@@ -1,118 +0,0 @@
|
||||
use super::TriggerArrow;
|
||||
use crate::{
|
||||
GameState, billboards::Billboard, global_observer, heads_database::HeadsDatabase,
|
||||
hitpoints::Hit, loading_assets::GameAssets, physics_layers::GameLayer, 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 ArrowProjectile {
|
||||
damage: u32,
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
struct ShotAssets {
|
||||
image: Handle<Image>,
|
||||
layout: Handle<TextureAtlasLayout>,
|
||||
}
|
||||
|
||||
pub fn plugin(app: &mut App) {
|
||||
app.add_systems(OnEnter(GameState::Playing), setup);
|
||||
app.add_systems(Update, update.run_if(in_state(GameState::Playing)));
|
||||
|
||||
global_observer!(app, on_trigger_arrow);
|
||||
}
|
||||
|
||||
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 on_trigger_arrow(
|
||||
trigger: Trigger<TriggerArrow>,
|
||||
mut commands: Commands,
|
||||
query_transform: Query<&Transform>,
|
||||
heads_db: Res<HeadsDatabase>,
|
||||
) {
|
||||
let state = trigger.0;
|
||||
|
||||
commands.trigger(PlaySound::Crossbow);
|
||||
|
||||
let rotation = if let Some(target) = state.target {
|
||||
let t = query_transform
|
||||
.get(target)
|
||||
.expect("target must have transform");
|
||||
Transform::from_translation(state.pos)
|
||||
.looking_at(t.translation, Vec3::Y)
|
||||
.rotation
|
||||
} else {
|
||||
state.rot.mul_quat(Quat::from_rotation_y(PI))
|
||||
};
|
||||
|
||||
let mut t = Transform::from_translation(state.pos).with_rotation(rotation);
|
||||
t.translation += t.forward().as_vec3() * 2.;
|
||||
|
||||
let damage = heads_db.head_stats(state.head).damage;
|
||||
commands.spawn((Name::new("projectile-arrow"), ArrowProjectile { damage }, t));
|
||||
}
|
||||
|
||||
fn update(
|
||||
mut cmds: Commands,
|
||||
query: Query<(Entity, &Transform, &ArrowProjectile)>,
|
||||
spatial_query: SpatialQuery,
|
||||
assets: Res<ShotAssets>,
|
||||
mut sprite_params: Sprite3dParams,
|
||||
) {
|
||||
for (e, t, arrow) in query.iter() {
|
||||
let filter = SpatialQueryFilter::from_mask(LayerMask(
|
||||
GameLayer::Level.to_bits() | GameLayer::Npc.to_bits(),
|
||||
));
|
||||
|
||||
if let Some(first_hit) = spatial_query.cast_shape(
|
||||
&Collider::sphere(0.5),
|
||||
t.translation,
|
||||
t.rotation,
|
||||
t.forward(),
|
||||
&ShapeCastConfig::from_max_distance(150.),
|
||||
&filter,
|
||||
) {
|
||||
cmds.entity(first_hit.entity).trigger(Hit {
|
||||
damage: arrow.damage,
|
||||
});
|
||||
|
||||
cmds.spawn(
|
||||
Sprite3dBuilder {
|
||||
image: assets.image.clone(),
|
||||
pixels_per_metre: 128.,
|
||||
alpha_mode: AlphaMode::Blend,
|
||||
unlit: true,
|
||||
..default()
|
||||
}
|
||||
.bundle_with_atlas(
|
||||
&mut sprite_params,
|
||||
TextureAtlas {
|
||||
layout: assets.layout.clone(),
|
||||
index: 0,
|
||||
},
|
||||
),
|
||||
)
|
||||
.insert((
|
||||
Billboard::All,
|
||||
Transform::from_translation(first_hit.point1),
|
||||
NotShadowCaster,
|
||||
AnimationTimer::new(Timer::from_seconds(0.005, TimerMode::Repeating)),
|
||||
));
|
||||
}
|
||||
|
||||
cmds.entity(e).despawn();
|
||||
}
|
||||
}
|
||||
@@ -1,204 +0,0 @@
|
||||
use crate::{
|
||||
GameState,
|
||||
abilities::TriggerCurver,
|
||||
billboards::Billboard,
|
||||
heads_database::HeadsDatabase,
|
||||
hitpoints::Hit,
|
||||
loading_assets::GameAssets,
|
||||
physics_layers::GameLayer,
|
||||
tb_entities::EnemySpawn,
|
||||
utils::{auto_rotate::AutoRotation, global_observer, sprite_3d_animation::AnimationTimer},
|
||||
};
|
||||
use avian3d::prelude::*;
|
||||
use bevy::{pbr::NotShadowCaster, prelude::*};
|
||||
use bevy_sprite3d::{Sprite3dBuilder, Sprite3dParams};
|
||||
use std::f32::consts::PI;
|
||||
|
||||
const MAX_SHOT_AGES: f32 = 15.;
|
||||
|
||||
#[derive(Component)]
|
||||
struct CurverProjectile {
|
||||
time: f32,
|
||||
damage: u32,
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
struct ShotAssets {
|
||||
image: Handle<Image>,
|
||||
layout: Handle<TextureAtlasLayout>,
|
||||
}
|
||||
|
||||
pub fn plugin(app: &mut App) {
|
||||
app.add_systems(OnEnter(GameState::Playing), setup);
|
||||
app.add_systems(
|
||||
Update,
|
||||
(shot_collision, enemy_hit).run_if(in_state(GameState::Playing)),
|
||||
);
|
||||
app.add_systems(
|
||||
FixedUpdate,
|
||||
(update, timeout).run_if(in_state(GameState::Playing)),
|
||||
);
|
||||
|
||||
global_observer!(app, on_trigger_missile);
|
||||
}
|
||||
|
||||
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 on_trigger_missile(
|
||||
trigger: Trigger<TriggerCurver>,
|
||||
mut commands: Commands,
|
||||
query_transform: Query<&Transform>,
|
||||
time: Res<Time>,
|
||||
heads_db: Res<HeadsDatabase>,
|
||||
assets: Res<GameAssets>,
|
||||
gltf_assets: Res<Assets<Gltf>>,
|
||||
) {
|
||||
let state = trigger.event().0;
|
||||
|
||||
let rotation = if let Some(target) = state.target {
|
||||
let t = query_transform
|
||||
.get(target)
|
||||
.expect("target must have transform");
|
||||
Transform::from_translation(state.pos)
|
||||
.looking_at(t.translation, Vec3::Y)
|
||||
.rotation
|
||||
} else {
|
||||
state.rot.mul_quat(Quat::from_rotation_y(PI))
|
||||
};
|
||||
|
||||
let head = heads_db.head_stats(state.head);
|
||||
|
||||
let mut t = Transform::from_translation(state.pos).with_rotation(rotation);
|
||||
t.translation += t.forward().as_vec3() * 2.0;
|
||||
|
||||
let mesh = assets.projectiles[format!("{}.glb", head.projectile).as_str()].clone();
|
||||
let asset = gltf_assets.get(&mesh).unwrap();
|
||||
|
||||
commands.spawn((
|
||||
Name::new("projectile-missile"),
|
||||
CurverProjectile {
|
||||
time: time.elapsed_secs(),
|
||||
damage: head.damage,
|
||||
},
|
||||
Collider::capsule_endpoints(0.4, Vec3::new(0., 0., 2.), Vec3::new(0., 0., -2.)),
|
||||
CollisionLayers::new(
|
||||
LayerMask(GameLayer::Projectile.to_bits()),
|
||||
LayerMask(state.target_layer.to_bits() | GameLayer::Level.to_bits()),
|
||||
),
|
||||
Sensor,
|
||||
CollisionEventsEnabled,
|
||||
Visibility::default(),
|
||||
t,
|
||||
children![(
|
||||
Transform::from_rotation(Quat::from_rotation_x(PI / 2.).inverse()),
|
||||
AutoRotation(Quat::from_rotation_x(0.4) * Quat::from_rotation_z(0.3)),
|
||||
SceneRoot(asset.scenes[0].clone()),
|
||||
),],
|
||||
));
|
||||
}
|
||||
|
||||
fn enemy_hit(
|
||||
mut commands: Commands,
|
||||
mut collision_event_reader: EventReader<CollisionStarted>,
|
||||
query_shot: Query<&CurverProjectile>,
|
||||
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))
|
||||
};
|
||||
|
||||
if let Ok(projectile) = projectile {
|
||||
let damage = projectile.damage;
|
||||
commands.entity(enemy_entity).trigger(Hit { damage });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn update(mut query: Query<&mut Transform, With<CurverProjectile>>) {
|
||||
for mut transform in query.iter_mut() {
|
||||
let forward = transform.forward();
|
||||
transform.translation += forward * 0.5;
|
||||
}
|
||||
}
|
||||
|
||||
fn timeout(mut commands: Commands, query: Query<(Entity, &CurverProjectile)>, time: Res<Time>) {
|
||||
let current_time = time.elapsed_secs();
|
||||
|
||||
for (e, CurverProjectile { time, .. }) in query.iter() {
|
||||
if current_time > time + MAX_SHOT_AGES {
|
||||
commands.entity(e).despawn();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn shot_collision(
|
||||
mut commands: Commands,
|
||||
mut collision_event_reader: EventReader<CollisionStarted>,
|
||||
query_shot: Query<&Transform, With<CurverProjectile>>,
|
||||
sensors: Query<(), With<Sensor>>,
|
||||
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;
|
||||
}
|
||||
|
||||
if sensors.contains(*e1) && sensors.contains(*e2) {
|
||||
continue;
|
||||
}
|
||||
|
||||
let shot_entity = if query_shot.contains(*e1) { *e1 } else { *e2 };
|
||||
|
||||
let Ok(shot_pos) = query_shot.get(shot_entity).map(|t| t.translation) else {
|
||||
continue;
|
||||
};
|
||||
|
||||
if let Ok(mut entity) = commands.get_entity(shot_entity) {
|
||||
entity.try_despawn();
|
||||
} else {
|
||||
continue;
|
||||
}
|
||||
|
||||
let texture_atlas = TextureAtlas {
|
||||
layout: assets.layout.clone(),
|
||||
index: 0,
|
||||
};
|
||||
|
||||
commands
|
||||
.spawn(
|
||||
Sprite3dBuilder {
|
||||
image: assets.image.clone(),
|
||||
pixels_per_metre: 128.,
|
||||
alpha_mode: AlphaMode::Blend,
|
||||
unlit: true,
|
||||
..default()
|
||||
}
|
||||
.bundle_with_atlas(&mut sprite_params, texture_atlas),
|
||||
)
|
||||
.insert((
|
||||
Billboard::All,
|
||||
Transform::from_translation(shot_pos),
|
||||
NotShadowCaster,
|
||||
AnimationTimer::new(Timer::from_seconds(0.01, TimerMode::Repeating)),
|
||||
));
|
||||
}
|
||||
}
|
||||
@@ -1,200 +0,0 @@
|
||||
use super::TriggerGun;
|
||||
use crate::{
|
||||
GameState, billboards::Billboard, global_observer, heads_database::HeadsDatabase,
|
||||
hitpoints::Hit, loading_assets::GameAssets, physics_layers::GameLayer, sounds::PlaySound,
|
||||
tb_entities::EnemySpawn, 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 GunProjectile {
|
||||
time: f32,
|
||||
owner_head: usize,
|
||||
}
|
||||
|
||||
const MAX_SHOT_AGES: f32 = 1.;
|
||||
|
||||
#[derive(Resource)]
|
||||
struct ShotAssets {
|
||||
image: Handle<Image>,
|
||||
layout: Handle<TextureAtlasLayout>,
|
||||
}
|
||||
|
||||
pub fn plugin(app: &mut App) {
|
||||
app.add_systems(OnEnter(GameState::Playing), setup);
|
||||
app.add_systems(
|
||||
Update,
|
||||
(shot_collision, enemy_hit).run_if(in_state(GameState::Playing)),
|
||||
);
|
||||
app.add_systems(
|
||||
FixedUpdate,
|
||||
(update, timeout).run_if(in_state(GameState::Playing)),
|
||||
);
|
||||
|
||||
global_observer!(app, on_trigger_gun);
|
||||
}
|
||||
|
||||
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 enemy_hit(
|
||||
mut commands: Commands,
|
||||
mut collision_event_reader: EventReader<CollisionStarted>,
|
||||
query_shot: Query<&GunProjectile>,
|
||||
query_npc: Query<&EnemySpawn>,
|
||||
heads_db: Res<HeadsDatabase>,
|
||||
) {
|
||||
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))
|
||||
};
|
||||
|
||||
if let Ok(head) = projectile.map(|p| p.owner_head) {
|
||||
let damage = heads_db.head_stats(head).damage;
|
||||
commands.entity(enemy_entity).trigger(Hit { damage });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn on_trigger_gun(
|
||||
trigger: Trigger<TriggerGun>,
|
||||
mut commands: Commands,
|
||||
query_transform: Query<&Transform>,
|
||||
time: Res<Time>,
|
||||
mut gizmo_assets: ResMut<Assets<GizmoAsset>>,
|
||||
) {
|
||||
let state = trigger.0;
|
||||
|
||||
commands.trigger(PlaySound::Gun);
|
||||
|
||||
let rotation = if let Some(t) = state
|
||||
.target
|
||||
.and_then(|target| query_transform.get(target).ok())
|
||||
{
|
||||
Transform::from_translation(state.pos)
|
||||
.looking_at(t.translation, Vec3::Y)
|
||||
.rotation
|
||||
} else {
|
||||
state.rot.mul_quat(Quat::from_rotation_y(PI))
|
||||
};
|
||||
|
||||
let mut t = Transform::from_translation(state.pos).with_rotation(rotation);
|
||||
t.translation += t.forward().as_vec3() * 2.0;
|
||||
|
||||
commands.spawn((
|
||||
Name::new("projectile-gun"),
|
||||
GunProjectile {
|
||||
time: time.elapsed_secs(),
|
||||
owner_head: state.head,
|
||||
},
|
||||
Collider::capsule_endpoints(0.5, Vec3::new(0., 0., 0.), Vec3::new(0., 0., -3.)),
|
||||
CollisionLayers::new(
|
||||
LayerMask(GameLayer::Projectile.to_bits()),
|
||||
LayerMask(state.target_layer.to_bits() | GameLayer::Level.to_bits()),
|
||||
),
|
||||
Sensor,
|
||||
CollisionEventsEnabled,
|
||||
Visibility::default(),
|
||||
t,
|
||||
Children::spawn(Spawn(Gizmo {
|
||||
handle: gizmo_assets.add({
|
||||
let mut g = GizmoAsset::default();
|
||||
g.line(Vec3::Z * -2., Vec3::Z * 2., LinearRgba::rgb(0.9, 0.9, 0.));
|
||||
g
|
||||
}),
|
||||
line_config: GizmoLineConfig {
|
||||
width: 8.,
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
})),
|
||||
));
|
||||
}
|
||||
|
||||
fn update(mut query: Query<&mut Transform, With<GunProjectile>>) {
|
||||
for mut transform in query.iter_mut() {
|
||||
let forward = transform.forward();
|
||||
transform.translation += forward * 2.;
|
||||
}
|
||||
}
|
||||
|
||||
fn timeout(mut commands: Commands, query: Query<(Entity, &GunProjectile)>, time: Res<Time>) {
|
||||
let current_time = time.elapsed_secs();
|
||||
|
||||
for (e, GunProjectile { time, .. }) in query.iter() {
|
||||
if current_time > time + MAX_SHOT_AGES {
|
||||
commands.entity(e).despawn();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn shot_collision(
|
||||
mut commands: Commands,
|
||||
mut collision_event_reader: EventReader<CollisionStarted>,
|
||||
query_shot: Query<(&GunProjectile, &Transform)>,
|
||||
sensors: Query<(), With<Sensor>>,
|
||||
