Throw projectile (#19)
This commit is contained in:
BIN
assets/models/head_misc/molotov_cocktail.glb
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assets/models/head_misc/molotov_cocktail.glb
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assets/sfx/abilities/throw-explosion.ogg
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assets/sfx/abilities/throw-explosion.ogg
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assets/sfx/abilities/throw.ogg
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assets/sfx/abilities/throw.ogg
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@@ -1,13 +1,12 @@
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use super::{Projectile, TriggerState};
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use crate::{
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use crate::{
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GameState,
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GameState,
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aim::AimState,
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aim::AimState,
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billboards::Billboard,
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billboards::Billboard,
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loading_assets::GameAssets,
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loading_assets::GameAssets,
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npc::Hit,
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physics_layers::GameLayer,
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physics_layers::GameLayer,
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player::{Player, PlayerRig},
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player::{Player, PlayerRig},
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sounds::PlaySound,
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sounds::PlaySound,
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tb_entities::EnemySpawn,
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utils::sprite_3d_animation::AnimationTimer,
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utils::sprite_3d_animation::AnimationTimer,
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};
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};
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use avian3d::prelude::{
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use avian3d::prelude::{
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@@ -19,18 +18,12 @@ use bevy_sprite3d::{Sprite3dBuilder, Sprite3dParams};
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use std::f32::consts::PI;
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use std::f32::consts::PI;
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#[derive(Component)]
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#[derive(Component)]
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struct Shot {
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struct GunProjectile {
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time: f32,
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time: f32,
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}
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}
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const MAX_SHOT_AGES: f32 = 1.;
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const MAX_SHOT_AGES: f32 = 1.;
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#[derive(Event, Reflect)]
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pub enum TriggerState {
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Active,
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Inactive,
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}
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#[derive(Resource)]
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#[derive(Resource)]
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struct ShotAssets {
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struct ShotAssets {
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image: Handle<Image>,
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image: Handle<Image>,
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@@ -41,7 +34,7 @@ pub fn plugin(app: &mut App) {
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app.add_systems(OnEnter(GameState::Playing), setup);
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app.add_systems(OnEnter(GameState::Playing), setup);
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app.add_systems(
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app.add_systems(
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Update,
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Update,
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(update, shot_collision, enemy_hit, timeout).run_if(in_state(GameState::Playing)),
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(update, shot_collision, timeout).run_if(in_state(GameState::Playing)),
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);
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);
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app.add_observer(on_trigger_state);
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app.add_observer(on_trigger_state);
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}
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}
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@@ -61,19 +54,26 @@ fn on_trigger_state(
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mut commands: Commands,
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mut commands: Commands,
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aim: Res<AimState>,
