184
crates/shared/src/abilities/thrown.rs
Normal file
184
crates/shared/src/abilities/thrown.rs
Normal file
@@ -0,0 +1,184 @@
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use super::TriggerThrow;
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use crate::{
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GameState,
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billboards::Billboard,
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heads_database::HeadsDatabase,
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loading_assets::GameAssets,
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physics_layers::GameLayer,
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sounds::PlaySound,
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utils::{
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auto_rotate::AutoRotation, explosions::Explosion, global_observer,
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sprite_3d_animation::AnimationTimer,
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},
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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_ballistic::launch_velocity;
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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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impact_animation: bool,
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damage: u32,
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}
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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.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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global_observer!(app, on_trigger_thrown);
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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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|
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fn on_trigger_thrown(
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trigger: Trigger<TriggerThrow>,
|
||||
mut commands: Commands,
|
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query_transform: Query<&Transform>,
|
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assets: Res<GameAssets>,
|
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gltf_assets: Res<Assets<Gltf>>,
|
||||
heads_db: Res<HeadsDatabase>,
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||||
) {
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let state = trigger.event().0;
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||||
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||||
commands.trigger(PlaySound::Throw);
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||||
|
||||
const SPEED: f32 = 35.;
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||||
|
||||
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