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;
|
||||
}
|
||||
|
||||
if sensors.contains(*e1) && sensors.contains(*e2) {
|
||||
continue;
|
||||
}
|
||||
|
||||
let shot_entity = if query_shot.contains(*e1) { *e1 } else { *e2 };
|
||||
|
||||
if let Ok(mut entity) = commands.get_entity(shot_entity) {
|
||||
entity.try_despawn();
|
||||
} else {
|
||||
continue;
|
||||
}
|
||||
|
||||
let shot_pos = query_shot.get(shot_entity).unwrap().1.translation;
|
||||
|
||||
let texture_atlas = TextureAtlas {
|
||||
layout: assets.layout.clone(),
|
||||
index: 0,
|
||||
};
|
||||
|
||||
commands
|
||||
.spawn(
|
||||
Sprite3dBuilder {
|
||||
image: assets.image.clone(),
|
||||
pixels_per_metre: 128.,
|
||||
alpha_mode: AlphaMode::Blend,
|
||||
unlit: true,
|
||||
..default()
|
||||
}
|
||||
.bundle_with_atlas(&mut sprite_params, texture_atlas),
|
||||
)
|
||||
.insert((
|
||||
Billboard::All,
|
||||
Transform::from_translation(shot_pos),
|
||||
NotShadowCaster,
|
||||
AnimationTimer::new(Timer::from_seconds(0.01, TimerMode::Repeating)),
|
||||
));
|
||||
}
|
||||
}
|
||||
@@ -1,75 +0,0 @@
|
||||
use crate::{
|
||||
GameState, global_observer, heads::ActiveHeads, heads_database::HeadsDatabase,
|
||||
hitpoints::Hitpoints, loading_assets::AudioAssets,
|
||||
};
|
||||
use bevy::prelude::*;
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct Healing(pub Entity);
|
||||
|
||||
#[derive(Event, Debug)]
|
||||
pub enum HealingStateChanged {
|
||||
Started,
|
||||
Stopped,
|
||||
}
|
||||
|
||||
pub fn plugin(app: &mut App) {
|
||||
app.add_systems(Update, update.run_if(in_state(GameState::Playing)));
|
||||
|
||||
global_observer!(app, on_heal_start_stop);
|
||||
}
|
||||
|
||||
fn on_heal_start_stop(
|
||||
trigger: Trigger<HealingStateChanged>,
|
||||
mut cmds: Commands,
|
||||
assets: Res<AudioAssets>,
|
||||
query: Query<&Healing>,
|
||||
) {
|
||||
if matches!(trigger.event(), HealingStateChanged::Started) {
|
||||
let e = cmds
|
||||
.spawn((
|
||||
Name::new("sfx-heal"),
|
||||
AudioPlayer::new(assets.healing.clone()),
|
||||
PlaybackSettings {
|
||||
mode: bevy::audio::PlaybackMode::Loop,
|
||||
..Default::default()
|
||||
},
|
||||
))
|
||||
.id();
|
||||
cmds.entity(trigger.target())
|
||||
.add_child(e)
|
||||
.insert(Healing(e));
|
||||
} else {
|
||||
if let Ok(healing) = query.single() {
|
||||
cmds.entity(healing.0).despawn();
|
||||
}
|
||||
cmds.entity(trigger.target()).remove::<Healing>();
|
||||
}
|
||||
}
|
||||
|
||||
fn update(
|
||||
mut query: Query<(&mut ActiveHeads, &mut Hitpoints), With<Healing>>,
|
||||
time: Res<Time>,
|
||||
heads_db: Res<HeadsDatabase>,
|
||||
) {
|
||||
for (mut heads, mut hitpoints) in query.iter_mut() {
|
||||
let Some(current) = heads.current() else {
|
||||
continue;
|
||||
};
|
||||
|
||||
let head = heads_db.head_stats(current.head);
|
||||
|
||||
if current.last_use + (1. / head.aps) > time.elapsed_secs() {
|
||||
continue;
|
||||
}
|
||||
|
||||
let medic_hp = hitpoints.get().0;
|
||||
if medic_hp > 0 {
|
||||
if let Some(health) = heads.medic_heal(2, time.elapsed_secs()) {
|
||||
hitpoints.set_health(health);
|
||||
} else {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,201 +0,0 @@
|
||||
use super::TriggerMissile;
|
||||
use crate::{
|
||||
GameState,
|
||||
billboards::Billboard,
|
||||
heads_database::HeadsDatabase,
|
||||
loading_assets::GameAssets,
|
||||
physics_layers::GameLayer,
|
||||
sounds::PlaySound,
|
||||
utils::{
|
||||
explosions::Explosion, global_observer, sprite_3d_animation::AnimationTimer, trail::Trail,
|
||||
},
|
||||
};
|
||||
use avian3d::prelude::*;
|
||||
use bevy::{pbr::NotShadowCaster, prelude::*};
|
||||
use bevy_sprite3d::{Sprite3dBuilder, Sprite3dParams};
|
||||
use std::f32::consts::PI;
|
||||
|
||||
const MAX_SHOT_AGES: f32 = 15.;
|
||||
|
||||
#[derive(Component)]
|
||||
struct MissileProjectile {
|
||||
time: f32,
|
||||
damage: u32,
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
struct ShotAssets {
|
||||
image: Handle<Image>,
|
||||
layout: Handle<TextureAtlasLayout>,
|
||||
}
|
||||
|
||||
pub fn plugin(app: &mut App) {
|
||||
app.add_systems(OnEnter(GameState::Playing), setup);
|
||||
app.add_systems(Update, shot_collision.run_if(in_state(GameState::Playing)));
