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f297f249df
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f297f249df | ||
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5749e0a9d0 | ||
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12 changed files with 445 additions and 67 deletions
3
.gitignore
vendored
3
.gitignore
vendored
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@ -1,4 +1,5 @@
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/target
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/assets
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.idea
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.directory
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.directory
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/tiled/
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@ -15,9 +15,9 @@ use crate::states::main_menu::state::MainMenuState;
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use crate::states::settings_menu::state::SettingsMenuState;
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use crate::states::linear::plugin::LinearPlayPlugin;
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const FACTOR: u32 = 80;
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const WIDTH: u32 = 16;
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const HEIGHT: u32 = 9;
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const FACTOR: u32 = 40;
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const WIDTH: u32 = 32;
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const HEIGHT: u32 = 18;
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fn main() {
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@ -4,4 +4,18 @@ use bevy::prelude::*;
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pub struct LinearStateMarker;
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#[derive(Component, Copy, Clone)]
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pub struct LinearRestartMarker;
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pub struct LinearRestartMarker;
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#[derive(Resource)]
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pub struct LinearDebugConfig {
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pub toggle_track: bool,
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pub toggle_grid: bool,
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pub toggle_laser: bool,
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}
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#[derive(Component, Copy, Clone)]
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pub enum DebugToggle{
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Track,
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Grid,
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Laser,
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}
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@ -34,8 +34,16 @@ impl LinearCannonState {
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#[derive(Component)]
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pub struct RoundBallProjectile {
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pub velocity: Vec2,
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pub direction: Vec2,
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pub previous_position: Vec2,
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pub ball_type: RoundBallType,
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pub hit_result: Option<ProjectileHit>,
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}
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pub struct ProjectileHit {
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pub hit_progress: f32,
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pub hit_position: Vec2,
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pub segment_index: usize,
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}
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@ -43,4 +51,13 @@ pub struct RoundBallProjectile {
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pub struct ShotMarker;
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#[derive(Component)]
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pub struct SwapMarker;
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pub struct SwapMarker;
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#[derive(Component)]
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pub struct IntersectMarker;
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pub struct Intersection {
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pub t: f32,
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pub world_pos: Vec2,
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pub segment_index: usize,
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}
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@ -6,8 +6,13 @@ pub const CENTER_Y: f32 = 0.0;
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// pub const FACTOR_RADIUS: f32 = FACTOR as f32 / 2.0;
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// основная размерность и масштаб
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pub const SCALE: f32 = 1.0;
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pub const STEP: f32 = FACTOR as f32 / SCALE;
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pub const SCALE: f32 = 2.0;
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// зависимые размеры
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pub const ROUND_BALL_SIZE: f32 = STEP;
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pub const BALL_RADIUS: f32 = ROUND_BALL_SIZE / 2.0;
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// Z-INDEXES
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pub const ROUND_BALL_Z: f32 = 10.0;
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@ -3,8 +3,8 @@ pub mod plugin;
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mod components;
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pub use components::*;
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mod systems;
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pub use systems::*;
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mod systems_debug;
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pub use systems_debug::*;
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mod components_track;
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pub use components_track::*;
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@ -24,9 +24,12 @@ impl Plugin for LinearPlayPlugin {
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.add_systems(
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Update,
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(
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draw_track_gizmos,
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toggle_debug_systems,
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draw_track_gizmos,
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draw_grid,
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// draw_cannon_laser,
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//несколько систем с соблюдением порядка
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calculate_projectile_hits,
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linear_move_projectiles,
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cycle_cannon_balls,
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update_linear_cannon_preview,
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@ -48,6 +51,13 @@ fn setup(mut commands: Commands) {
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commands.insert_resource(build_track);
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commands.insert_resource(precalculated_track);
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commands.insert_resource(build_linear_cannon_state());
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let debug_config = LinearDebugConfig{
