simple missile ability and sound (#38)

This commit is contained in:
extrawurst
2025-04-27 23:03:18 +02:00
committed by GitHub
parent 70b3faca8d
commit c9f17e4130
7 changed files with 236 additions and 1 deletions

224
src/abilities/missile.rs Normal file
View File

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use super::TriggerMissile;
use crate::{
GameState,
billboards::Billboard,
heads_database::HeadsDatabase,
hitpoints::Hit,
loading_assets::GameAssets,
physics_layers::GameLayer,
sounds::PlaySound,
utils::{global_observer, sprite_3d_animation::AnimationTimer},
};
use avian3d::prelude::*;
use bevy::{pbr::NotShadowCaster, prelude::*};
use bevy_polyline::prelude::*;
use bevy_sprite3d::{Sprite3dBuilder, Sprite3dParams};
use std::f32::consts::PI;
const MAX_SHOT_AGES: f32 = 5.;
#[derive(Component)]
struct MissileProjectile {
time: f32,
damage: u32,
}
#[derive(Event, Debug)]
struct Explosion {
position: Vec3,
radius: 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, update, timeout).run_if(in_state(GameState::Playing)),
);
global_observer!(app, on_trigger_missile);
global_observer!(app, on_explosion);
}
fn on_explosion(
explosion: Trigger<Explosion>,
mut commands: Commands,
spatial_query: SpatialQuery,
) {
let explosion = explosion.event();
let intersections = {
spatial_query.shape_intersections(
&Collider::sphere(explosion.radius),
explosion.position,
Quat::default(),
&SpatialQueryFilter::default().with_mask(LayerMask(
GameLayer::Npc.to_bits() | GameLayer::Player.to_bits(),
)),
)
};
for entity in intersections.iter() {
if let Some(mut e) = commands.get_entity(*entity) {
e.trigger(Hit {
damage: explosion.damage,
});
}
}
}
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>,
mut polyline_materials: ResMut<Assets<PolylineMaterial>>,
mut polylines: ResMut<Assets<Polyline>>,
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() * 3.0;
let mesh = assets.projectiles["missile.glb"].clone();
let asset = gltf_assets.get(&mesh).unwrap();
commands
.spawn((
Name::new("projectile-missle"),
MissileProjectile {
time: time.elapsed_secs(),
damage: head.damage,
},
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,
Visibility::default(),
t,
))
.with_child((
Transform::from_rotation(Quat::from_rotation_x(PI / 2.).inverse())
.with_scale(Vec3::splat(0.04)),
SceneRoot(asset.scenes[0].clone()),
))
.with_child(PolylineBundle {
polyline: PolylineHandle(polylines.add(Polyline {
vertices: vec![Vec3::Z * 4., Vec3::Z * 0.],
})),
material: PolylineMaterialHandle(polyline_materials.add(PolylineMaterial {
width: 12.0,
color: LinearRgba::rgb(0.9, 0.9, 0.),
perspective: false,
..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_recursive();
}
}
}
fn shot_collision(
mut commands: Commands,
mut collision_event_reader: EventReader<CollisionStarted>,
query_shot: Query<(&MissileProjectile, &Transform)>,
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;
}
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_recursive();
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,
Transform::from_translation(shot_pos),
NotShadowCaster,
AnimationTimer::new(Timer::from_seconds(0.01, TimerMode::Repeating)),
));
}
}