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aim: Res<AimState>,
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player_rot: Query<&Transform, With<PlayerRig>>,
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player_rot: Query<&Transform, With<PlayerRig>>,
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player_pos: Query<&Transform, With<Player>>,
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player: Query<(&Transform, &Player)>,
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target_transform: Query<&Transform, (Without<Player>, Without<PlayerRig>)>,
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target_transform: Query<&Transform, (Without<Player>, Without<PlayerRig>)>,
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time: Res<Time>,
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time: Res<Time>,
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mut polyline_materials: ResMut<Assets<PolylineMaterial>>,
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mut polyline_materials: ResMut<Assets<PolylineMaterial>>,
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mut polylines: ResMut<Assets<Polyline>>,
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mut polylines: ResMut<Assets<Polyline>>,
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) {
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) {
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if matches!(trigger.event(), TriggerState::Active) {
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if matches!(trigger.event(), TriggerState::Active) {
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commands.trigger(PlaySound::Gun);
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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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let Some(player_pos) = player_pos.iter().next().map(|t| t.translation) else {
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else {
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return;
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return;
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};
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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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let Some(rotation) = player_rot.iter().next().map(|t| t.rotation) else {
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return;
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return;
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};
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};
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@@ -94,11 +94,16 @@ fn on_trigger_state(
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commands
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commands
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.spawn((
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.spawn((
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Shot {
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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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time: time.elapsed_secs(),
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},
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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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Collider::capsule_endpoints(0.5, Vec3::new(0., 0., 0.), Vec3::new(0., 0., -3.)),
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CollisionLayers::new(LayerMask(GameLayer::Projectile.to_bits()), LayerMask::ALL),
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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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Sensor,
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Visibility::default(),
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Visibility::default(),
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t,
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t,
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@@ -118,54 +123,32 @@ fn on_trigger_state(
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}
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}
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}
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}
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fn update(mut query: Query<&mut Transform, With<Shot>>) {
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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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for mut transform in query.iter_mut() {
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let forward = transform.forward();
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let forward = transform.forward();
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transform.translation += forward * 2.;
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transform.translation += forward * 2.;
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}
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}
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}
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}
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fn timeout(mut commands: Commands, query: Query<(Entity, &Shot)>, time: Res<Time>) {
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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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let current_time = time.elapsed_secs();
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for (e, Shot { time }) in query.iter() {
