Files
HEDZReloaded/src/shooting.rs

226 lines
6.8 KiB
Rust

use crate::{
GameState,
aim::AimState,
billboards::Billboard,
loading_assets::GameAssets,
npc::Hit,
physics_layers::GameLayer,
player::{Player, PlayerRig},
sounds::PlaySound,
tb_entities::EnemySpawn,
};
use avian3d::prelude::{
Collider, CollisionLayers, CollisionStarted, LayerMask, PhysicsLayer, Sensor,
};
use bevy::{pbr::NotShadowCaster, prelude::*};
use bevy_polyline::prelude::*;
use bevy_sprite3d::{Sprite3d, Sprite3dBuilder, Sprite3dParams};
use std::f32::consts::PI;
#[derive(Component)]
struct Shot {
time: f32,
}
const MAX_SHOT_AGES: f32 = 1.;
#[derive(Event, Reflect)]
pub enum TriggerState {
Active,
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(OnEnter(GameState::Playing), setup);
app.add_systems(
Update,
(update, shot_collision, enemy_hit, timeout, animate_sprite)
.run_if(in_state(GameState::Playing)),
);
app.add_observer(on_trigger_state);
}
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_state(
trigger: Trigger<TriggerState>,
mut commands: Commands,
aim: Res<AimState>,
player_rot: Query<&Transform, With<PlayerRig>>,
player_pos: Query<&Transform, With<Player>>,
target_transform: Query<&Transform, (Without<Player>, Without<PlayerRig>)>,
time: Res<Time>,
mut polyline_materials: ResMut<Assets<PolylineMaterial>>,
mut polylines: ResMut<Assets<Polyline>>,
) {
if matches!(trigger.event(), TriggerState::Active) {
commands.trigger(PlaySound::Gun);
let Some(player_pos) = player_pos.iter().next().map(|t| t.translation) else {
return;
};
let Some(rotation) = player_rot.iter().next().map(|t| t.rotation) else {
return;
};
let rotation = if let Some(target) = aim.target {
let t = target_transform
.get(target)
.expect("target must have transform");
Transform::from_translation(player_pos)
.looking_at(t.translation, Vec3::Y)
.rotation
} else {
rotation.mul_quat(Quat::from_rotation_y(PI))
};
let mut t = Transform::from_translation(player_pos).with_rotation(rotation);
t.translation += t.forward().as_vec3() * 2.;
commands
.spawn((
Shot {
time: time.elapsed_secs(),
},
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 {
polyline: PolylineHandle(polylines.add(Polyline {
vertices: vec![Vec3::Z * 2., Vec3::Z * -2.],
})),
material: PolylineMaterialHandle(polyline_materials.add(PolylineMaterial {
width: 10.0,
color: LinearRgba::rgb(0.9, 0.9, 0.),
perspective: false,
..default()
})),
..default()
});
}
}
fn update(mut query: Query<&mut Transform, With<Shot>>) {
for mut transform in query.iter_mut() {
let forward = transform.forward();
transform.translation += forward * 2.;
}
}
fn timeout(mut commands: Commands, query: Query<(Entity, &Shot)>, time: Res<Time>) {
let current_time = time.elapsed_secs();
for (e, Shot { time }) in query.iter() {
if current_time > time + MAX_SHOT_AGES {
commands.entity(e).despawn_recursive();
}
}
}
fn enemy_hit(
mut commands: Commands,
mut collision_event_reader: EventReader<CollisionStarted>,
query_npc: Query<&EnemySpawn>,
) {
for CollisionStarted(e1, e2) in collision_event_reader.read() {
if !(query_npc.contains(*e1) || query_npc.contains(*e2)) {
continue;
}
let enemy_entity = if query_npc.contains(*e1) { *e1 } else { *e2 };
commands.entity(enemy_entity).trigger(Hit { damage: 20 });
}
}
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, &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)) {
continue;
}
// filter out collision with player
// TODO: give level geo a layer and we can simply use `CollisionLayers`
if query_player.contains(*e1) || query_player.contains(*e2) {
continue;
}
let shot_entity = if query_shot.contains(*e1) { *e1 } else { *e2 };
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)),
));
}
}