Throw projectile (#19)
This commit is contained in:
217
src/abilities/thrown.rs
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217
src/abilities/thrown.rs
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use super::TriggerState;
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use crate::{
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GameState,
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abilities::Projectile,
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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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use bevy::{pbr::NotShadowCaster, 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 ThrownProjectile;
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#[derive(Component, Reflect)]
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#[reflect(Component)]
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struct AutoRotation(Quat);
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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.register_type::<AutoRotation>();
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app.add_systems(OnEnter(GameState::Playing), setup);
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app.add_systems(Update, shot_collision.run_if(in_state(GameState::Playing)));
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app.add_systems(FixedUpdate, update_auto_rotation);
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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 launch_velocity(
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start_pos: Vec3,
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target_pos: Vec3,
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initial_velocity: f32,
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gravity: f32,
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) -> Option<Vec3> {
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// Calculate displacement
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let delta = target_pos - start_pos;
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// Calculate horizontal distance
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let horizontal_dist = (delta.x * delta.x + delta.z * delta.z).sqrt();
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// Calculate terms for the quadratic formula
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let v_squared = initial_velocity * initial_velocity;
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let discriminant = v_squared * v_squared
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- gravity * (gravity * horizontal_dist * horizontal_dist + 2.0 * delta.y * v_squared);
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if discriminant < 0.0 {
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return None;
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}
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// Calculate pitch angles
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let term1 = v_squared / (gravity * horizontal_dist);
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let term2 = discriminant.sqrt() / (gravity * horizontal_dist);
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// let pitch_high = (term1 + term2).atan();
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let pitch_low = (term1 - term2).atan();
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// Calculate yaw angle
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let yaw = delta.z.atan2(delta.x);
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let pitch = pitch_low;
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let dir_x = pitch.cos() * yaw.cos();
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let dir_y = pitch.sin();
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let dir_z = pitch.cos() * yaw.sin();
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let result = Vec3::new(
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initial_velocity * dir_x,
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initial_velocity * dir_y,
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initial_velocity * dir_z,
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);
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Some(result)
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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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assets: Res<GameAssets>,
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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 ![0, 8, 16, 17].contains(&player_head) {
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return;
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}
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commands.trigger(PlaySound::Throw);
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let Some((rotation, player_forward)) =
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player_rot.iter().next().map(|t| (t.rotation, t.forward()))
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else {
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return;
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};
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const SPEED: f32 = 35.;
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let vel = 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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launch_velocity(
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player_pos + player_forward.as_vec3() * 2.,
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t.translation,
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SPEED,
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9.81,
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)
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.unwrap()
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} else {
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rotation.mul_quat(Quat::from_rotation_y(-PI / 2.))
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* (Vec3::new(2., 1., 0.).normalize() * SPEED)
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};
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let t = Transform::from_translation(player_pos);
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commands
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.spawn((
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Name::new("projectile-thrown"),
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ThrownProjectile,
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Projectile { damage: 20 },
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Collider::sphere(0.5),
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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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RigidBody::Dynamic,
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LinearVelocity(vel),
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Visibility::default(),
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t,
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))
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.with_child((
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AutoRotation(Quat::from_rotation_x(0.4) * Quat::from_rotation_z(0.3)),
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Transform::from_scale(Vec3::splat(10.)),
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SceneRoot(assets.molotov.clone()),
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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<(&ThrownProjectile, &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.trigger(PlaySound::ThrowHit);
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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: 32.,
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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(0.02, TimerMode::Repeating)),
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));
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}
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}
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fn update_auto_rotation(mut query: Query<(&AutoRotation, &mut Transform)>) {
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for (auto_rotation, mut transform) in query.iter_mut() {
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transform.rotate_local(auto_rotation.0);
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}
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}
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