add projectile::colide()
This commit is contained in:
parent
1ebc94bd9d
commit
7ab0f4612b
|
@ -11,6 +11,7 @@ mod map;
|
|||
mod player;
|
||||
mod off_map;
|
||||
mod enemy;
|
||||
mod projectile;
|
||||
|
||||
#[derive(PhysicsLayer)]
|
||||
pub enum Layer {
|
||||
|
@ -38,6 +39,7 @@ fn main() {
|
|||
.add_system(player::input.after("input"))
|
||||
.add_system(off_map::check)
|
||||
.add_system(enemy::walk)
|
||||
.add_system(projectile::collide)
|
||||
.add_system(exit_on_escape)
|
||||
// .add_system(log_collisions)
|
||||
.run();
|
||||
|
|
|
@ -8,6 +8,7 @@ use crate::{
|
|||
enemy::Enemy,
|
||||
player::Player,
|
||||
off_map::CanFallOffMap,
|
||||
projectile::EGG_RADIUS,
|
||||
Layer,
|
||||
};
|
||||
|
||||
|
@ -101,7 +102,7 @@ pub fn setup(
|
|||
bridge_material: materials.add(Color::rgb(0.5, 0.4, 0.1).into()),
|
||||
egg_material: materials.add(Color::rgb(1.0, 1.0, 0.9).into()),
|
||||
egg_mesh: meshes.add(Mesh::from(shape::Icosphere {
|
||||
radius: crate::player::EGG_RADIUS,
|
||||
radius: EGG_RADIUS,
|
||||
subdivisions: 8,
|
||||
})),
|
||||
last_build: None,
|
||||
|
@ -326,7 +327,7 @@ fn add_island(
|
|||
})
|
||||
.insert(PhysicMaterial {
|
||||
restitution: 1.0,
|
||||
density: 500.0,
|
||||
density: 300.0,
|
||||
friction: 0.0,
|
||||
})
|
||||
.insert(RotationConstraints::lock())
|
||||
|
@ -335,7 +336,7 @@ fn add_island(
|
|||
.insert(CanFallOffMap)
|
||||
.insert(Enemy {
|
||||
rotation: 0.0,
|
||||
bounds: (translation.x - half_extends.x + 1.0..=translation.x + half_extends.x - 1.0, translation.z - half_extends.z + 1.0..=translation.z + half_extends.z - 1.0),
|
||||
bounds: (translation.x - half_extends.x + 0.5..=translation.x + half_extends.x - 0.5, translation.z - half_extends.z + 0.5..=translation.z + half_extends.z - 0.5),
|
||||
patrol_target: None,
|
||||
})
|
||||
.with_children(|children| {
|
||||
|
|
|
@ -6,11 +6,10 @@ use crate::{
|
|||
input::{InputState, Key, Source as InputSource},
|
||||
map::GroundContact,
|
||||
off_map::CanFallOffMap,
|
||||
projectile::{EGG_RADIUS, Projectile},
|
||||
Layer,
|
||||
};
|
||||
|
||||
pub const EGG_RADIUS: f32 = 0.15;
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct Player {
|
||||
input_source: InputSource,
|
||||
|
@ -116,7 +115,7 @@ pub fn input(
|
|||
1.2
|
||||
} else if x != 0.0 || z != 0.0 {
|
||||
// walk bobbing
|
||||
0.2
|
||||
0.3
|
||||
} else {
|
||||
0.0
|
||||
};
|
||||
|
@ -145,7 +144,7 @@ pub fn input(
|
|||
&& input.keys.contains(&(player.input_source.clone(), Key::Shoot))
|
||||
{
|
||||
let direction = Quat::from_rotation_y(player.rotation) * Vec3::Z;
|
||||
let mut transform = Transform::from_translation(transform.translation + 0.5 * direction);
|
||||
let mut transform = Transform::from_translation(transform.translation + 1.0 * direction);
|
||||
transform.scale += 0.3 * direction;
|
||||
commands.spawn()
|
||||
.insert(RigidBody::Dynamic)
|
||||
|
@ -157,11 +156,12 @@ pub fn input(
|
|||
radius: EGG_RADIUS,
|
||||
})
|
||||
.insert(PhysicMaterial {
|
||||
restitution: 0.0,
|
||||
density: 20_000.0,
|
||||
restitution: 1.0,
|
||||
density: 10_000.0,
|
||||
friction: 1.0,
|
||||
})
|
||||
.insert(Velocity::from_linear(20.0 * direction))
|
||||
.insert(Velocity::from_linear(30.0 * direction))
|
||||
.insert(Projectile)
|
||||
.insert(CanFallOffMap)
|
||||
.insert(GlobalTransform::default())
|
||||
.insert_bundle(PbrBundle {
|
||||
|
|
|
@ -0,0 +1,43 @@
|
|||
use std::collections::HashMap;
|
||||
use rand::prelude::*;
|
||||
use bevy::{
|
||||
prelude::*,
|
||||
};
|
||||
use heron::prelude::*;
|
||||
use crate::{
|
||||
player::Player,
|
||||
Layer,
|
||||
};
|
||||
|
||||
pub const EGG_RADIUS: f32 = 0.15;
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct Projectile;
|
||||
|
||||
pub fn collide(
|
||||
mut events: EventReader<CollisionEvent>,
|
||||
mut velocities: Query<&mut Velocity>
|
||||
) {
|
||||
fn is_projectile(layers: CollisionLayers) -> bool {
|
||||
layers.contains_group(Layer::Projectile)
|
||||
}
|
||||
|
||||
for event in events.iter() {
|
||||
let (entity_1, entity_2) = event.rigid_body_entities();
|
||||
let (layers_1, layers_2) = event.collision_layers();
|
||||
if is_projectile(layers_1) {
|
||||
let projectile_velocity = velocities.get(entity_1)
|
||||
.expect("entity_1");
|
||||
if let Ok(mut velocity) = velocities.get_mut(entity_2) {
|
||||
*velocity.linear = (Vec3::from(*velocity.linear) + Vec3::from(*projectile_velocity.linear)).into();
|
||||
}
|
||||
}
|
||||
if is_projectile(layers_2) {
|
||||
let projectile_velocity = velocities.get(entity_2)
|
||||
.expect("entity_2");
|
||||
if let Ok(mut velocity) = velocities.get_mut(entity_1) {
|
||||
*velocity.linear = (Vec3::from(*velocity.linear) + Vec3::from(*projectile_velocity.linear)).into();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue