Throw projectile (#19)

This commit is contained in:
extrawurst
2025-03-28 00:21:23 +08:00
committed by GitHub
parent f3358b9511
commit 1fa1b110db
12 changed files with 317 additions and 49 deletions

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@@ -1,13 +1,12 @@
use super::{Projectile, TriggerState};
use crate::{ use crate::{
GameState, GameState,
aim::AimState, aim::AimState,
billboards::Billboard, billboards::Billboard,
loading_assets::GameAssets, loading_assets::GameAssets,
npc::Hit,
physics_layers::GameLayer, physics_layers::GameLayer,
player::{Player, PlayerRig}, player::{Player, PlayerRig},
sounds::PlaySound, sounds::PlaySound,
tb_entities::EnemySpawn,
utils::sprite_3d_animation::AnimationTimer, utils::sprite_3d_animation::AnimationTimer,
}; };
use avian3d::prelude::{ use avian3d::prelude::{
@@ -19,18 +18,12 @@ use bevy_sprite3d::{Sprite3dBuilder, Sprite3dParams};
use std::f32::consts::PI; use std::f32::consts::PI;
#[derive(Component)] #[derive(Component)]
struct Shot { struct GunProjectile {
time: f32, time: f32,
} }
const MAX_SHOT_AGES: f32 = 1.; const MAX_SHOT_AGES: f32 = 1.;
#[derive(Event, Reflect)]
pub enum TriggerState {
Active,
Inactive,
}
#[derive(Resource)] #[derive(Resource)]
struct ShotAssets { struct ShotAssets {
image: Handle<Image>, image: Handle<Image>,
@@ -41,7 +34,7 @@ pub fn plugin(app: &mut App) {
app.add_systems(OnEnter(GameState::Playing), setup); app.add_systems(OnEnter(GameState::Playing), setup);
app.add_systems( app.add_systems(
Update, Update,
(update, shot_collision, enemy_hit, timeout).run_if(in_state(GameState::Playing)), (update, shot_collision, timeout).run_if(in_state(GameState::Playing)),
); );
app.add_observer(on_trigger_state); app.add_observer(on_trigger_state);
} }
@@ -61,19 +54,26 @@ fn on_trigger_state(
mut commands: Commands, mut commands: Commands,
aim: Res<AimState>, aim: Res<AimState>,
player_rot: Query<&Transform, With<PlayerRig>>, player_rot: Query<&Transform, With<PlayerRig>>,
player_pos: Query<&Transform, With<Player>>, player: Query<(&Transform, &Player)>,
target_transform: Query<&Transform, (Without<Player>, Without<PlayerRig>)>, target_transform: Query<&Transform, (Without<Player>, Without<PlayerRig>)>,
time: Res<Time>, time: Res<Time>,
mut polyline_materials: ResMut<Assets<PolylineMaterial>>, mut polyline_materials: ResMut<Assets<PolylineMaterial>>,
mut polylines: ResMut<Assets<Polyline>>, mut polylines: ResMut<Assets<Polyline>>,
) { ) {
if matches!(trigger.event(), TriggerState::Active) { if matches!(trigger.event(), TriggerState::Active) {
commands.trigger(PlaySound::Gun); let Some((player_pos, player_head)) =
player.iter().next().map(|(t, p)| (t.translation, p.0))
let Some(player_pos) = player_pos.iter().next().map(|t| t.translation) else { else {
return; return;
}; };
// TODO: proper weapon classes
if ![2, 3, 9].contains(&player_head) {
return;
}
commands.trigger(PlaySound::Gun);
let Some(rotation) = player_rot.iter().next().map(|t| t.rotation) else { let Some(rotation) = player_rot.iter().next().map(|t| t.rotation) else {
return; return;
}; };
@@ -94,11 +94,16 @@ fn on_trigger_state(
commands commands
.spawn(( .spawn((
Shot { Name::new("projectile-gun"),
GunProjectile {
time: time.elapsed_secs(), time: time.elapsed_secs(),
}, },
Projectile { damage: 10 },
Collider::capsule_endpoints(0.5, Vec3::new(0., 0., 0.), Vec3::new(0., 0., -3.)), Collider::capsule_endpoints(0.5, Vec3::new(0., 0., 0.), Vec3::new(0., 0., -3.)),
CollisionLayers::new(LayerMask(GameLayer::Projectile.to_bits()), LayerMask::ALL), CollisionLayers::new(
LayerMask(GameLayer::Projectile.to_bits()),
LayerMask(GameLayer::Npc.to_bits() | GameLayer::Level.to_bits()),
),
Sensor, Sensor,
Visibility::default(), Visibility::default(),
t, t,
@@ -118,54 +123,32 @@ fn on_trigger_state(
} }
} }
fn update(mut query: Query<&mut Transform, With<Shot>>) { fn update(mut query: Query<&mut Transform, With<GunProjectile>>) {
for mut transform in query.iter_mut() { for mut transform in query.iter_mut() {
let forward = transform.forward(); let forward = transform.forward();
transform.translation += forward * 2.; transform.translation += forward * 2.;
} }
} }
fn timeout(mut commands: Commands, query: Query<(Entity, &Shot)>, time: Res<Time>) { fn timeout(mut commands: Commands, query: Query<(Entity, &GunProjectile)>, time: Res<Time>) {
let current_time = time.elapsed_secs(); let current_time = time.elapsed_secs();
for (e, Shot { time }) in query.iter() { for (e, GunProjectile { time }) in query.iter() {
if current_time > time + MAX_SHOT_AGES { if current_time > time + MAX_SHOT_AGES {
commands.entity(e).despawn_recursive(); commands.entity(e).despawn_recursive();
} }
} }
} }
fn enemy_hit(
mut commands: Commands,
mut collision_event_reader: EventReader<CollisionStarted>,
query_npc: Query<&EnemySpawn>,
) {
for CollisionStarted(e1, e2) in collision_event_reader.read() {
if !(query_npc.contains(*e1) || query_npc.contains(*e2)) {
continue;
}
let enemy_entity = if query_npc.contains(*e1) { *e1 } else { *e2 };
commands.entity(enemy_entity).trigger(Hit { damage: 20 });
}
}
fn shot_collision( fn shot_collision(
mut commands: Commands, mut commands: Commands,
mut collision_event_reader: EventReader<CollisionStarted>, mut collision_event_reader: EventReader<CollisionStarted>,
query_shot: Query<(&Shot, &Transform)>, query_shot: Query<(&GunProjectile, &Transform)>,
query_player: Query<&Player>,
assets: Res<ShotAssets>, assets: Res<ShotAssets>,
mut sprite_params: Sprite3dParams, mut sprite_params: Sprite3dParams,
) { ) {
for CollisionStarted(e1, e2) in collision_event_reader.read() { for CollisionStarted(e1, e2) in collision_event_reader.read() {
if !(query_shot.contains(*e1) || query_shot.contains(*e2)) { if !query_shot.contains(*e1) && !query_shot.contains(*e2) {
continue;
}
// filter out collision with player
// TODO: give level geo a layer and we can simply use `CollisionLayers`
if query_player.contains(*e1) || query_player.contains(*e2) {
continue; continue;
} }

