Decouple gun from player
This commit is contained in:
parent
782e446c46
commit
9c774fdccf
4 changed files with 81 additions and 67 deletions
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@ -1,12 +1,6 @@
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use bevy::prelude::*;
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use bevy::prelude::*;
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use crate::{
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use crate::{GameState, collision::Collided, damagable::Damagable, ships::Factions};
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GameState,
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collision::{Collided, Collider},
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damagable::Damagable,
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ships::Factions,
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velocity::Velocity,
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};
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#[derive(Component)]
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#[derive(Component)]
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pub struct Projectile {
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pub struct Projectile {
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@ -16,7 +10,10 @@ pub struct Projectile {
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}
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}
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#[derive(Resource)]
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#[derive(Resource)]
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pub struct ProjectileSprite(Handle<Image>);
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pub struct ProjectileSprite {
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pub player_projectile: Handle<Image>,
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pub enemy_projectile: Handle<Image>,
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}
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pub struct ProjectilePlugin;
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pub struct ProjectilePlugin;
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@ -32,16 +29,20 @@ impl Projectile {
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impl Plugin for ProjectilePlugin {
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impl Plugin for ProjectilePlugin {
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fn build(&self, app: &mut App) {
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fn build(&self, app: &mut App) {
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app.add_systems(OnEnter(GameState::Game), projectile_startup)
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app.add_systems(Startup, projectile_startup)
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.add_systems(
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.add_systems(
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FixedPreUpdate,
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FixedPreUpdate,
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projectile_despawn_countdown.run_if(in_state(GameState::Game)),
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projectile_despawn_countdown.run_if(in_state(GameState::Game)),
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);
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)
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.add_observer(observe_collision);
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}
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}
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}
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}
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pub fn projectile_startup(mut commands: Commands, asset_server: Res<AssetServer>) {
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pub fn projectile_startup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.insert_resource(ProjectileSprite(asset_server.load("projectile.png")));
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commands.insert_resource(ProjectileSprite {
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player_projectile: asset_server.load("projectile.png"),
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enemy_projectile: asset_server.load("enemy_projectile.png"),
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});
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}
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}
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pub fn projectile_despawn_countdown(
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pub fn projectile_despawn_countdown(
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@ -57,24 +58,6 @@ pub fn projectile_despawn_countdown(
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}
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}
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}
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}
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pub fn spawn_projectile(
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commands: &mut Commands,
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sprite: Res<ProjectileSprite>,
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transform: Transform,
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damage: u32,
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faction: Factions,
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) {
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commands
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.spawn((
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Projectile::new(damage, faction),
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Sprite::from(sprite.0.clone()),
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Collider::new(8.),
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transform,
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Velocity::moving(1024.0, 0.0),
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))
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.observe(observe_collision);
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}
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pub fn observe_collision(
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pub fn observe_collision(
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collision: On<Collided>,
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collision: On<Collided>,
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mut commands: Commands,
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mut commands: Commands,
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59
src/ships/gun.rs
Normal file
59
src/ships/gun.rs
Normal file
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@ -0,0 +1,59 @@
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use bevy::prelude::*;
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use rand::random_range;
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use crate::{
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collision::Collider,
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projectile::{Projectile, ProjectileSprite},
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ships::Factions,
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velocity::Velocity,
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};
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#[derive(Component)]
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pub struct Gun {
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pub shoot: bool,
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shoot_timer: Timer,
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damage: u32,
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spread_radius: f32,
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}
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impl Gun {
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pub fn new(damage: u32, spread: f32, firerate: f32) -> Self {
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Self {
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shoot: false,
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shoot_timer: Timer::from_seconds(firerate, TimerMode::Once),
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damage,
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spread_radius: spread,
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}
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}
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}
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pub fn gun_shooting_system(
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mut commands: Commands,
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time: Res<Time>,
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projectile_sprite: Res<ProjectileSprite>,
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query: Query<(&mut Gun, &Transform, &Factions)>,
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) {
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for (mut gun, transform, faction) in query {
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gun.shoot_timer.tick(time.delta());
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if gun.shoot_timer.is_finished() == false || gun.shoot == false {
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return;
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}
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let mut bullet_transform = transform.clone();
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bullet_transform.rotate_z(random_range(-gun.spread_radius..gun.spread_radius));
