gun shots (#16)

This commit is contained in:
extrawurst
2025-03-24 16:27:26 +01:00
committed by GitHub
parent 8599fe50e8
commit 594a5a612d
7 changed files with 160 additions and 9 deletions

View File

@@ -1,6 +1,24 @@
use crate::{
aim::AimState,
npc::Hit,
physics_layers::GameLayer,
player::{Player, PlayerRig},
sounds::PlaySound,
tb_entities::EnemySpawn,
};
use avian3d::prelude::{
Collider, CollisionLayers, CollisionStarted, LayerMask, PhysicsLayer, Sensor,
};
use bevy::prelude::*;
use bevy_polyline::prelude::*;
use std::f32::consts::PI;
use crate::{aim::AimState, npc::Hit, sounds::PlaySound};
#[derive(Component)]
struct Shot {
time: f32,
}
const MAX_SHOT_AGES: f32 = 1.;
#[derive(Event, Reflect)]
pub enum TriggerState {
@@ -9,15 +27,130 @@ pub enum TriggerState {
}
pub fn plugin(app: &mut App) {
app.add_systems(Update, (update, shot_collision, enemy_hit, timeout));
app.add_observer(on_trigger_state);
}
fn on_trigger_state(trigger: Trigger<TriggerState>, mut commands: Commands, aim: Res<AimState>) {
fn on_trigger_state(
trigger: Trigger<TriggerState>,
mut commands: Commands,
aim: Res<AimState>,
player_rot: Query<&Transform, With<PlayerRig>>,
player_pos: Query<&Transform, With<Player>>,
target_transform: Query<&Transform, (Without<Player>, Without<PlayerRig>)>,
time: Res<Time>,
mut polyline_materials: ResMut<Assets<PolylineMaterial>>,
mut polylines: ResMut<Assets<Polyline>>,
) {
if matches!(trigger.event(), TriggerState::Active) {
commands.trigger(PlaySound::Gun);
if let Some(target) = aim.target {
commands.entity(target).trigger(Hit { damage: 20 });
let Some(player_pos) = player_pos.iter().next().map(|t| t.translation) else {
return;
};
let Some(rotation) = player_rot.iter().next().map(|t| t.rotation) else {
return;
};
let rotation = if let Some(target) = aim.target {
let t = target_transform
.get(target)
.expect("target must have transform");
Transform::from_translation(player_pos)
.looking_at(t.translation, Vec3::Y)
.rotation
} else {
rotation.mul_quat(Quat::from_rotation_y(PI))
};
let mut t = Transform::from_translation(player_pos).with_rotation(rotation);
t.translation += t.forward().as_vec3() * 2.;
commands
.spawn((
Shot {
time: time.elapsed_secs(),
},
Collider::capsule_endpoints(0.5, Vec3::new(0., 0., 0.), Vec3::new(0., 0., -3.)),
CollisionLayers::new(LayerMask(GameLayer::Projectile.to_bits()), LayerMask::ALL),
Sensor,
t,
))
.with_child(PolylineBundle {
polyline: PolylineHandle(polylines.add(Polyline {
vertices: vec![Vec3::Z * 2., Vec3::Z * -2.],
})),
material: PolylineMaterialHandle(polyline_materials.add(PolylineMaterial {
width: 10.0,
color: LinearRgba::rgb(0.9, 0.9, 0.),
perspective: false,
..default()
})),
..default()
});
}
}
fn update(mut query: Query<&mut Transform, With<Shot>>) {
for mut transform in query.iter_mut() {
let forward = transform.forward();
transform.translation += forward * 2.;
}
}
fn timeout(mut commands: Commands, query: Query<(Entity, &Shot)>, time: Res<Time>) {
let current_time = time.elapsed_secs();
for (e, Shot { time }) in query.iter() {
if current_time > time + MAX_SHOT_AGES {
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 = query_npc
.contains(*e1)
.then(|| *e1)
.or_else(|| Some(*e2))
.unwrap();
commands.entity(enemy_entity).trigger(Hit { damage: 20 });
}
}
fn shot_collision(
mut commands: Commands,
mut collision_event_reader: EventReader<CollisionStarted>,
query_shot: Query<&Shot>,
query_player: Query<&Player>,
) {
for CollisionStarted(e1, e2) in collision_event_reader.read() {
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;
}
let shot_entity = query_shot
.contains(*e1)
.then(|| *e1)
.or_else(|| Some(*e2))
.unwrap();
commands.entity(shot_entity).despawn_recursive();
}
}