spawn projectiles at player location
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@ -13,8 +13,8 @@ use bevy_renet::{
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};
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use daggmask_shared::{
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client_connection_config, setup_level, ClientChannel, NetworkFrame, PlayerCommand, PlayerInput,
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ServerChannel, ServerMessages, PROTOCOL_ID,
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client_connection_config, setup_level, ClientChannel, NetworkFrame, PlayerCommand, PlayerId,
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PlayerInput, ServerChannel, ServerMessages, PROTOCOL_ID,
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};
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use renet_visualizer::{RenetClientVisualizer, RenetVisualizerStyle};
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@ -123,14 +123,14 @@ fn update_visulizer_system(
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}
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fn player_input(
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controlled_player_query: Query<(&Transform, &Aimer)>,
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controlled_player_query: Query<&Aimer>,
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keyboard_input: Res<Input<KeyCode>>,
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mut player_input: ResMut<PlayerInput>,
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mouse_button_input: Res<Input<MouseButton>>,
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mut player_commands: EventWriter<PlayerCommand>,
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most_recent_tick: Res<MostRecentTick>,
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) {
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let (transform, aimer) = controlled_player_query.single();
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let aimer = controlled_player_query.single();
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player_input.left = keyboard_input.pressed(KeyCode::A) || keyboard_input.pressed(KeyCode::Left);
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player_input.right =
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@ -140,13 +140,9 @@ fn player_input(
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player_input.most_recent_tick = most_recent_tick.0;
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if mouse_button_input.just_pressed(MouseButton::Left) {
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info!(
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"player at origin {} fired at {}",
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transform.translation, aimer.aiming_at
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);
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info!("player fired at {}", aimer.aiming_at);
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player_commands.send(PlayerCommand::BasicAttack {
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origin: Vec2::new(transform.translation.x, transform.translation.y),
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direction: aimer.aiming_at,
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});
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}
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@ -218,9 +214,12 @@ fn client_sync_players(
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});
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if client_id == id {
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client_entity.insert(ControlledPlayer).insert(Aimer {
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client_entity
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.insert(ControlledPlayer)
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.insert(Aimer {
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aiming_at: Vec2::new(0., 0.),
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});
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})
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.insert(PlayerId { id });
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}
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let player_info = PlayerInfo {
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@ -84,6 +84,7 @@ fn main() {
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#[allow(clippy::too_many_arguments)]
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fn server_update_system(
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mut server_events: EventReader<ServerEvent>,
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pos_query: Query<(&Transform, &Player)>,
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mut commands: Commands,
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mut lobby: ResMut<ServerLobby>,
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mut server: ResMut<RenetServer>,
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@ -124,10 +125,7 @@ fn server_update_system(
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.insert(ActiveEvents::COLLISION_EVENTS)
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.insert(PlayerInput::default())
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.insert(Velocity::default())
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.insert(Player {
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id: *id,
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transform: Transform::from_xyz(10., 10., 0.),
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})
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.insert(Player { id: *id })
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.insert(Jumper {
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jump_impulse: 80.,
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is_jumping: false,
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@ -167,9 +165,14 @@ fn server_update_system(
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let command: PlayerCommand = bincode::deserialize(&message).unwrap();
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match command {
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PlayerCommand::BasicAttack { origin, direction } => {
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PlayerCommand::BasicAttack { direction } => {
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for (transform, player) in pos_query.iter() {
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if player.id == client_id {
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let origin =
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Vec2::new(transform.translation.x, transform.translation.y);
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info!(
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"spawned attack on server at origin {} and direction {}",
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"spawned attack on server at origin {} with direction {}",
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origin, direction
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);
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@ -181,6 +184,8 @@ fn server_update_system(
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}
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}
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}
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}
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}
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while let Some(message) = server.receive_message(client_id, ClientChannel::Input.id()) {
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let input: PlayerInput = bincode::deserialize(&message).unwrap();
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@ -17,7 +17,11 @@ pub const PROTOCOL_ID: u64 = 7;
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#[derive(Debug, Component)]
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pub struct Player {
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pub id: u64,
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pub transform: Transform,
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}
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#[derive(Debug, Component)]
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pub struct PlayerId {
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pub id: u64,
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}
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#[derive(Debug, Default, Clone, Copy, Serialize, Deserialize, Component)]
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@ -36,7 +40,7 @@ pub struct Jumper {
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#[derive(Debug, Serialize, Deserialize, Component)]
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pub enum PlayerCommand {
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BasicAttack { origin: Vec2, direction: Vec2 },
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BasicAttack { direction: Vec2 },
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}
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pub enum ClientChannel {
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@ -144,12 +148,15 @@ pub fn setup_level(mut _commands: Commands) {
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pub fn spawn_projectile(commands: &mut Commands, origin: Vec2, direction: Vec2) -> Entity {
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commands
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.spawn()
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.insert(Transform {
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translation: Vec3::new(origin.x, origin.y, 0.),
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..Default::default()
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})
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.insert(Collider::ball(0.1))
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.insert(Velocity::linear(direction * 10.))
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.insert(ActiveEvents::COLLISION_EVENTS)
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.insert(Projectile {
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duration: Timer::from_seconds(1.5, false),
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origin,
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duration: Timer::from_seconds(3.5, false),
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direction,
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})
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.id()
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@ -158,6 +165,5 @@ pub fn spawn_projectile(commands: &mut Commands, origin: Vec2, direction: Vec2)
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#[derive(Debug, Component)]
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pub struct Projectile {
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pub duration: Timer,
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pub origin: Vec2,
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pub direction: Vec2,
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}
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