animated sprite impact effect

This commit is contained in:
2025-03-25 12:30:15 +01:00
parent 594a5a612d
commit f2eb7d180b
5 changed files with 96 additions and 5 deletions

Binary file not shown.

After

Width:  |  Height:  |  Size: 764 KiB

View File

@@ -11,7 +11,7 @@ pub fn plugin(app: &mut App) {
}
app.register_type::<Billboard>();
app.add_systems(Update, face_camera);
app.add_systems(Update, (face_camera, face_camera_no_parent));
}
fn face_camera(
@@ -36,3 +36,13 @@ fn face_camera(
transform.look_at(target.translation, Vec3::Y);
}
}
fn face_camera_no_parent(
cam_query: Query<&GlobalTransform, With<Camera>>,
mut query: Query<&mut Transform, (With<Billboard>, Without<Camera>, Without<Parent>)>,
) {
let cam_transform = cam_query.single();
for mut transform in query.iter_mut() {
transform.look_at(cam_transform.translation(), Vec3::Y);
}
}

View File

@@ -59,7 +59,7 @@ pub fn plugin(app: &mut App) {
fn startup(mut commands: Commands) {
commands.spawn((
Camera3d::default(),
MainCamera::new(Vec3::new(0., 2., -12.)),
MainCamera::new(Vec3::new(0., 2.5, -13.)),
CameraRotation(0.),
));
}

View File

@@ -27,6 +27,7 @@ use bevy::prelude::*;
use bevy::render::view::ColorGrading;
use bevy::scene::SceneInstanceReady;
use bevy_polyline::PolylinePlugin;
use bevy_sprite3d::Sprite3dPlugin;
use bevy_trenchbroom::prelude::*;
use control::controller::CharacterControllerPlugin;
use physics_layers::GameLayer;
@@ -65,6 +66,7 @@ fn main() {
app.add_plugins(PhysicsPlugins::default());
app.add_plugins(CharacterControllerPlugin);
app.add_plugins(PolylinePlugin);
app.add_plugins(Sprite3dPlugin);
app.add_plugins(TrenchBroomPlugin(TrenchBroomConfig::new("hedz")));
#[cfg(feature = "dbg")]

View File

@@ -1,5 +1,6 @@
use crate::{
aim::AimState,
billboards::Billboard,
npc::Hit,
physics_layers::GameLayer,
player::{Player, PlayerRig},
@@ -9,8 +10,9 @@ use crate::{
use avian3d::prelude::{
Collider, CollisionLayers, CollisionStarted, LayerMask, PhysicsLayer, Sensor,
};
use bevy::prelude::*;
use bevy::{pbr::NotShadowCaster, prelude::*};
use bevy_polyline::prelude::*;
use bevy_sprite3d::{Sprite3d, Sprite3dBuilder, Sprite3dParams};
use std::f32::consts::PI;
#[derive(Component)]
@@ -26,11 +28,40 @@ pub enum TriggerState {
Inactive,
}
#[derive(Resource)]
struct ShotAssets {
image: Handle<Image>,
layout: Handle<TextureAtlasLayout>,
}
//TODO: give its own plugin
#[derive(Component, Deref, DerefMut)]
struct AnimationTimer(Timer);
pub fn plugin(app: &mut App) {
app.add_systems(Update, (update, shot_collision, enemy_hit, timeout));
app.add_systems(Startup, setup);
app.add_systems(
Update,
(update, shot_collision, enemy_hit, timeout, animate_sprite),
);
app.add_observer(on_trigger_state);
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut sprite_params: Sprite3dParams,
) {
let image = asset_server.load("textures/fx/impact.png");
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,
layout: texture_atlas_layout,
});
}
fn on_trigger_state(
trigger: Trigger<TriggerState>,
mut commands: Commands,
@@ -75,6 +106,7 @@ fn on_trigger_state(
Collider::capsule_endpoints(0.5, Vec3::new(0., 0., 0.), Vec3::new(0., 0., -3.)),
CollisionLayers::new(LayerMask(GameLayer::Projectile.to_bits()), LayerMask::ALL),
Sensor,
Visibility::default(),
t,
))
.with_child(PolylineBundle {
@@ -129,11 +161,33 @@ fn enemy_hit(
}
}
fn animate_sprite(
mut commands: Commands,
time: Res<Time>,
mut query: Query<(Entity, &mut AnimationTimer, &mut Sprite3d)>,
) {
for (e, mut timer, mut sprite_3d) in query.iter_mut() {
timer.tick(time.delta());
if timer.just_finished() {
let length = sprite_3d.texture_atlas_keys.as_ref().unwrap().len();
let atlas = sprite_3d.texture_atlas.as_mut().unwrap();
if atlas.index < length - 1 {
atlas.index = atlas.index.saturating_add(1) % length;
} else {
commands.entity(e).despawn_recursive();
}
}
}
}
fn shot_collision(
mut commands: Commands,
mut collision_event_reader: EventReader<CollisionStarted>,
query_shot: Query<&Shot>,
query_shot: Query<(&Shot, &Transform)>,
query_player: Query<&Player>,
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)) {
@@ -151,6 +205,31 @@ fn shot_collision(
.or_else(|| Some(*e2))
.unwrap();
let shot_pos = query_shot.get(shot_entity).unwrap().1.translation;
commands.entity(shot_entity).despawn_recursive();
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,
Transform::from_translation(shot_pos),
NotShadowCaster,
AnimationTimer(Timer::from_seconds(0.01, TimerMode::Repeating)),
));
}
}