201
src/abilities/missile.rs
Normal file
201
src/abilities/missile.rs
Normal file
@@ -0,0 +1,201 @@
|
||||
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)),
|
||||
));
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user