|
||||
app.add_systems(
|
||||
FixedUpdate,
|
||||
(update, timeout).run_if(in_state(GameState::Playing)),
|
||||
);
|
||||
|
||||
global_observer!(app, on_trigger_missile);
|
||||
}
|
||||
|
||||
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 on_trigger_missile(
|
||||
trigger: Trigger<TriggerMissile>,
|
||||
mut commands: Commands,
|
||||
query_transform: Query<&Transform>,
|
||||
time: Res<Time>,
|
||||
heads_db: Res<HeadsDatabase>,
|
||||
assets: Res<GameAssets>,
|
||||
gltf_assets: Res<Assets<Gltf>>,
|
||||
mut gizmo_assets: ResMut<Assets<GizmoAsset>>,
|
||||
) {
|
||||
let state = trigger.event().0;
|
||||
|
||||
let rotation = if let Some(target) = state.target {
|
||||
let t = query_transform
|
||||
.get(target)
|
||||
.expect("target must have transform");
|
||||
Transform::from_translation(state.pos)
|
||||
.looking_at(t.translation, Vec3::Y)
|
||||
.rotation
|
||||
} else {
|
||||
state.rot.mul_quat(Quat::from_rotation_y(PI))
|
||||
};
|
||||
|
||||
let head = heads_db.head_stats(state.head);
|
||||
|
||||
let mut t = Transform::from_translation(state.pos).with_rotation(rotation);
|
||||
t.translation += t.forward().as_vec3() * 2.0;
|
||||
|
||||
let mesh = assets.projectiles["missile.glb"].clone();
|
||||
let asset = gltf_assets.get(&mesh).unwrap();
|
||||
|
||||
commands.spawn((
|
||||
Name::new("projectile-missile"),
|
||||
MissileProjectile {
|
||||
time: time.elapsed_secs(),
|
||||
damage: head.damage,
|
||||
},
|
||||
Collider::capsule_endpoints(0.4, Vec3::new(0., 0., 2.), Vec3::new(0., 0., -2.)),
|
||||
CollisionLayers::new(
|
||||
LayerMask(GameLayer::Projectile.to_bits()),
|
||||
LayerMask(state.target_layer.to_bits() | GameLayer::Level.to_bits()),
|
||||
),
|
||||
Sensor,
|
||||
CollisionEventsEnabled,
|
||||
Visibility::default(),
|
||||
t,
|
||||
children![
|
||||
(
|
||||
Transform::from_rotation(Quat::from_rotation_x(PI / 2.).inverse())
|
||||
.with_scale(Vec3::splat(0.04)),
|
||||
SceneRoot(asset.scenes[0].clone()),
|
||||
),
|
||||
(
|
||||
Trail::new(
|
||||
12,
|
||||
LinearRgba::rgb(1., 0.0, 0.),
|
||||
LinearRgba::rgb(0.9, 0.9, 0.)
|
||||
)
|
||||
.with_pos(t.translation),
|
||||
Gizmo {
|
||||
handle: gizmo_assets.add(GizmoAsset::default()),
|
||||
line_config: GizmoLineConfig {
|
||||
width: 10.,
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
},
|
||||
)
|
||||
],
|
||||
));
|
||||
}
|
||||
|
||||
fn update(mut query: Query<&mut Transform, With<MissileProjectile>>) {
|
||||
for mut transform in query.iter_mut() {
|
||||
let forward = transform.forward();
|
||||
transform.translation += forward * 3.;
|
||||
}
|
||||
}
|
||||
|
||||
fn timeout(mut commands: Commands, query: Query<(Entity, &MissileProjectile)>, time: Res<Time>) {
|
||||
let current_time = time.elapsed_secs();
|
||||
|
||||
for (e, MissileProjectile { time, .. }) in query.iter() {
|
||||
if current_time > time + MAX_SHOT_AGES {
|
||||
commands.entity(e).despawn();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn shot_collision(
|
||||
mut commands: Commands,
|
||||
mut collision_event_reader: EventReader<CollisionStarted>,
|
||||
query_shot: Query<(&MissileProjectile, &Transform)>,
|
||||
sensors: Query<(), With<Sensor>>,
|
||||
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;
|
||||
}
|
||||
|
||||
if sensors.contains(*e1) && sensors.contains(*e2) {
|
||||
continue;
|
||||
}
|
||||
|
||||
let shot_entity = if query_shot.contains(*e1) { *e1 } else { *e2 };
|
||||
|
||||
let Ok((shot_pos, damage)) = query_shot
|
||||
.get(shot_entity)
|
||||
.map(|(projectile, t)| (t.translation, projectile.damage))
|
||||
else {
|
||||
continue;
|
||||
};
|
||||
|
||||
commands.trigger(PlaySound::MissileExplosion);
|
||||
|
||||
commands.entity(shot_entity).despawn();
|
||||
|
||||
commands.trigger(Explosion {
|
||||
damage,
|
||||
position: shot_pos,
|
||||
radius: 6.,
|
||||
});
|
||||
|
||||
let texture_atlas = TextureAtlas {
|
||||
layout: assets.layout.clone(),
|
||||
index: 0,
|
||||
};
|
||||
|
||||
commands
|
||||
.spawn(
|
||||
Sprite3dBuilder {
|
||||
image: assets.image.clone(),
|
||||
pixels_per_metre: 16.,
|
||||
alpha_mode: AlphaMode::Blend,
|
||||
unlit: true,
|
||||
..default()
|
||||
}
|
||||
