Add very basic projectile
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parent
27ee782aad
commit
1f9493efb5
1 changed files with 66 additions and 4 deletions
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@ -1,7 +1,16 @@
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use crate::player::PlayerMarker;
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use bevy::{
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input::{mouse::MouseButtonInput, ElementState},
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prelude::*,
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};
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use bevy_rapier3d::{
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na::Matrix3x1,
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physics::RigidBodyHandleComponent,
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rapier::{
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dynamics::{RigidBody, RigidBodyBuilder, RigidBodySet},
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geometry::ColliderBuilder,
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},
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};
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use std::time::Duration;
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pub struct WeaponPlugin;
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@ -10,7 +19,8 @@ impl Plugin for WeaponPlugin {
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fn build(&self, app: &mut AppBuilder) {
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app
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.add_resource(WeaponData::default())
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.add_system(shoot_system.system());
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.add_system(shoot_system.system())
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.add_system(projectile_system.system());
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}
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}
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@ -33,6 +43,10 @@ fn shoot_system(
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mouse_button_events: Res<Events<MouseButtonInput>>,
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time: Res<Time>,
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mut weapon: ResMut<WeaponData>,
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commands: &mut Commands,
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meshes: ResMut<Assets<Mesh>>,
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materials: ResMut<Assets<StandardMaterial>>,
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player_location_query: Query<&Transform, With<PlayerMarker>>,
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) {
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if weapon.reloading {
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weapon.reload_timer.tick(time.delta_seconds());
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@ -49,8 +63,56 @@ fn shoot_system(
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}
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}
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if let Some(player_transform) = player_location_query.iter().next() {
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if fired && !weapon.reloading {
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info!("weapon fired");
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weapon.reloading = true;
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spawn_projectile(commands, meshes, materials, player_transform);
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}
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}
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}
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#[derive(Default)]
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struct ProjectileMarker;
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fn spawn_projectile(
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commands: &mut Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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player_transform: &Transform,
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) {
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let projectile_mesh = Mesh::from(shape::Cube { size: 0.25 });
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let projectile_material = Color::rgb(0.0, 1.0, 0.0).into();
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let player_trans = player_transform.translation;
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let player_rot = player_transform.rotation;
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commands
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.spawn(PbrBundle {
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mesh: meshes.add(projectile_mesh),
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material: materials.add(projectile_material),
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transform: Transform::from_translation(Vec3::new(0.0, 0.0, 0.0)),
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..Default::default()
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})
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.with(ProjectileMarker::default())
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.with(
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RigidBodyBuilder::new_dynamic()
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.translation(player_trans.x, player_trans.y, player_trans.z)
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.rotation(Matrix3x1::new(player_rot.x, player_rot.y, player_rot.z))
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.mass(0.0, false)
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.lock_translations()
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.lock_rotations(),
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)
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.with(ColliderBuilder::cylinder(0.1, 0.1));
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}
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fn projectile_system(
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mut rigid_body_set: ResMut<RigidBodySet>,
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mut query: Query<&RigidBodyHandleComponent, With<ProjectileMarker>>,
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) {
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for body_handle in query.iter_mut() {
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let body: &mut RigidBody = rigid_body_set.get_mut(body_handle.handle()).unwrap();
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body.set_linvel(Matrix3x1::new(1.0, 0.0, 0.0), true);
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}
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}
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