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toggle_track: true,
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toggle_grid: true,
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toggle_laser: false,
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};
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commands.insert_resource(debug_config);
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}
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fn cleanup(mut commands: Commands, query: Query<Entity, With<LinearStateMarker>>) {
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@ -60,6 +70,7 @@ fn cleanup(mut commands: Commands, query: Query<Entity, With<LinearStateMarker>>
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commands.remove_resource::<Track>(); //зачистить сразу после калькуляции
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commands.remove_resource::<PrecalculatedTrack>();
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commands.remove_resource::<LinearCannonState>();
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commands.remove_resource::<LinearDebugConfig>();
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}
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fn linear_restart(mut next_state: ResMut<NextState<AppState>>) {
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@ -26,7 +26,7 @@ pub fn spawn_round_ball(
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commands.spawn((
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Sprite {
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image,
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custom_size: Some(Vec2::splat(STEP)),
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custom_size: Some(Vec2::splat(ROUND_BALL_SIZE)),
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..default()
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},
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Transform::from_translation((track.segments[0].start_pos).extend(ROUND_BALL_Z)),
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@ -1,10 +1,8 @@
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use crate::states::linear::*;
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use crate::{FACTOR, HEIGHT, WIDTH};
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use bevy::prelude::*;
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use bevy::window::PrimaryWindow;
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use std::f32::consts::FRAC_PI_2;
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use bevy::asset::ErasedAssetLoader;
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use crate::{FACTOR, HEIGHT, WIDTH};
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use crate::states::level::{BallProjectile, BallType, Cannon, CannonState, CurrentPreviewMarker, NextPreviewMarker, CURRENT_SHOT_Z_INDEX, NEXT_SHOT_Z_INDEX, SLOT_SIZE};
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use std::f32::consts::{FRAC_PI_2, PI};
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pub fn spawn_linear_cannon(mut commands: Commands, asset_server: Res<AssetServer>) {
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let image: Handle<Image> = asset_server.load("sprites/cannon/cannon.png");
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@ -25,6 +23,8 @@ pub fn rotate_linear_cannon(
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mut query: Query<&mut Transform, With<LinearCannon>>,
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window_query: Query<&Window, With<PrimaryWindow>>,
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camera_query: Query<(&Camera, &GlobalTransform)>,
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config: ResMut<LinearDebugConfig>, //FIXME debug
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mut gizmos: Gizmos,
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) {
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let Ok(mut cannon_tf) = query.single_mut() else {
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return;
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@ -51,6 +51,13 @@ pub fn rotate_linear_cannon(
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let angle = direction.to_angle() - FRAC_PI_2;
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cannon_tf.rotation = Quat::from_rotation_z(angle);
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if !config.toggle_laser {
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return;
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} else {
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const OUT_OF_SCREEN: f32 = (WIDTH * FACTOR) as f32 * 1.5;
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gizmos.line_2d(cannon_pos, direction * OUT_OF_SCREEN, PINK);
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};
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}
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pub fn spawn_projectile_from_cannon(
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@ -58,7 +65,7 @@ pub fn spawn_projectile_from_cannon(
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cannon_query: Query<&Transform, With<LinearCannon>>,
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mouse_input: Res<ButtonInput<MouseButton>>,
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asset_server: Res<AssetServer>,
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mut cannon_state: ResMut<LinearCannonState>
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mut cannon_state: ResMut<LinearCannonState>,
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) {
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if !mouse_input.just_pressed(MouseButton::Left) {
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return;
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@ -79,15 +86,18 @@ pub fn spawn_projectile_from_cannon(
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commands.spawn((
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Sprite {
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image,
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custom_size: Some(Vec2::splat(STEP)),
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custom_size: Some(Vec2::splat(ROUND_BALL_SIZE)),
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..default()
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},
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Transform::from_translation(spawn_pos),
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RoundBallProjectile {
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velocity: direction * 800.0,
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direction, // задаем отдельным полем, чтоб сэкономить на вычислениях в рейкастинге
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previous_position: spawn_pos_2d,
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ball_type,
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hit_result: None,
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},
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IntersectMarker, // маркер для фильтрации, что шарик-снаряд может иметь пересечения с треком
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LinearStateMarker,
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));
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cannon_state.fire();
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@ -108,30 +118,32 @@ pub fn update_linear_cannon_preview(
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shot_query: Query<Entity, With<ShotMarker>>,
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swap_query: Query<Entity, With<SwapMarker>>,
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) {
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let Ok(cannon_entity) = cannon_query.single() else { return };
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let Ok(cannon_entity) = cannon_query.single() else {
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return;