.bundle_with_atlas(&mut sprite_params, texture_atlas),
|
||||
)
|
||||
.insert((
|
||||
Billboard::All,
|
||||
Transform::from_translation(shot_pos),
|
||||
NotShadowCaster,
|
||||
AnimationTimer::new(Timer::from_seconds(0.01, TimerMode::Repeating)),
|
||||
));
|
||||
}
|
||||
}
|
||||
@@ -1,224 +0,0 @@
|
||||
mod arrow;
|
||||
mod curver;
|
||||
mod gun;
|
||||
mod healing;
|
||||
mod missile;
|
||||
mod thrown;
|
||||
|
||||
use crate::{
|
||||
GameState,
|
||||
aim::AimTarget,
|
||||
character::CharacterHierarchy,
|
||||
global_observer,
|
||||
head::ActiveHead,
|
||||
heads::ActiveHeads,
|
||||
heads_database::HeadsDatabase,
|
||||
physics_layers::GameLayer,
|
||||
player::{Player, PlayerBodyMesh},
|
||||
sounds::PlaySound,
|
||||
};
|
||||
use bevy::prelude::*;
|
||||
pub use healing::Healing;
|
||||
use healing::HealingStateChanged;
|
||||
use serde::{Deserialize, Serialize};
|
||||
|
||||
#[derive(Event, Reflect)]
|
||||
pub enum TriggerState {
|
||||
Active,
|
||||
Inactive,
|
||||
}
|
||||
|
||||
#[derive(Event, Reflect)]
|
||||
pub struct TriggerCashHeal;
|
||||
|
||||
#[derive(Debug, Copy, Clone, PartialEq, Reflect, Default, Serialize, Deserialize)]
|
||||
pub enum HeadAbility {
|
||||
#[default]
|
||||
None,
|
||||
Arrow,
|
||||
Thrown,
|
||||
Gun,
|
||||
Missile,
|
||||
Medic,
|
||||
Curver,
|
||||
Boat,
|
||||
Turbo,
|
||||
Spray,
|
||||
}
|
||||
|
||||
#[derive(Debug, Reflect, Clone, Copy)]
|
||||
pub struct TriggerData {
|
||||
target: Option<Entity>,
|
||||
dir: Dir3,
|
||||
rot: Quat,
|
||||
pos: Vec3,
|
||||
target_layer: GameLayer,
|
||||
head: usize,
|
||||
}
|
||||
|
||||
impl TriggerData {
|
||||
pub fn new(
|
||||
target: Option<Entity>,
|
||||
dir: Dir3,
|
||||
rot: Quat,
|
||||
pos: Vec3,
|
||||
target_layer: GameLayer,
|
||||
head: usize,
|
||||
) -> Self {
|
||||
Self {
|
||||
target,
|
||||
dir,
|
||||
rot,
|
||||
pos,
|
||||
target_layer,
|
||||
head,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Event, Reflect)]
|
||||
pub struct TriggerGun(pub TriggerData);
|
||||
#[derive(Event, Reflect)]
|
||||
pub struct TriggerArrow(pub TriggerData);
|
||||
#[derive(Event, Reflect)]
|
||||
pub struct TriggerThrow(pub TriggerData);
|
||||
#[derive(Event, Reflect)]
|
||||
pub struct TriggerMissile(pub TriggerData);
|
||||
#[derive(Event, Reflect)]
|
||||
pub struct TriggerCurver(pub TriggerData);
|
||||
|
||||
#[derive(Resource, Default)]
|
||||
pub struct TriggerStateRes {
|
||||
next_trigger_timestamp: f32,
|
||||
active: bool,
|
||||
}
|
||||
|
||||
impl TriggerStateRes {
|
||||
pub fn is_active(&self) -> bool {
|
||||
self.active
|
||||
}
|
||||
}
|
||||
|
||||
pub fn plugin(app: &mut App) {
|
||||
app.init_resource::<TriggerStateRes>();
|
||||
|
||||
app.add_plugins(gun::plugin);
|
||||
app.add_plugins(thrown::plugin);
|
||||
app.add_plugins(arrow::plugin);
|
||||
app.add_plugins(missile::plugin);
|
||||
app.add_plugins(healing::plugin);
|
||||
app.add_plugins(curver::plugin);
|
||||
|
||||
app.add_systems(
|
||||
Update,
|
||||
(update, update_heal_ability).run_if(in_state(GameState::Playing)),
|
||||
);
|
||||
|
||||
global_observer!(app, on_trigger_state);
|
||||
}
|
||||
|
||||
fn on_trigger_state(
|
||||
trigger: Trigger<TriggerState>,
|
||||
mut res: ResMut<TriggerStateRes>,
|
||||
player_head: Single<&ActiveHead, With<Player>>,
|
||||
headdb: Res<HeadsDatabase>,
|
||||
time: Res<Time>,
|
||||
) {
|
||||
res.active = matches!(trigger.event(), TriggerState::Active);
|
||||
if res.active {
|
||||
let head_stats = headdb.head_stats(player_head.0);
|
||||
res.next_trigger_timestamp = time.elapsed_secs() + head_stats.shoot_offset;
|
||||
}
|
||||
}
|
||||
|
||||
fn update(
|
||||
mut res: ResMut<TriggerStateRes>,
|
||||
mut commands: Commands,
|
||||
player_rot: Query<&Transform, With<PlayerBodyMesh>>,
|
||||
player_query: Query<(Entity, &AimTarget), With<Player>>,
|
||||
mut active_heads: Single<&mut ActiveHeads, With<Player>>,
|
||||
heads_db: Res<HeadsDatabase>,
|
||||
time: Res<Time>,
|
||||
character: CharacterHierarchy,
|
||||
) {
|
||||
if res.active && res.next_trigger_timestamp < time.elapsed_secs() {
|
||||
let Some(state) = active_heads.current() else {
|
||||
return;
|
||||
};
|
||||
|
||||
if !state.has_ammo() {