49
src/abilities/mod.rs Normal file
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@@ -0,0 +1,49 @@
mod gun;
mod thrown;
use crate::{GameState, npc::Hit, tb_entities::EnemySpawn};
use avian3d::prelude::*;
use bevy::prelude::*;
#[derive(Component)]
pub struct Projectile {
pub damage: u32,
}
#[derive(Event, Reflect)]
pub enum TriggerState {
Active,
Inactive,
}
pub fn plugin(app: &mut App) {
app.add_plugins(gun::plugin);
app.add_plugins(thrown::plugin);
app.add_systems(Update, enemy_hit.run_if(in_state(GameState::Playing)));
}
fn enemy_hit(
mut commands: Commands,
mut collision_event_reader: EventReader<CollisionStarted>,
query_shot: Query<&Projectile>,
query_npc: Query<&EnemySpawn>,
) {
for CollisionStarted(e1, e2) in collision_event_reader.read() {
if !query_shot.contains(*e1) && !query_shot.contains(*e2) {
continue;
}
if !query_npc.contains(*e1) && !query_npc.contains(*e2) {
continue;
}
let (enemy_entity, projectile) = if query_npc.contains(*e1) {
(*e1, query_shot.get(*e2))
} else {
(*e2, query_shot.get(*e1))
};
let damage = projectile.map(|p| p.damage).unwrap_or_default();
commands.entity(enemy_entity).trigger(Hit { damage });
}
}

217
src/abilities/thrown.rs Normal file
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@@ -0,0 +1,217 @@
use super::TriggerState;
use crate::{
GameState,
abilities::Projectile,
aim::AimState,
billboards::Billboard,
loading_assets::GameAssets,
physics_layers::GameLayer,
player::{Player, PlayerRig},
sounds::PlaySound,
utils::sprite_3d_animation::AnimationTimer,
};
use avian3d::prelude::*;
use bevy::{pbr::NotShadowCaster, prelude::*};
use bevy_sprite3d::{Sprite3dBuilder, Sprite3dParams};
use std::f32::consts::PI;
#[derive(Component)]
struct ThrownProjectile;
#[derive(Component, Reflect)]
#[reflect(Component)]
struct AutoRotation(Quat);
#[derive(Resource)]
struct ShotAssets {
image: Handle<Image>,
layout: Handle<TextureAtlasLayout>,
}
pub fn plugin(app: &mut App) {
app.register_type::<AutoRotation>();
app.add_systems(OnEnter(GameState::Playing), setup);
app.add_systems(Update, shot_collision.run_if(in_state(GameState::Playing)));
app.add_systems(FixedUpdate, update_auto_rotation);
app.add_observer(on_trigger_state);
}
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 launch_velocity(
start_pos: Vec3,
target_pos: Vec3,
initial_velocity: f32,
gravity: f32,
) -> Option<Vec3> {
// Calculate displacement
let delta = target_pos - start_pos;
// Calculate horizontal distance
let horizontal_dist = (delta.x * delta.x + delta.z * delta.z).sqrt();
// Calculate terms for the quadratic formula
let v_squared = initial_velocity * initial_velocity;
let discriminant = v_squared * v_squared
- gravity * (gravity * horizontal_dist * horizontal_dist + 2.0 * delta.y * v_squared);
if discriminant < 0.0 {
return None;
}
// Calculate pitch angles
let term1 = v_squared / (gravity * horizontal_dist);
let term2 = discriminant.sqrt() / (gravity * horizontal_dist);
// let pitch_high = (term1 + term2).atan();
let pitch_low = (term1 - term2).atan();
// Calculate yaw angle
let yaw = delta.z.atan2(delta.x);
let pitch = pitch_low;
let dir_x = pitch.cos() * yaw.cos();
let dir_y = pitch.sin();
let dir_z = pitch.cos() * yaw.sin();
let result = Vec3::new(
initial_velocity * dir_x,
initial_velocity * dir_y,
initial_velocity * dir_z,
);
Some(result)
}
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);
}
}

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@@ -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.,
} }
} }

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@@ -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::{

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@@ -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>,

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@@ -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>();

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@@ -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()));

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@@ -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()