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};
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let shot_image: Handle<Image> = asset_server.load(cannon_state.shot.asset_path());
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if let Ok(shot_entity) = shot_query.single() {
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// усли шарик у дула есть, то обновляем спрайт
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commands.entity(shot_entity).insert(
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Sprite{
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image: shot_image,
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custom_size: Some(Vec2::splat(STEP)),
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..default()
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}
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);
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commands.entity(shot_entity).insert(Sprite {
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image: shot_image,
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custom_size: Some(Vec2::splat(ROUND_BALL_SIZE)),
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..default()
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});
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} else {
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//иначе создаем
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let preview_entity = commands.spawn((
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Sprite{
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image: shot_image,
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custom_size: Some(Vec2::splat(STEP)),
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..default()
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},
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Transform::from_xyz(0.0, STEP * 2.2, LINEAR_CANNON_BALL_Z),
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ShotMarker
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)).id();
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let preview_entity = commands
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.spawn((
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Sprite {
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image: shot_image,
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custom_size: Some(Vec2::splat(ROUND_BALL_SIZE)),
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..default()
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},
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Transform::from_xyz(0.0, STEP * 2.2, LINEAR_CANNON_BALL_Z),
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ShotMarker,
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))
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.id();
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commands.entity(cannon_entity).add_child(preview_entity);
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}
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@ -139,21 +151,23 @@ pub fn update_linear_cannon_preview(
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let swap_image = asset_server.load(cannon_state.swap.asset_path());
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if let Ok(swap_entity) = swap_query.single() {
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commands.entity(swap_entity).insert(Sprite{
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commands.entity(swap_entity).insert(Sprite {
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image: swap_image,
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custom_size: Some(Vec2::splat(STEP)),
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custom_size: Some(Vec2::splat(ROUND_BALL_SIZE)),
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..default()
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});
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} else {
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let preview_entity = commands.spawn((
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Sprite{
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image: swap_image,
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custom_size: Some(Vec2::splat(STEP)),
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..default()
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},
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Transform::from_xyz(0.0, -STEP * 1.5, LINEAR_CANNON_BALL_Z),
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SwapMarker,
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)).id();
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let preview_entity = commands
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.spawn((
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Sprite {
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image: swap_image,
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custom_size: Some(Vec2::splat(ROUND_BALL_SIZE)),
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..default()
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},
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Transform::from_xyz(0.0, -STEP * 1.5, LINEAR_CANNON_BALL_Z),
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SwapMarker,
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))
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.id();
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commands.entity(cannon_entity).add_child(preview_entity);
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}
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}
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@ -180,10 +194,255 @@ pub fn linear_move_projectiles(
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proj.previous_position = new_pos;
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// удаляем снаряды, улетевшие за экран
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if new_pos.x.abs() > 1.5 * (WIDTH * FACTOR) as f32 || new_pos.y.abs() > 1.5 * (HEIGHT * FACTOR) as f32 {
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if new_pos.x.abs() > 2.0 * (WIDTH * FACTOR) as f32
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|| new_pos.y.abs() > 2.0 * (HEIGHT * FACTOR) as f32
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{
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commands.entity(entity).despawn();
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}
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}
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}
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// pub fn detect_track_hit(){} //TODO
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pub fn calculate_projectile_hits(
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mut commands: Commands,
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mut projectiles: Query<
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(Entity, &mut RoundBallProjectile, &mut Transform),
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With<IntersectMarker>,
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>,
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track: Res<PrecalculatedTrack>,
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balls_on_track: Query<&RoundBall>,
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) {
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for (entity, mut proj, mut transform) in projectiles.iter_mut() {
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// если уже посчитано место попадания, пропускаем
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if proj.hit_result.is_some() {
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continue;
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}
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// ищем все точки пересечений с треком
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let mut intersections = raycast_track(proj.previous_position, proj.direction, &track);