|
||||
commands.trigger(PlaySound::Invalid);
|
||||
return;
|
||||
}
|
||||
|
||||
let Some((player, target)) = player_query.iter().next() else {
|
||||
return;
|
||||
};
|
||||
|
||||
let Some(projectile_origin) = character
|
||||
.projectile_origin(player)
|
||||
.map(|origin| origin.translation())
|
||||
else {
|
||||
return;
|
||||
};
|
||||
|
||||
let Some((rot, dir)) = player_rot.iter().next().map(|t| (t.rotation, t.forward())) else {
|
||||
return;
|
||||
};
|
||||
|
||||
let head = heads_db.head_stats(state.head);
|
||||
|
||||
if matches!(head.ability, HeadAbility::None | HeadAbility::Medic) {
|
||||
return;
|
||||
}
|
||||
|
||||
active_heads.use_ammo(time.elapsed_secs());
|
||||
|
||||
res.next_trigger_timestamp = time.elapsed_secs() + (1. / head.aps);
|
||||
|
||||
let trigger_state = TriggerData {
|
||||
dir,
|
||||
rot,
|
||||
pos: projectile_origin,
|
||||
target: target.0,
|
||||
target_layer: GameLayer::Npc,
|
||||
head: state.head,
|
||||
};
|
||||
|
||||
match head.ability {
|
||||
HeadAbility::Thrown => commands.trigger(TriggerThrow(trigger_state)),
|
||||
HeadAbility::Gun => commands.trigger(TriggerGun(trigger_state)),
|
||||
HeadAbility::Missile => commands.trigger(TriggerMissile(trigger_state)),
|
||||
HeadAbility::Arrow => commands.trigger(TriggerArrow(trigger_state)),
|
||||
HeadAbility::Curver => commands.trigger(TriggerCurver(trigger_state)),
|
||||
_ => panic!("Unhandled head ability"),
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
fn update_heal_ability(
|
||||
res: Res<TriggerStateRes>,
|
||||
mut commands: Commands,
|
||||
active_heads: Single<(Entity, &ActiveHeads), With<Player>>,
|
||||
heads_db: Res<HeadsDatabase>,
|
||||
) {
|
||||
if res.is_changed() {
|
||||
let Some(state) = active_heads.1.current() else {
|
||||
return;
|
||||
};
|
||||
|
||||
let player = active_heads.0;
|
||||
|
||||
let head = heads_db.head_stats(state.head);
|
||||
|
||||
if !matches!(head.ability, HeadAbility::Medic) {
|
||||
return;
|
||||
}
|
||||
|
||||
if res.active {
|
||||
commands.trigger_targets(HealingStateChanged::Started, player);
|
||||
} else {
|
||||
commands.trigger_targets(HealingStateChanged::Stopped, player);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,184 +0,0 @@
|
||||
use super::TriggerThrow;
|
||||
use crate::{
|
||||
GameState,
|
||||
billboards::Billboard,
|
||||
heads_database::HeadsDatabase,
|
||||
loading_assets::GameAssets,
|
||||
physics_layers::GameLayer,
|
||||
sounds::PlaySound,
|
||||
utils::{
|
||||
auto_rotate::AutoRotation, explosions::Explosion, global_observer,
|
||||
sprite_3d_animation::AnimationTimer,
|
||||
},
|
||||
};
|
||||
use avian3d::prelude::*;
|
||||
use bevy::{pbr::NotShadowCaster, prelude::*};
|
||||
use bevy_ballistic::launch_velocity;
|
||||
use bevy_sprite3d::{Sprite3dBuilder, Sprite3dParams};
|
||||
use std::f32::consts::PI;
|
||||
|
||||
#[derive(Component)]
|
||||
struct ThrownProjectile {
|
||||
impact_animation: bool,
|
||||
damage: u32,
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
struct ShotAssets {
|
||||
image: Handle<Image>,
|
||||
layout: Handle<TextureAtlasLayout>,
|
||||
}
|
||||
|
||||
pub fn plugin(app: &mut App) {
|
||||
app.add_systems(OnEnter(GameState::Playing), setup);
|
||||
app.add_systems(Update, shot_collision.run_if(in_state(GameState::Playing)));
|
||||
|
||||
global_observer!(app, on_trigger_thrown);
|
||||
}
|
||||
|
||||
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 on_trigger_thrown(
|
||||
trigger: Trigger<TriggerThrow>,
|
||||
mut commands: Commands,
|
||||
query_transform: Query<&Transform>,
|
||||
assets: Res<GameAssets>,
|
||||
gltf_assets: Res<Assets<Gltf>>,
|
||||
heads_db: Res<HeadsDatabase>,
|
||||
) {
|
||||
let state = trigger.event().0;
|
||||
|
||||
commands.trigger(PlaySound::Throw);
|
||||
|
||||
const SPEED: f32 = 35.;
|
||||
|
||||
let pos = state.pos;
|
||||
|
||||
let vel = if let Some(target) = state.target {
|
||||
let t = query_transform
|
||||
.get(target)
|
||||
.expect("target must have transform");
|
||||
|
||||
launch_velocity(pos, t.translation, SPEED, 9.81)
|
||||
.map(|(low, _)| low)
|
||||
.unwrap()
|
||||
} else {
|
||||
state.rot.mul_quat(Quat::from_rotation_y(-PI / 2.))
