Removed not needed system and added impulse force to dropped guns
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Readme.md
15
Readme.md
@ -1,11 +1,18 @@
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# Experimental game
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## Things to finish:
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### - New Movement System
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- [ ] Rotations and transforms are based on animations
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- [ ] Camera is a child of the head
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- [ ] Figure out how rotation up and down will work, maybe dividing upper and lower body animations
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- [ ] Shuffling feet when rotating
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- [ ] Perfect movement
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- [x] Equipping items
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- [x] Replace items in the same slot, drop them
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- [ ] When equipping an item that replaces another item because of the slot, throw item towards front of player
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- [x] ~~Equipping items~~
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- [x] ~~Replace items in the same slot, drop them~~
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- [x] When equipping an item that replaces another item because of the slot, throw item towards front of player with a specific impulse
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- [ ] Gun aiming and noscope is not the same position
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- [ ] Controls being bindable
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- [ ] Gun moving out of the way on a collision
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@ -14,6 +21,8 @@
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- [ ] Persistent magazine data
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- [ ] Perfectly center interact clue text on screen
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- [ ] Fix: No Sprinting while aiming
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- [x] ~~FIX: Gun spawning way in front of player~~
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- [ ] Player is rotating on an axis that it shouldn't
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- [ ] Fix: Make gun have more priority in rendering. So it doesn't clip through walls
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@ -33,6 +33,7 @@ pub trait Item: Sync + Send {
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transform: Transform,
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assets_gltf: &GltfAssets,
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loaded_gltf_assets: &Assets<Gltf>,
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with_impulse: Vec3,
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) {
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match self.get_type() {
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ItemType::Holdable(object_type) => {
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@ -89,6 +90,10 @@ pub trait Item: Sync + Send {
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firearm_size.y,
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firearm_size.z,
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),
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ExternalImpulse {
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impulse: with_impulse,
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..Default::default()
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},
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Interactable::Item(firearm.get_item_arc()),
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))
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.push_children(&[firearm_asset_entity]);
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@ -30,6 +30,7 @@ pub fn item_spawner(
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component_sp.get_transform(),
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&assets_gltf,
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&loaded_gltf_assets,
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Vec3::ZERO,
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)
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}
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//m4.spawn(&mut commands, item_sp.at, &assets_gltf, &loaded_gltf_assets);
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@ -51,7 +51,7 @@ pub fn player_spawner(
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let player_hand = commands
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.spawn((PlayerHand, Name::new("Player Hand")))
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.insert(TransformBundle::from(Transform::from_xyz(
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0.6, -0.45, -20.0,
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0.6, -0.45, 0.0,
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)))
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.insert(VisibilityBundle {
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visibility: Visibility::Inherited,
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@ -5,16 +5,15 @@ use crate::{
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comps::core::{
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events::pickup_item::PickupItemEvent,
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inventory::player_inventory::PlayerInventory,
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items::item::ItemType,
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markers::{
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camera::MainCamera,
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firearm::{FirearmData, MagazineData},
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holdable::{HoldableObjectType, InPlayerHands},
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holdable::InPlayerHands,
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interactable::Interactable,
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player::{Player, PlayerHand},
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},
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},
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logic::core::guns::{firearm::Firearm, player_firing::PlayerFiringInfo, shoot::shoot_bullet},
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logic::core::guns::{player_firing::PlayerFiringInfo, shoot::shoot_bullet},
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setup::{
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animations::AllFirearmAnimations,
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equipment::{Equipment, EquipmentChangeEvent},
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@ -29,6 +29,14 @@ pub fn update_player_inventory_system(
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.entity(event.entity)
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.despawn_descendants()
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.despawn();
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let drop_position = Transform::from_translation(
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player_transform.translation
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+ player_transform.up() * 3.0
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+ player_transform.forward() * 2.0,
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);
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let drop_impulse = player_transform.translation
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+ player_transform.up() * 100.0
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+ player_transform.forward() * 30.0;
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match firearm.firearm_data().firearm_type {
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FirearmType::Primary => {
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// Send equipment_changed_event
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@ -36,13 +44,10 @@ pub fn update_player_inventory_system(
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// Drop this one
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primary_item.spawn(
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&mut commands,
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Transform::from_translation(
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player_transform.translation
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+ player_transform.up() * 5.0
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+ player_transform.forward(),
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),
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drop_position,
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&assets_gltf,
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&loaded_gltf_assets,
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drop_impulse,
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);
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player_inventory.primary.item =
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Some(firearm.get_item_box())
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@ -55,13 +60,10 @@ pub fn update_player_inventory_system(
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if let Some(secondary) = player_inventory.get_secondary() {
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secondary.spawn(
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&mut commands,
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Transform::from_translation(
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player_transform.translation
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+ player_transform.up() * 5.0
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+ player_transform.forward(),
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),
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drop_position,
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&assets_gltf,
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&loaded_gltf_assets,
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drop_impulse,
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);
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player_inventory.secondary.item =
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Some(firearm.get_item_box())
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@ -26,7 +26,7 @@ use crate::{
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};
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use super::{
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ground::spawn_ground, items::spawn_items, lighting::setup_lighting, obstacles::spawn_obstacles,
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ground::spawn_ground, lighting::setup_lighting, obstacles::spawn_obstacles,
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skybox::set_skybox_if_loaded, spawn_points::set_spawn_points,
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};
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@ -43,7 +43,7 @@ pub fn load_scene(application: &mut App) {
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application.add_systems(Startup, spawn_ground);
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application.add_systems(
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Startup,
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(spawn_obstacles, spawn_items.after(load_all_assets)),
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spawn_obstacles,
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);
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application.add_systems(Startup, setup_lighting);
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application.add_systems(Startup, set_spawn_points);
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@ -1,16 +0,0 @@
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use bevy::{gltf::Gltf, prelude::*};
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use crate::{
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comps::core::items::{guns::m4a1::M4a1GunItem, item::Item},
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setup::assets::GltfAssets,
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};
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pub fn spawn_items(
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mut commands: Commands,
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assets_gltf: Res<GltfAssets>,
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loaded_gltf_assets: Res<Assets<Gltf>>,
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) {
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let transform = Transform::from_xyz(20.0, 1.0, 10.0);
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let m4item = M4a1GunItem;
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m4item.spawn(&mut commands, transform, &assets_gltf, &loaded_gltf_assets);
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}
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pub mod init;
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pub mod ground;
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pub mod items;
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pub mod lighting;
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pub mod obstacles;
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pub mod skybox;
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