z * 2., Vec3::Z * -2.],
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})),
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material: PolylineMaterialHandle(polyline_materials.add(PolylineMaterial {
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width: 10.0,
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color: LinearRgba::rgb(0.9, 0.9, 0.),
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perspective: false,
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..default()
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})),
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..default()
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});
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}
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}
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fn update(mut query: Query<&mut Transform, With<GunProjectile>>) {
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for mut transform in query.iter_mut() {
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let forward = transform.forward();
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transform.translation += forward * 2.;
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}
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}
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fn timeout(mut commands: Commands, query: Query<(Entity, &GunProjectile)>, time: Res<Time>) {
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let current_time = time.elapsed_secs();
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for (e, GunProjectile { time }) in query.iter() {
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if current_time > time + MAX_SHOT_AGES {
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commands.entity(e).despawn_recursive();
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}
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}
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}
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fn shot_collision(
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mut commands: Commands,
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mut collision_event_reader: EventReader<CollisionStarted>,
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query_shot: Query<(&GunProjectile, &Transform)>,
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assets: Res<ShotAssets>,
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mut sprite_params: Sprite3dParams,
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) {
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for CollisionStarted(e1, e2) in collision_event_reader.read() {
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if !query_shot.contains(*e1) && !query_shot.contains(*e2) {
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continue;
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}
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let shot_entity = if query_shot.contains(*e1) { *e1 } else { *e2 };
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let shot_pos = query_shot.get(shot_entity).unwrap().1.translation;
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commands.entity(shot_entity).despawn_recursive();
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let texture_atlas = TextureAtlas {
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layout: assets.layout.clone(),
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index: 0,
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};
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commands
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.spawn(
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Sprite3dBuilder {
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image: assets.image.clone(),
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pixels_per_metre: 128.,
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alpha_mode: AlphaMode::Blend,
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unlit: true,
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..default()
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}
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.bundle_with_atlas(&mut sprite_params, texture_atlas),
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)
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.insert((
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Billboard,
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Transform::from_translation(shot_pos),
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NotShadowCaster,
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AnimationTimer::new(Timer::from_seconds(0.01, TimerMode::Repeating)),
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));
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}
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}
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