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commands.spawn((
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Projectile::new(gun.damage, faction.clone()),
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bullet_transform,
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Velocity::moving(1024., 0.),
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Collider::new(8.),
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Sprite::from(match faction {
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Factions::EnemyFaction => projectile_sprite.enemy_projectile.clone(),
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Factions::PlayerFaction => projectile_sprite.player_projectile.clone(),
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}),
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));
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gun.shoot_timer.reset();
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}
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}
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@ -3,9 +3,10 @@ use bevy::prelude::*;
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use crate::GameState;
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use crate::GameState;
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pub mod enemy;
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pub mod enemy;
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pub mod gun;
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pub mod player;
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pub mod player;
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#[derive(Component)]
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#[derive(Component, Copy, Clone)]
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pub enum Factions {
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pub enum Factions {
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PlayerFaction,
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PlayerFaction,
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EnemyFaction,
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EnemyFaction,
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@ -36,7 +37,8 @@ impl Plugin for ShipsPlugin {
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FixedUpdate,
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FixedUpdate,
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(
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(
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player::player_movement_system.run_if(in_state(GameState::Game)),
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player::player_movement_system.run_if(in_state(GameState::Game)),
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player::player_shooting_system,
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player::player_shooting_system.run_if(in_state(GameState::Game)),
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gun::gun_shooting_system.run_if(in_state(GameState::Game)),
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),
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),
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);
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);
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}
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}
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@ -1,8 +1,8 @@
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use crate::{
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use crate::{
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collision::Collider,
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collision::Collider,
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damagable::Damagable,
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damagable::Damagable,
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projectile::{ProjectileSprite, spawn_projectile},
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projectile::ProjectileSprite,
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ships::Factions,
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ships::{Factions, gun::Gun},
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velocity::Velocity,
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velocity::Velocity,
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};
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};
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use bevy::prelude::*;
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use bevy::prelude::*;
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@ -16,12 +16,6 @@ pub struct PlayerMovement {
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stop_epsilon: f32,
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stop_epsilon: f32,
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}
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}
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#[derive(Component)]
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pub struct PlayerGun {
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shoot_timer: Timer,
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damage: u32,
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}
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pub fn spawn_player(commands: &mut Commands, sprite: Handle<Image>, at: Vec2) {
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pub fn spawn_player(commands: &mut Commands, sprite: Handle<Image>, at: Vec2) {
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commands.spawn((
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commands.spawn((
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PlayerMovement {
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PlayerMovement {
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@ -29,10 +23,7 @@ pub fn spawn_player(commands: &mut Commands, sprite: Handle<Image>, at: Vec2) {
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deceleration: 300.,
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deceleration: 300.,
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stop_epsilon: 50.,
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stop_epsilon: 50.,
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},
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},
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PlayerGun {
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Gun::new(1, f32::to_radians(15.), 0.2),
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shoot_timer: Timer::from_seconds(0.2, TimerMode::Once),
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damage: 1,
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},
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Collider::new(8.),
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Collider::new(8.),
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Sprite::from(sprite),
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Sprite::from(sprite),
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Transform::from_xyz(at.x, at.y, 0.),
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Transform::from_xyz(at.x, at.y, 0.),
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}
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}
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pub fn player_shooting_system(
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pub fn player_shooting_system(
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mut commands: Commands,
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time: Res<Time>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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projectile_sprite: Res<ProjectileSprite>,
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query: Single<&mut Gun, With<PlayerMovement>>,
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query: Single<(&mut PlayerGun, &Transform)>,
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) {
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) {
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let (mut gun, transform) = query.into_inner();
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let mut gun = query.into_inner();
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gun.shoot_timer.tick(time.delta());
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gun.shoot = keyboard_input.pressed(KeyCode::Space);
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if gun.shoot_timer.is_finished() == false || keyboard_input.pressed(KeyCode::Space) == false {
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return;
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}
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let five_degrees = f32::to_radians(5.);
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let mut bullet_transform = transform.clone();
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bullet_transform.rotate_z(random_range(-five_degrees..five_degrees));
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spawn_projectile(
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&mut commands,
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projectile_sprite,
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bullet_transform,
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gun.damage,
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Factions::PlayerFaction,
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);
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gun.shoot_timer.reset();
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}
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}
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