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// сортируем от ближайшего t к дальнему
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intersections.sort_by(|a, b| a.t.partial_cmp(&b.t).unwrap());
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// если есть точки пересечения
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if let Some(closest_hit) = intersections.first() {
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// собираем шарики
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let mut occupied: Vec<f32> = balls_on_track.iter().map(|b| b.track_progress).collect();
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// сортируем прогресс для дальнейших вычислений
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occupied.sort_by(|a, b| a.partial_cmp(b).unwrap());
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//считаем прогресс для точки попадания через мировые координаты и индекс сегмента на треке
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let hit_progress = calculate_progress(closest_hit, &track);
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let radius_norm = BALL_RADIUS / track.total_length;
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if is_occupied(hit_progress, &occupied, radius_norm) {
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proj.hit_result = Some(ProjectileHit {
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hit_progress,
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hit_position: closest_hit.world_pos,
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segment_index: closest_hit.segment_index,
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});
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println!("Попадание в трек: {}", hit_progress);
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transform.translation = closest_hit.world_pos.extend(transform.translation.z);
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// убираем маркер поиска
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commands.entity(entity).remove::<IntersectMarker>();
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}
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} else {
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// Пересечений нет -> убираем маркер, снаряд летит дальше
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commands.entity(entity).remove::<IntersectMarker>();
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}
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}
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}
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fn raycast_track(origin: Vec2, direction: Vec2, track: &PrecalculatedTrack) -> Vec<Intersection> {
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let mut intersections = vec![];
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for (i, seg) in track.segments.iter().enumerate() {
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match seg.segment_type {
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SegementType::Line => {
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// ищем пересечение
|
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if let Some(t) =
|
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intersect_line(origin, direction, seg.start_pos, seg.direction, seg.length)
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{
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let pos = origin + direction * t;
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intersections.push(Intersection {
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t,
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world_pos: pos,
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segment_index: i,
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});
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||||
}
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||||
}
|
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|
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SegementType::Turn => {
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let hits = intersect_arc(
|
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origin,
|
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direction,
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seg.center,
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seg.radius,
|
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seg.start_angle,
|
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seg.sweep_sign,
|
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);
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|
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for t in hits {
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let pos = origin + direction * t;
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intersections.push(Intersection {
|
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t,
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world_pos: pos,
|
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segment_index: i,
|
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});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
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intersections
|
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}
|
||||
|
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fn intersect_line(
|
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origin: Vec2,
|
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direction: Vec2,
|
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seg_start: Vec2,
|
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seg_dir: Vec2,
|
||||
seg_length: f32,
|
||||
) -> Option<f32> {
|
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// вектор самого отрезка трека
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let seg_vec = seg_dir * seg_length;
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|
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// знаменатель: векторное произведение направления луча и вектора отрезка
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// x1*y2 - x2*y1
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let denom = direction.x * seg_vec.y - direction.y * seg_vec.x;
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// если знаменатель близок к нулю - луч параллелен отрезку, пересечения нет
|
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if denom.abs() < 1e-6 {
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return None;
|
||||
}
|
||||
|
||||
let w = seg_start - origin;
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||||
|
||||
// вычисляем параметры t и u
|
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// t - расстояние по лучу
|
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// u - позиция на отрезке (0.0 = начало, 1.0 = конец)
|
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let t = (w.x * seg_vec.y - w.y * seg_vec.x) / denom;
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let u = (w.x * direction.y - w.y * direction.x) / denom;
|
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|
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// проверяем условия попадания
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// t > 0 - точка пересечения находится перед пушкой (а не за спиной)
|
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// u >= 0 && u <= 1 - точка пересечения находится внутри отрезка (не на бесконечной линии)
|
||||
if t > 0.0 && u >= 0.0 && u <= 1.0 {
|
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return Some(t);
|
||||
}
|
||||
|
||||
None
|
||||
}
|
||||
|
||||
fn intersect_arc(
|
||||
origin: Vec2,
|
||||
direction: Vec2,
|
||||
center: Vec2,
|
||||
radius: f32,
|
||||
start_angle: f32,
|
||||
sweep_sign: f32,
|
||||
) -> Vec<f32> {
|
||||
// возвращает список дистанций t до точек пересечения с дугой.
|
||||
// может вернуть 0, 1 или 2 точки (вход и выход), если луч проходит сквозь дугу.
