cleanup 3d stuff
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b46a22539e
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@ -116,7 +116,6 @@ fn player_input(
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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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target_query: Query<&Transform, With<Target>>,
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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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@ -129,7 +128,7 @@ fn player_input(
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if mouse_button_input.just_pressed(MouseButton::Left) {
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player_commands.send(PlayerCommand::BasicAttack {
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cast_at: Vec2::default(), // TODO: spawn projectiles correctly
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fired_at: Vec2::default(), // TODO: spawn projectiles correctly
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});
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}
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}
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@ -152,8 +151,6 @@ fn client_send_player_commands(
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fn client_sync_players(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut client: ResMut<RenetClient>,
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mut lobby: ResMut<ClientLobby>,
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mut network_mapping: ResMut<NetworkMapping>,
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@ -165,11 +162,7 @@ fn client_sync_players(
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let server_message = bincode::deserialize(&message).unwrap();
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match server_message {
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ServerMessages::PlayerCreate {
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id,
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translation,
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entity,
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} => {
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ServerMessages::PlayerCreate { id, entity } => {
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println!("Player {} connected.", id);
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let mut client_entity = commands.spawn_bundle(SpriteBundle {
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@ -208,7 +201,7 @@ fn client_sync_players(
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}
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ServerMessages::SpawnProjectile {
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entity,
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location,
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position,
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direction,
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} => {
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let projectile_entity = commands.spawn_bundle(SpriteBundle {
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@ -256,6 +249,3 @@ fn client_sync_players(
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fn setup_camera(mut commands: Commands) {
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commands.spawn_bundle(Camera2dBundle::default());
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}
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#[derive(Component)]
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struct Target;
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@ -80,13 +80,11 @@ fn main() {
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fn server_update_system(
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mut server_events: EventReader<ServerEvent>,
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut lobby: ResMut<ServerLobby>,
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mut server: ResMut<RenetServer>,
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mut visualizer: ResMut<RenetServerVisualizer<200>>,
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mut client_ticks: ResMut<ClientTicks>,
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players: Query<(Entity, &Player, &Transform)>,
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players: Query<(Entity, &Player)>,
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) {
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for event in server_events.iter() {
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match event {
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@ -96,19 +94,16 @@ fn server_update_system(
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visualizer.add_client(*id);
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// Initialize other players for this new client
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for (entity, player, transform) in players.iter() {
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let translation: [f32; 3] = transform.translation.into();
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for (entity, player) in players.iter() {
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let message = bincode::serialize(&ServerMessages::PlayerCreate {
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id: player.id,
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entity,
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translation,
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})
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.unwrap();
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server.send_message(*id, ServerChannel::ServerMessages.id(), message);
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}
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// Spawn new player
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let transform = Transform::from_xyz(0., 0.51, 0.);
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let player_entity = commands
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.spawn_bundle(SpriteBundle {
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sprite: Sprite {
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@ -125,17 +120,15 @@ fn server_update_system(
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.insert(Velocity::default())
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.insert(Player {
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id: *id,
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location: Vec2::new(10., 10.),
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position: Vec2::new(10., 10.),
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})
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.id();
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lobby.players.insert(*id, player_entity);
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let translation: [f32; 3] = transform.translation.into();
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let message = bincode::serialize(&ServerMessages::PlayerCreate {
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id: *id,
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entity: player_entity,
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translation,
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})
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.unwrap();
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@ -164,23 +157,23 @@ 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 { mut cast_at } => {
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PlayerCommand::BasicAttack { mut fired_at } => {
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println!(
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"Received basic attack from client {}: {:?}",
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client_id, cast_at
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client_id, fired_at
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);
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if let Some(player_entity) = lobby.players.get(&client_id) {
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if let Ok((_, _, player_transform)) = players.get(*player_entity) {
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cast_at[1] = player_transform.translation[1];
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if let Ok((_, player)) = players.get(*player_entity) {
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fired_at = player.position;
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let projectile_entity =
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spawn_projectile(&mut commands, cast_at, cast_at);
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spawn_projectile(&mut commands, fired_at, fired_at);
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let message = ServerMessages::SpawnProjectile {
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entity: projectile_entity,
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location: cast_at,
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direction: cast_at,
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position: fired_at,
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direction: fired_at,
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};
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let message = bincode::serialize(&message).unwrap();
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@ -255,10 +248,9 @@ fn move_players_system(mut query: Query<(&mut Velocity, &PlayerInput)>) {
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for (mut velocity, input) in query.iter_mut() {
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let x = (input.right as i8 - input.left as i8) as f32;
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let y = (input.down as i8 - input.up as i8) as f32;
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let direction = Vec2::new(x, y).normalize_or_zero();
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velocity.linvel.x = direction.x * PLAYER_MOVE_SPEED;
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velocity.linvel.y = direction.y * PLAYER_MOVE_SPEED;
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velocity.linvel.x = x * PLAYER_MOVE_SPEED;
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velocity.linvel.y = y * PLAYER_MOVE_SPEED;
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}
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}
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@ -17,7 +17,7 @@ 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 location: Vec2,
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pub position: Vec2,
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}
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#[derive(Debug, Default, Clone, Copy, Serialize, Deserialize, Component)]
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@ -31,7 +31,7 @@ pub struct PlayerInput {
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#[derive(Debug, Serialize, Deserialize, Component)]
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pub enum PlayerCommand {
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BasicAttack { cast_at: Vec2 },
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BasicAttack { fired_at: Vec2 },
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}
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pub enum ClientChannel {
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@ -49,14 +49,13 @@ pub enum ServerMessages {
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PlayerCreate {
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entity: Entity,
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id: u64,
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translation: [f32; 3],
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},
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PlayerRemove {
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id: u64,
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},
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SpawnProjectile {
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entity: Entity,
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location: Vec2,
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position: Vec2,
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direction: Vec2,
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},
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DespawnProjectile {
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