|
||||
* (Vec3::new(2., 1., 0.).normalize() * SPEED)
|
||||
};
|
||||
|
||||
let head = heads_db.head_stats(state.head);
|
||||
let mesh = assets.projectiles[format!("{}.glb", head.projectile).as_str()].clone();
|
||||
let asset = gltf_assets.get(&mesh).unwrap();
|
||||
|
||||
//TODO: projectile db?
|
||||
let explosion_animation = !matches!(state.head, 8 | 16);
|
||||
|
||||
commands
|
||||
.spawn((
|
||||
Transform::from_translation(pos),
|
||||
Name::new("projectile-thrown"),
|
||||
ThrownProjectile {
|
||||
impact_animation: explosion_animation,
|
||||
damage: head.damage,
|
||||
},
|
||||
Collider::sphere(0.4),
|
||||
CollisionLayers::new(
|
||||
LayerMask(GameLayer::Projectile.to_bits()),
|
||||
LayerMask(state.target_layer.to_bits() | GameLayer::Level.to_bits()),
|
||||
),
|
||||
RigidBody::Dynamic,
|
||||
CollisionEventsEnabled,
|
||||
Mass(0.01),
|
||||
LinearVelocity(vel),
|
||||
Visibility::default(),
|
||||
Sensor,
|
||||
))
|
||||
.with_child((
|
||||
AutoRotation(Quat::from_rotation_x(0.4) * Quat::from_rotation_z(0.3)),
|
||||
SceneRoot(asset.scenes[0].clone()),
|
||||
));
|
||||
}
|
||||
|
||||
fn shot_collision(
|
||||
mut commands: Commands,
|
||||
mut collision_event_reader: EventReader<CollisionStarted>,
|
||||
query_shot: Query<(&ThrownProjectile, &Transform)>,
|
||||
sensors: Query<(), With<Sensor>>,
|
||||
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;
|
||||
}
|
||||
|
||||
if sensors.contains(*e1) && sensors.contains(*e2) {
|
||||
continue;
|
||||
}
|
||||
|
||||
let shot_entity = if query_shot.contains(*e1) { *e1 } else { *e2 };
|
||||
|
||||
let Ok((shot_pos, animation, damage)) =
|
||||
query_shot.get(shot_entity).map(|(projectile, t)| {
|
||||
(
|
||||
t.translation,
|
||||
projectile.impact_animation,
|
||||
projectile.damage,
|
||||
)
|
||||
})
|
||||
else {
|
||||
continue;
|
||||
};
|
||||
|
||||
if let Ok(mut entity) = commands.get_entity(shot_entity) {
|
||||
entity.try_despawn();
|
||||
} else {
|
||||
continue;
|
||||
}
|
||||
|
||||
commands.trigger(PlaySound::ThrowHit);
|
||||
|
||||
commands.trigger(Explosion {
|
||||
damage,
|
||||
position: shot_pos,
|
||||
//TODO: should be around 1 grid in distance
|
||||
radius: 5.,
|
||||
});
|
||||
|
||||
//TODO: support different impact animations
|
||||
if animation {
|
||||
commands
|
||||
.spawn(
|
||||
Sprite3dBuilder {
|
||||
image: assets.image.clone(),
|
||||
pixels_per_metre: 32.,
|
||||
alpha_mode: AlphaMode::Blend,
|
||||
unlit: true,
|
||||
..default()
|
||||
}
|
||||
.bundle_with_atlas(
|
||||
&mut sprite_params,
|
||||
TextureAtlas {
|
||||
layout: assets.layout.clone(),
|
||||
index: 0,
|
||||
},
|
||||
),
|
||||
)
|
||||
.insert((
|
||||
Billboard::All,
|
||||
Transform::from_translation(shot_pos),
|
||||
NotShadowCaster,
|
||||
AnimationTimer::new(Timer::from_seconds(0.02, TimerMode::Repeating)),
|
||||
));
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user