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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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if current_time > time + MAX_SHOT_AGES {
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commands.entity(e).despawn_recursive();
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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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}
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}
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}
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fn enemy_hit(
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mut commands: Commands,
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mut collision_event_reader: EventReader<CollisionStarted>,
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query_npc: Query<&EnemySpawn>,
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) {
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for CollisionStarted(e1, e2) in collision_event_reader.read() {
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if !(query_npc.contains(*e1) || query_npc.contains(*e2)) {
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continue;
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}
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let enemy_entity = if query_npc.contains(*e1) { *e1 } else { *e2 };
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commands.entity(enemy_entity).trigger(Hit { damage: 20 });
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}
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}
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fn shot_collision(
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fn shot_collision(
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mut commands: Commands,
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mut commands: Commands,
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mut collision_event_reader: EventReader<CollisionStarted>,
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mut collision_event_reader: EventReader<CollisionStarted>,
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query_shot: Query<(&Shot, &Transform)>,
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query_shot: Query<(&GunProjectile, &Transform)>,
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query_player: Query<&Player>,
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assets: Res<ShotAssets>,
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assets: Res<ShotAssets>,
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mut sprite_params: Sprite3dParams,
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mut sprite_params: Sprite3dParams,
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) {
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) {
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for CollisionStarted(e1, e2) in collision_event_reader.read() {
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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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if !query_shot.contains(*e1) && !query_shot.contains(*e2) {
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continue;
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}
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// filter out collision with player
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// TODO: give level geo a layer and we can simply use `CollisionLayers`
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if query_player.contains(*e1) || query_player.contains(*e2) {
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continue;
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continue;
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}
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}
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49
src/abilities/mod.rs
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49
src/abilities/mod.rs
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@@ -0,0 +1,49 @@
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mod gun;
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mod thrown;
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use crate::{GameState, npc::Hit, tb_entities::EnemySpawn};
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use avian3d::prelude::*;
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use bevy::prelude::*;
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#[derive(Component)]
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pub struct Projectile {
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pub damage: u32,
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}
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#[derive(Event, Reflect)]
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pub enum TriggerState {
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Active,
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Inactive,
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}
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pub fn plugin(app: &mut App) {
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app.add_plugins(gun::plugin);
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app.add_plugins(thrown::plugin);
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app.add_systems(Update, enemy_hit.run_if(in_state(GameState::Playing)));
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}
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fn enemy_hit(
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mut commands: Commands,
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mut collision_event_reader: EventReader<CollisionStarted>,
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query_shot: Query<&Projectile>,
