use observable collision events
to simplify key/head_drop collecting
This commit is contained in:
@@ -4,7 +4,10 @@ use crate::{
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squish_animation::SquishAnimation, tb_entities::SecretHead,
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};
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use avian3d::prelude::*;
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use bevy::prelude::*;
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use bevy::{
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ecs::{relationship::RelatedSpawner, spawn::SpawnWith},
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prelude::*,
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};
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use std::f32::consts::PI;
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#[derive(Event, Reflect)]
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@@ -44,7 +47,6 @@ struct SecretHeadMarker;
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pub struct HeadCollected(pub usize);
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pub fn plugin(app: &mut App) {
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app.add_systems(Update, collect_head.run_if(in_state(GameState::Playing)));
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app.add_systems(OnEnter(GameState::Playing), spawn);
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global_observer!(app, on_head_drop);
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@@ -85,6 +87,8 @@ fn on_head_drop(
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}
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.ok_or("asset not found")?;
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let head_id = drop.head_id;
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commands
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.spawn((
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Name::new("headdrop"),
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@@ -97,15 +101,18 @@ fn on_head_drop(
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GameLayer::CollectiblePhysics,
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LayerMask::ALL & !GameLayer::Player.to_bits(),
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),
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CollisionEventsEnabled,
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Restitution::new(0.6),
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children![(
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Collider::sphere(1.5),
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CollisionLayers::new(GameLayer::CollectibleSensors, GameLayer::Player),
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Sensor,
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CollisionEventsEnabled,
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HeadDrop(drop.head_id),
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)],
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Children::spawn(SpawnWith(move |parent: &mut RelatedSpawner<ChildOf>| {
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parent
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.spawn((
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Collider::sphere(1.5),
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CollisionLayers::new(GameLayer::CollectibleSensors, GameLayer::Player),
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Sensor,
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CollisionEventsEnabled,
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HeadDrop(head_id),
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))
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.observe(on_collect_head);
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})),
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))
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.insert_if(
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ExternalImpulse::new(spawn_dir * 180.).with_persistence(false),
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@@ -120,23 +127,18 @@ fn on_head_drop(
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Ok(())
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}
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fn collect_head(
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fn on_collect_head(
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trigger: Trigger<OnCollisionStart>,
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mut commands: Commands,
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mut collision_event_reader: EventReader<CollisionStarted>,
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query_player: Query<&Player>,
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query_collectable: Query<(&HeadDrop, &ChildOf)>,
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query_secret: Query<&SecretHeadMarker>,
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) {
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for CollisionStarted(e1, e2) in collision_event_reader.read() {
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let collectable = if query_player.contains(*e1) && query_collectable.contains(*e2) {
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*e2
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} else if query_player.contains(*e2) && query_collectable.contains(*e1) {
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*e1
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} else {
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continue;
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};
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let collectable = trigger.target();
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let collider = trigger.collider;
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let (key, child_of) = query_collectable.get(collectable).unwrap();
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if query_player.contains(collider) {
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let (drop, child_of) = query_collectable.get(collectable).unwrap();
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let is_secret = query_secret.contains(collectable);
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@@ -145,7 +147,8 @@ fn collect_head(
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} else {
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commands.trigger(PlaySound::HeadCollect);
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}
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commands.trigger(HeadCollected(key.0));
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commands.trigger(HeadCollected(drop.0));
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commands.entity(child_of.parent()).despawn();
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}
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}
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58
src/keys.rs
58
src/keys.rs
@@ -1,10 +1,12 @@
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use crate::{
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GameState, billboards::Billboard, global_observer, loading_assets::GameAssets,
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physics_layers::GameLayer, player::Player, sounds::PlaySound,
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squish_animation::SquishAnimation,
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billboards::Billboard, global_observer, loading_assets::GameAssets, physics_layers::GameLayer,
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player::Player, sounds::PlaySound, squish_animation::SquishAnimation,
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};
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use avian3d::prelude::*;
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use bevy::prelude::*;
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use bevy::{
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ecs::{relationship::RelatedSpawner, spawn::SpawnWith},
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prelude::*,
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};
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use std::f32::consts::PI;
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#[derive(Event, Reflect)]
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@@ -18,14 +20,14 @@ struct Key(pub String);
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pub struct KeyCollected(pub String);
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pub fn plugin(app: &mut App) {
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app.add_systems(Update, collect_key.run_if(in_state(GameState::Playing)));
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global_observer!(app, on_spawn_key);
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}
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fn on_spawn_key(trigger: Trigger<KeySpawn>, mut commands: Commands, assets: Res<GameAssets>) {
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let KeySpawn(position, id) = trigger.event();
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let id = id.clone();
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let angle = rand::random::<f32>() * PI * 2.;
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let spawn_dir = Quat::from_rotation_y(angle) * Vec3::new(0.5, 0.6, 0.).normalize();
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@@ -38,41 +40,39 @@ fn on_spawn_key(trigger: Trigger<KeySpawn>, mut commands: Commands, assets: Res<
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LockedAxes::ROTATION_LOCKED,
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RigidBody::Dynamic,
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CollisionLayers::new(GameLayer::CollectiblePhysics, GameLayer::Level),
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CollisionEventsEnabled,
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Restitution::new(0.6),
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children![
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(
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Children::spawn((
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Spawn((
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Billboard,
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SquishAnimation(2.6),
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SceneRoot(assets.mesh_key.clone()),
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),
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(
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Collider::sphere(1.5),
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CollisionLayers::new(GameLayer::CollectibleSensors, GameLayer::Player),
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Sensor,
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CollisionEventsEnabled,
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Key(id.clone()),
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)
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],
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)),
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SpawnWith(|parent: &mut RelatedSpawner<ChildOf>| {
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parent
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.spawn((
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Collider::sphere(1.5),
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CollisionLayers::new(GameLayer::CollectibleSensors, GameLayer::Player),
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Sensor,
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CollisionEventsEnabled,
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Key(id),
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))
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.observe(on_collect_key);
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}),
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)),
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));
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}
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fn collect_key(
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fn on_collect_key(
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trigger: Trigger<OnCollisionStart>,
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mut commands: Commands,
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mut collision_event_reader: EventReader<CollisionStarted>,
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query_player: Query<&Player>,
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query_collectable: Query<(&Key, &ChildOf)>,
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) {
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for CollisionStarted(e1, e2) in collision_event_reader.read() {
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let collectable = if query_player.contains(*e1) && query_collectable.contains(*e2) {
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*e2
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} else if query_player.contains(*e2) && query_collectable.contains(*e1) {
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*e1
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} else {
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continue;
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};
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let key = trigger.target();
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let collider = trigger.collider;
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let (key, child_of) = query_collectable.get(collectable).unwrap();
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if query_player.contains(collider) {
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let (key, child_of) = query_collectable.get(key).unwrap();
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commands.trigger(PlaySound::KeyCollect);
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commands.trigger(KeyCollected(key.0.clone()));
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