Files
HEDZReloaded/src/abilities/curver.rs
2025-06-23 00:05:24 +02:00

205 lines
6.0 KiB
Rust

use crate::{
GameState,
abilities::TriggerCurver,
billboards::Billboard,
heads_database::HeadsDatabase,
hitpoints::Hit,
loading_assets::GameAssets,
physics_layers::GameLayer,
tb_entities::EnemySpawn,
utils::{auto_rotate::AutoRotation, global_observer, sprite_3d_animation::AnimationTimer},
};
use avian3d::prelude::*;
use bevy::{pbr::NotShadowCaster, prelude::*};
use bevy_sprite3d::{Sprite3dBuilder, Sprite3dParams};
use std::f32::consts::PI;
const MAX_SHOT_AGES: f32 = 15.;
#[derive(Component)]
struct CurverProjectile {
time: 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, enemy_hit).run_if(in_state(GameState::Playing)),
);
app.add_systems(
FixedUpdate,
(update, timeout).run_if(in_state(GameState::Playing)),
);
global_observer!(app, on_trigger_missile);
}
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<TriggerCurver>,
mut commands: Commands,
query_transform: Query<&Transform>,
time: Res<Time>,
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() * 2.0;
let mesh = assets.projectiles[format!("{}.glb", head.projectile).as_str()].clone();
let asset = gltf_assets.get(&mesh).unwrap();
commands.spawn((
Name::new("projectile-missile"),
CurverProjectile {
time: time.elapsed_secs(),
damage: head.damage,
},
Collider::capsule_endpoints(0.4, Vec3::new(0., 0., 2.), Vec3::new(0., 0., -2.)),
CollisionLayers::new(
LayerMask(GameLayer::Projectile.to_bits()),
LayerMask(state.target_layer.to_bits() | GameLayer::Level.to_bits()),
),
Sensor,
CollisionEventsEnabled,
Visibility::default(),
t,
children![(
Transform::from_rotation(Quat::from_rotation_x(PI / 2.).inverse()),
AutoRotation(Quat::from_rotation_x(0.4) * Quat::from_rotation_z(0.3)),
SceneRoot(asset.scenes[0].clone()),
),],
));
}
fn enemy_hit(
mut commands: Commands,
mut collision_event_reader: EventReader<CollisionStarted>,
query_shot: Query<&CurverProjectile>,
query_npc: Query<&EnemySpawn>,
) {
for CollisionStarted(e1, e2) in collision_event_reader.read() {
if !query_shot.contains(*e1) && !query_shot.contains(*e2) {
continue;
}
if !query_npc.contains(*e1) && !query_npc.contains(*e2) {
continue;
}
let (enemy_entity, projectile) = if query_npc.contains(*e1) {
(*e1, query_shot.get(*e2))
} else {
(*e2, query_shot.get(*e1))
};
if let Ok(projectile) = projectile {
let damage = projectile.damage;
commands.entity(enemy_entity).trigger(Hit { damage });
}
}
}
fn update(mut query: Query<&mut Transform, With<CurverProjectile>>) {
for mut transform in query.iter_mut() {
let forward = transform.forward();
transform.translation += forward * 0.5;
}
}
fn timeout(mut commands: Commands, query: Query<(Entity, &CurverProjectile)>, time: Res<Time>) {
let current_time = time.elapsed_secs();
for (e, CurverProjectile { time, .. }) in query.iter() {
if current_time > time + MAX_SHOT_AGES {
commands.entity(e).despawn();
}
}
}
fn shot_collision(
mut commands: Commands,
mut collision_event_reader: EventReader<CollisionStarted>,
query_shot: Query<&Transform, With<CurverProjectile>>,
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) = query_shot.get(shot_entity).map(|t| t.translation) else {
continue;
};
if let Ok(mut entity) = commands.get_entity(shot_entity) {
entity.try_despawn();
} else {
continue;
}
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::All,
Transform::from_translation(shot_pos),
NotShadowCaster,
AnimationTimer::new(Timer::from_seconds(0.01, TimerMode::Repeating)),
));
}
}