220 lines
6.3 KiB
Rust
220 lines
6.3 KiB
Rust
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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hitpoints::Hit,
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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::{global_observer, sprite_3d_animation::AnimationTimer},
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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(Component, Reflect)]
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#[reflect(Component)]
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struct AutoRotation(Quat);
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#[derive(Event, Debug)]
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struct Explosion {
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position: Vec3,
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radius: f32,
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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.register_type::<AutoRotation>();
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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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app.add_systems(FixedUpdate, update_auto_rotation);
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global_observer!(app, on_trigger_thrown);
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global_observer!(app, on_explosion);
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}
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fn on_explosion(
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explosion: Trigger<Explosion>,
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mut commands: Commands,
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spatial_query: SpatialQuery,
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) {
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let explosion = explosion.event();
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let intersections = {
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spatial_query.shape_intersections(
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&Collider::sphere(explosion.radius),
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explosion.position,
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Quat::default(),
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&SpatialQueryFilter::default().with_mask(LayerMask(
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GameLayer::Npc.to_bits() | GameLayer::Player.to_bits(),
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)),
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)
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};
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for entity in intersections.iter() {
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if let Ok(mut e) = commands.get_entity(*entity) {
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e.trigger(Hit {
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damage: explosion.damage,
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});
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}
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}
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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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fn on_trigger_thrown(
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trigger: Trigger<TriggerThrow>,
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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>>,
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heads_db: Res<HeadsDatabase>,
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) {
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let state = trigger.event().0;
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commands.trigger(PlaySound::Throw);
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const SPEED: f32 = 35.;
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let pos = state.pos;
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let vel = if let Some(target) = state.target {
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let t = query_transform
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.get(target)
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.expect("target must have transform");
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launch_velocity(pos, t.translation, SPEED, 9.81)
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.map(|(low, _)| low)
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.unwrap()
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} else {
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state.rot.mul_quat(Quat::from_rotation_y(-PI / 2.))
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* (Vec3::new(2., 1., 0.).normalize() * SPEED)
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};
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let head = heads_db.head_stats(state.head);
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let mesh = assets.projectiles[format!("{}.glb", head.projectile).as_str()].clone();
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let asset = gltf_assets.get(&mesh).unwrap();
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//TODO: projectile db?
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let explosion_animation = !matches!(state.head, 8 | 16);
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commands
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.spawn((
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Transform::from_translation(pos),
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Name::new("projectile-thrown"),
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ThrownProjectile {
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impact_animation: explosion_animation,
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damage: head.damage,
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},
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Collider::sphere(0.5),
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CollisionLayers::new(
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LayerMask(GameLayer::Projectile.to_bits()),
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LayerMask(state.target_layer.to_bits() | GameLayer::Level.to_bits()),
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),
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RigidBody::Dynamic,
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CollisionEventsEnabled,
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Mass(0.01),
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LinearVelocity(vel),
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Visibility::default(),
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))
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.with_child((
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AutoRotation(Quat::from_rotation_x(0.4) * Quat::from_rotation_z(0.3)),
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SceneRoot(asset.scenes[0].clone()),
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));
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}
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fn shot_collision(
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mut commands: Commands,
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mut collision_event_reader: EventReader<CollisionStarted>,
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query_shot: Query<(&ThrownProjectile, &Transform)>,
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assets: Res<ShotAssets>,
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mut sprite_params: Sprite3dParams,
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) {
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for CollisionStarted(e1, e2) in collision_event_reader.read() {
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if !query_shot.contains(*e1) && !query_shot.contains(*e2) {
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continue;
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}
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let shot_entity = if query_shot.contains(*e1) { *e1 } else { *e2 };
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let Ok((shot_pos, animation, damage)) =
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query_shot.get(shot_entity).map(|(projectile, t)| {
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(
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t.translation,
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projectile.impact_animation,
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projectile.damage,
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)
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})
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else {
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continue;
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};
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commands.entity(shot_entity).despawn();
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commands.trigger(PlaySound::ThrowHit);
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commands.trigger(Explosion {
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damage,
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position: shot_pos,
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//TODO: should be around 1 grid in distance
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radius: 5.,
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});
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//TODO: support different impact animations
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if animation {
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commands
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.spawn(
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Sprite3dBuilder {
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image: assets.image.clone(),
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pixels_per_metre: 32.,
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alpha_mode: AlphaMode::Blend,
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unlit: true,
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..default()
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}
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.bundle_with_atlas(
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&mut sprite_params,
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TextureAtlas {
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layout: assets.layout.clone(),
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index: 0,
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},
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),
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)
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.insert((
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Billboard,
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Transform::from_translation(shot_pos),
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NotShadowCaster,
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AnimationTimer::new(Timer::from_seconds(0.02, TimerMode::Repeating)),
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));
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}
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}
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}
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fn update_auto_rotation(mut query: Query<(&AutoRotation, &mut Transform)>) {
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for (auto_rotation, mut transform) in query.iter_mut() {
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transform.rotate_local(auto_rotation.0);
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}
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}
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