Added muzzle flash light

This commit is contained in:
Franklin 2023-11-08 14:45:04 -04:00
parent 373f18cef2
commit 22a8c91c5e
10 changed files with 61 additions and 10 deletions

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@ -2,3 +2,4 @@ pub mod camera;
pub mod firearm;
pub mod holdable;
pub mod player;
pub mod muzzle_flash;

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@ -0,0 +1,4 @@
use bevy::{prelude::Component, time::Timer};
#[derive(Component)]
pub struct MuzzleFlashMarker(pub Timer);

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@ -1 +0,0 @@

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@ -1 +0,0 @@
pub mod m4a1;

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@ -0,0 +1,12 @@
use bevy::prelude::*;
use crate::comps::core::markers::muzzle_flash::MuzzleFlashMarker;
pub fn despawn_muzzle_flashes(mut commands: Commands, mut query: Query<(&mut MuzzleFlashMarker, Entity)>, time: Res<Time>) {
for (mut muzzle_flash, entity) in query.iter_mut() {
muzzle_flash.0.tick(time.delta());
if muzzle_flash.0.finished() {
commands.entity(entity).despawn();
}
}
}

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@ -3,3 +3,5 @@ pub mod firearm;
pub mod player_firing;
pub mod spray_pattern;
pub mod equip_firearm;
pub mod shoot;
pub mod despawn_shots;

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@ -0,0 +1,30 @@
use std::time::Duration;
use bevy::prelude::*;
use crate::comps::core::markers::muzzle_flash::MuzzleFlashMarker;
use super::caliber::Caliber;
pub fn shoot_bullet(
mut commands: &mut Commands,
firing_point: Transform,
towards: Vec3,
caliber: Caliber
) {
commands.spawn(
(PointLightBundle {
point_light: PointLight {
//252, 238, 128
color: Color::Rgba { red: 252., green: 238., blue: 128., alpha: 0.5 },
intensity: 0.001,
range: 30.0,
shadows_enabled: true,
..Default::default()
},
transform: firing_point,
visibility: Visibility::Visible,
..Default::default()
}, MuzzleFlashMarker(Timer::new(Duration::from_millis(10), TimerMode::Once)))
);
}

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@ -2,17 +2,18 @@ use bevy::prelude::*;
use crate::{
comps::core::markers::{firearm::{FirearmData, MagazineData}, holdable::InPlayerHands, player::{PlayerHand, Player}},
logic::core::guns::{player_firing::PlayerFiringInfo, firearm::Firearm}, utils::rad_deg::radians_from_degrees, setup::{animations::AllFirearmAnimations, load_state::GameLoadState, equipment::{EquipmentChangeEvent, Equipment}}, ui::game::settings::SettingsScreenUIConfiguration,
logic::core::guns::{player_firing::PlayerFiringInfo, firearm::Firearm, shoot::shoot_bullet}, utils::rad_deg::radians_from_degrees, setup::{animations::AllFirearmAnimations, load_state::GameLoadState, equipment::{EquipmentChangeEvent, Equipment}}, ui::game::settings::SettingsScreenUIConfiguration,
};
pub fn capture_hand_usage(
mut commands: Commands,
mouse_buttons: Res<Input<MouseButton>>,
keyboard_input: Res<Input<KeyCode>>,
mut hand_query: Query<&mut Transform, With<PlayerHand>>,
time: Res<Time>,
mut firearm_query: Query<
(&mut Transform, &'static FirearmData, &mut MagazineData),
(&GlobalTransform, &'static FirearmData, &mut MagazineData),
(With<InPlayerHands>, Without<PlayerHand>),
>,
player_query: Query<&Player>,
@ -36,7 +37,7 @@ pub fn capture_hand_usage(
for mut player_firing_info in player_firing_info_query.iter_mut() {
player_firing_info.full_auto_timer.tick(time.delta());
for (mut _firearm_transform, firearm_data, mut magazine_data) in firearm_query.iter_mut() {
for (firearm_transform, firearm_data, mut magazine_data) in firearm_query.iter_mut() {
for mut hand_transform in hand_query.iter_mut() {
if player_firing_info.is_reloading {
@ -91,7 +92,6 @@ pub fn capture_hand_usage(
}
// SHOOTING & RECOIL
if mouse_buttons.pressed(MouseButton::Left) && !settings_screen_config.settings_menu_shown {
//TODO: make click input not shoot when just clicked after a menu
if player_firing_info.full_auto_timer.finished() {
if magazine_data.rounds_shot < magazine_data.max_capacity {
// Get recoil numbers from patterns
@ -107,6 +107,9 @@ pub fn capture_hand_usage(
*firearm_data.recoil_pattern.horizontal.last().expect("FOUND A FIREARM_DATA WITHOUT ANY FIREARM_RECOIL_PATTERN.")
},
};
// TODO: Spawn Bullet & Muzzle flash
let firing_point_global = firearm_transform.translation().clone();
shoot_bullet(&mut commands, Transform::from_translation(firing_point_global + (firearm_transform.forward() * 1.5) + (firearm_transform.up() / 2.5)), firearm_data.firing_point, firearm_data.caliber.clone());
// Increment indexes and timers
player_firing_info.current_round_index += 1;
player_firing_info.last_shot_timestamp = time.elapsed_seconds();

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@ -2,13 +2,13 @@ use bevy::prelude::*;
use crate::{
comps::core::controller::capture_input,
logic::core::player::{
logic::core::{player::{
camera_player_sync::{
follow_cursor_with_camera, update_camera_vertical_position, MouseMovementSettings,
},
hands::capture_hand_usage,
player_vertical_sync::sync_player_y_state, player_values_state::PlayerValuesState,
}, setup::{assets::load_all_assets, load_state::GameLoadState, spawn::add_all_spawners, animations::{load_animations, AllFirearmAnimations}, equipment::{EquipmentChangeEvent, change_equipment}},
}, guns::despawn_shots::despawn_muzzle_flashes}, setup::{assets::load_all_assets, load_state::GameLoadState, spawn::add_all_spawners, animations::{load_animations, AllFirearmAnimations}, equipment::{EquipmentChangeEvent, change_equipment}},
};
use super::{
@ -39,6 +39,7 @@ pub fn load_scene(application: &mut App) {
application.add_systems(Update, capture_hand_usage);
application.add_systems(Update, change_equipment);
application.add_systems(Update, despawn_muzzle_flashes);
application.add_event::<EquipmentChangeEvent>();
}

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@ -21,7 +21,7 @@ pub fn setup_fps_counter(mut commands: Commands, ) {
style: Style {
position_type: PositionType::Absolute,
right: Val::Px(10.0),
top: Val::Px(5.0),
top: Val::Px(30.0),
..Default::default()
},
..Default::default()