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query_npc: Query<&EnemySpawn>,
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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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if !query_npc.contains(*e1) && !query_npc.contains(*e2) {
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continue;
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}
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let (enemy_entity, projectile) = if query_npc.contains(*e1) {
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(*e1, query_shot.get(*e2))
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} else {
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(*e2, query_shot.get(*e1))
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};
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let damage = projectile.map(|p| p.damage).unwrap_or_default();
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commands.entity(enemy_entity).trigger(Hit { damage });
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}
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}
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217
src/abilities/thrown.rs
Normal file
217
src/abilities/thrown.rs
Normal file
@@ -0,0 +1,217 @@
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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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|
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if discriminant < 0.0 {
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return None;
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}
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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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|
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// let pitch_high = (term1 + term2).atan();
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let pitch_low = (term1 - term2).atan();
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|
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// Calculate yaw angle
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let yaw = delta.z.atan2(delta.x);
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|
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let pitch = pitch_low;
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|
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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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|
|
||||||
|
Some(result)
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|
}
|
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|
|
||||||
|
fn on_trigger_state(
|
||||||
|
trigger: Trigger<TriggerState>,
|
||||||
|
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;
|
||||||
|
};
|
||||||
|
|
||||||
|
// TODO: proper weapon classes
|
||||||
|
if ![0, 8, 16, 17].contains(&player_head) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
commands.trigger(PlaySound::Throw);
|
||||||
|
|
||||||
|
let Some((rotation, player_forward)) =
|
||||||
|
player_rot.iter().next().map(|t| (t.rotation, t.forward()))
|
||||||
|
else {
|
||||||
|
return;
|
||||||
|
};
|
||||||
|
|
||||||
|
const SPEED: f32 = 35.;
|
||||||
|
|
||||||
|
let vel = if let Some(target) = aim.target {
|
||||||
|
let t = target_transform
|
||||||
|
.get(target)
|
||||||
|
.expect("target must have transform");
|
||||||
|
|
||||||
|
launch_velocity(
|
||||||
|
player_pos + player_forward.as_vec3() * 2.,
|
||||||
|
t.translation,
|
||||||
|
SPEED,
|
||||||
|
9.81,
|
||||||
|
)
|
||||||
|
.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,
|
||||||
|
Projectile { damage: 20 },
|
||||||
|
Collider::sphere(0.5),
|
||||||
|
CollisionLayers::new(
|
||||||
|
LayerMask(GameLayer::Projectile.to_bits()),
|
||||||
|
LayerMask(GameLayer::Npc.to_bits() | GameLayer::Level.to_bits()),
|
||||||
|
),
|
||||||
|
RigidBody::Dynamic,
|
||||||
|
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(
|
||||||
|
mut commands: Commands,
|
||||||
|
mut collision_event_reader: EventReader<CollisionStarted>,
|
||||||
|
query_shot: Query<(&ThrownProjectile, &Transform)>,
|
||||||
|
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) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
let shot_entity = if query_shot.contains(*e1) { *e1 } else { *e2 };
|
||||||
|
|
||||||
|
let shot_pos = query_shot.get(shot_entity).unwrap().1.translation;
|
||||||
|
|
||||||
|
commands.entity(shot_entity).despawn_recursive();
|
||||||
|
|
||||||
|
let texture_atlas = TextureAtlas {
|
||||||
|
layout: assets.layout.clone(),
|
||||||
|
index: 0,
|
||||||
|
};
|
||||||
|
|
||||||
|
commands.trigger(PlaySound::ThrowHit);
|
||||||
|
commands
|
||||||
|
.spawn(
|
||||||
|
Sprite3dBuilder {
|
||||||
|
image: assets.image.clone(),
|
||||||
|
pixels_per_metre: 32.,
|
||||||
|
alpha_mode: AlphaMode::Blend,
|
||||||
|
unlit: true,
|
||||||
|
..default()
|
||||||
|
}
|
||||||
|
.bundle_with_atlas(&mut sprite_params, texture_atlas),
|
||||||
|
)
|
||||||
|
.insert((
|
||||||
|
Billboard,
|
||||||
|
Transform::from_translation(shot_pos),
|
||||||
|
NotShadowCaster,
|
||||||
|
AnimationTimer::new(Timer::from_seconds(0.02, TimerMode::Repeating)),
|
||||||
|
));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fn update_auto_rotation(mut query: Query<(&AutoRotation, &mut Transform)>) {
|
||||||
|
for (auto_rotation, mut transform) in query.iter_mut() {
|
||||||
|
transform.rotate_local(auto_rotation.0);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -24,7 +24,7 @@ impl Default for AimState {
|
|||||||
fn default() -> Self {
|
fn default() -> Self {
|
||||||
Self {
|
Self {
|
||||||
target: None,
|
target: None,
|
||||||
range: 40.,
|
range: 80.,
|
||||||
max_angle: PI / 8.,
|
max_angle: PI / 8.,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,5 +1,5 @@
|
|||||||
use crate::{
|
use crate::{
|
||||||
GameState, backpack::BackpackAction, heads_ui::SelectActiveHead, shooting::TriggerState,
|
GameState, abilities::TriggerState, backpack::BackpackAction, heads_ui::SelectActiveHead,
|
||||||
};
|
};
|
||||||
use bevy::{
|
use bevy::{
|
||||||
input::{
|
input::{
|
||||||
|
|||||||
@@ -19,6 +19,11 @@ pub struct AudioAssets {
|
|||||||
#[asset(path = "sfx/ui/selection.ogg")]
|
#[asset(path = "sfx/ui/selection.ogg")]
|
||||||
pub selection: Handle<AudioSource>,
|
pub selection: Handle<AudioSource>,
|
||||||
|
|
||||||
|
#[asset(path = "sfx/abilities/throw.ogg")]
|
||||||
|
pub throw: Handle<AudioSource>,
|
||||||
|
#[asset(path = "sfx/abilities/throw-explosion.ogg")]
|
||||||
|
pub throw_explosion: Handle<AudioSource>,
|
||||||
|
|
||||||
#[asset(path = "sfx/ui/backpack_open.ogg")]
|
#[asset(path = "sfx/ui/backpack_open.ogg")]
|
||||||
pub backpack_open: Handle<AudioSource>,
|
pub backpack_open: Handle<AudioSource>,
|
||||||
#[asset(path = "sfx/ui/backpack_close.ogg")]
|
#[asset(path = "sfx/ui/backpack_close.ogg")]
|
||||||
@@ -62,6 +67,9 @@ pub struct GameAssets {
|
|||||||
#[asset(path = "models/cash.glb#Scene0")]
|
#[asset(path = "models/cash.glb#Scene0")]
|
||||||
pub mesh_cash: Handle<Scene>,
|
pub mesh_cash: Handle<Scene>,
|
||||||
|
|
||||||
|
#[asset(path = "models/head_misc/molotov_cocktail.glb#Scene0")]
|
||||||
|
pub molotov: Handle<Scene>,
|
||||||
|
|
||||||
#[asset(path = "models/alien_naked.glb#Scene0")]
|
#[asset(path = "models/alien_naked.glb#Scene0")]
|
||||||
pub mesh_alien: Handle<Scene>,
|
pub mesh_alien: Handle<Scene>,
|
||||||
|
|
||||||
|
|||||||
@@ -1,3 +1,4 @@
|
|||||||
|
mod abilities;
|
||||||
mod aim;
|
mod aim;
|
||||||
mod alien;
|
mod alien;
|
||||||
mod backpack;
|
mod backpack;
|
||||||
@@ -15,7 +16,6 @@ mod npc;
|
|||||||
mod physics_layers;
|
mod physics_layers;
|
||||||
mod platforms;
|
mod platforms;
|
||||||
mod player;
|
mod player;
|
||||||
mod shooting;
|
|
||||||
mod sounds;
|
mod sounds;
|
||||||
mod tb_entities;
|
mod tb_entities;
|
||||||
mod utils;
|
mod utils;
|
||||||
@@ -102,7 +102,6 @@ fn main() {
|
|||||||
app.add_plugins(movables::plugin);
|
app.add_plugins(movables::plugin);
|
||||||
app.add_plugins(billboards::plugin);
|
app.add_plugins(billboards::plugin);
|
||||||
app.add_plugins(aim::plugin);
|
app.add_plugins(aim::plugin);
|
||||||
app.add_plugins(shooting::plugin);
|
|
||||||
app.add_plugins(npc::plugin);
|
app.add_plugins(npc::plugin);
|
||||||
app.add_plugins(keys::plugin);
|
app.add_plugins(keys::plugin);
|
||||||
app.add_plugins(squish_animation::plugin);
|
app.add_plugins(squish_animation::plugin);
|
||||||
@@ -114,6 +113,7 @@ fn main() {
|
|||||||
app.add_plugins(loading_assets::LoadingPlugin);
|
app.add_plugins(loading_assets::LoadingPlugin);
|
||||||
app.add_plugins(loading_map::plugin);
|
app.add_plugins(loading_map::plugin);
|
||||||
app.add_plugins(sprite_3d_animation::plugin);
|
app.add_plugins(sprite_3d_animation::plugin);
|
||||||
|
app.add_plugins(abilities::plugin);
|
||||||
|
|
||||||
app.init_state::<GameState>();
|
app.init_state::<GameState>();
|
||||||
|
|
||||||
|
|||||||
@@ -26,7 +26,7 @@ use bevy::{
|
|||||||
use std::time::Duration;
|
use std::time::Duration;
|
||||||
|
|
||||||
#[derive(Component, Default)]
|
#[derive(Component, Default)]
|
||||||
pub struct Player;
|
pub struct Player(pub usize);
|
||||||
|
|
||||||
#[derive(Component, Default)]
|
#[derive(Component, Default)]
|
||||||
struct PlayerAnimations;
|
struct PlayerAnimations;
|
||||||
@@ -94,7 +94,7 @@ fn spawn(
|
|||||||
commands
|
commands
|
||||||
.spawn((
|
.spawn((
|
||||||
Name::from("player"),
|
Name::from("player"),
|
||||||
Player,
|
Player(0),
|
||||||
CameraTarget,
|
CameraTarget,
|
||||||
transform,
|
transform,
|
||||||
Visibility::default(),
|
Visibility::default(),
|
||||||
@@ -258,11 +258,18 @@ fn update_head(
|
|||||||
mut commands: Commands,
|
mut commands: Commands,
|
||||||
asset_server: Res<AssetServer>,
|
asset_server: Res<AssetServer>,
|
||||||
head: Query<Entity, With<PlayerHead>>,
|
head: Query<Entity, With<PlayerHead>>,
|
||||||
|
mut player: Query<&mut Player>,
|
||||||
) {
|
) {
|
||||||
let Ok(head) = head.get_single() else {
|
let Ok(head) = head.get_single() else {
|
||||||
return;
|
return;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
let Ok(mut player) = player.get_single_mut() else {
|
||||||
|
return;
|
||||||
|
};
|
||||||
|
|
||||||
|
player.0 = trigger.0;
|
||||||
|
|
||||||
let head_str = head_id_to_str(trigger.0);
|
let head_str = head_id_to_str(trigger.0);
|
||||||
|
|
||||||
commands.trigger(PlaySound::Head(head_str.to_string()));
|
commands.trigger(PlaySound::Head(head_str.to_string()));
|
||||||
|
|||||||
@@ -6,6 +6,8 @@ pub enum PlaySound {
|
|||||||
Hit,
|
Hit,
|
||||||
KeyCollect,
|
KeyCollect,
|
||||||
Gun,
|
Gun,
|
||||||
|
Throw,
|
||||||
|
ThrowHit,
|
||||||
Gate,
|
Gate,
|
||||||
CashCollect,
|
CashCollect,
|
||||||
Selection,
|
Selection,
|
||||||
@@ -40,6 +42,8 @@ fn spawn_sounds(
|
|||||||
PlaySound::Gate => assets.gate.clone(),
|
PlaySound::Gate => assets.gate.clone(),
|
||||||
PlaySound::CashCollect => assets.cash.clone(),
|
PlaySound::CashCollect => assets.cash.clone(),
|
||||||
PlaySound::Selection => assets.selection.clone(),
|
PlaySound::Selection => assets.selection.clone(),
|
||||||
|
PlaySound::Throw => assets.throw.clone(),
|
||||||
|
PlaySound::ThrowHit => assets.throw_explosion.clone(),
|
||||||
PlaySound::Backpack { open } => {
|
PlaySound::Backpack { open } => {
|
||||||
if *open {
|
if *open {
|
||||||
assets.backpack_open.clone()
|
assets.backpack_open.clone()
|
||||||
|
|||||||
Reference in New Issue
Block a user