|
||||
|
||||
let mut hits = Vec::new();
|
||||
|
||||
// считаем пересечения луча и полной окружности через квадратное уравнение
|
||||
|
||||
let l = origin - center;
|
||||
let b = 2.0 * l.dot(direction); // поскольку направление нормализовано, a = 1
|
||||
let c = l.dot(l) - radius * radius;
|
||||
|
||||
let discriminant = b * b - 4.0 * c;
|
||||
|
||||
// если дискриминант меньше нуля, луч пролетает мимо окружности
|
||||
if discriminant < 0.0 {
|
||||
return hits;
|
||||
}
|
||||
|
||||
let sqrt_discriminant = discriminant.sqrt();
|
||||
|
||||
// находим корни
|
||||
let roots = vec![
|
||||
(-b - sqrt_discriminant) / 2.0,
|
||||
(-b + sqrt_discriminant) / 2.0,
|
||||
];
|
||||
|
||||
for t in roots {
|
||||
// ищем только положительные точки, потому что они будут перед пушкой
|
||||
if t > 0.0 {
|
||||
let hit_point = origin + direction * t;
|
||||
|
||||
// попали ли в сектор дуги
|
||||
let hit_angle = (hit_point - center).to_angle();
|
||||
|
||||
// находим разницу между углом попадания и стартовым углом
|
||||
let mut angle_diff = hit_angle - start_angle;
|
||||
|
||||
// нормализуем разницу в диапазон [-PI, PI]
|
||||
// это нужно, чтобы корректно обрабатывать переход через плюс/минус пи
|
||||
while angle_diff > PI {
|
||||
angle_diff -= 2.0 * PI;
|
||||
}
|
||||
while angle_diff < -PI {
|
||||
angle_diff += 2.0 * PI;
|
||||
}
|
||||
|
||||
// проверяем, лежит ли разница в пределах 90 градусов (пи пополам) с учетом направления
|
||||
let is_valid_angle = if sweep_sign > 0.0 {
|
||||
// против часовой
|
||||
angle_diff >= 0.0 && angle_diff <= FRAC_PI_2
|
||||
} else {
|
||||
// по часовой
|
||||
angle_diff >= -FRAC_PI_2 && angle_diff <= 0.0
|
||||
};
|
||||
|
||||
if is_valid_angle {
|
||||
hits.push(t);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
hits
|
||||
}
|
||||
|
||||
fn calculate_progress(inter: &Intersection, track: &PrecalculatedTrack) -> f32 {
|
||||
// берем только нужный сегмент трека, где есть пересечение
|
||||
let track_seg = &track.segments[inter.segment_index];
|
||||
|
||||
// по типу сегмента переводим точку из мировых координат Vec2 в прогресс трека 0.0 ... 1.0
|
||||
match track_seg.segment_type {
|
||||
SegementType::Line => {
|
||||
let diff = inter.world_pos - track_seg.start_pos;
|
||||
let local_t = (diff.x * track_seg.direction.x + diff.y * track_seg.direction.y)
|
||||
/ track_seg.length;
|
||||
// возвращаем прогресс
|
||||
track_seg.t_start + (track_seg.t_end - track_seg.t_start) * local_t
|
||||
}
|
||||
|
||||
SegementType::Turn => {
|
||||
let hit_angle = (inter.world_pos - track_seg.center).to_angle();
|
||||
let mut angle_diff = hit_angle - track_seg.start_angle;
|
||||
|
||||
// критичный момент - важно нормализовать разницу в диапазон от -пи до +пи, чтоб он не улетел
|
||||
while angle_diff > PI {
|
||||
angle_diff -= 2.0 * PI
|
||||
}
|
||||
while angle_diff < -PI {
|
||||
angle_diff += 2.0 * PI
|
||||
}
|
||||
|
||||
// учитываем направление обхода
|
||||
let local_t = angle_diff / (track_seg.sweep_sign * FRAC_PI_2);
|
||||
|
||||
// возвращаем прогресс
|
||||
track_seg.t_start + (track_seg.t_end - track_seg.t_start) * local_t
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn is_occupied(target: f32, occupied: &[f32], radius_norm: f32) -> bool {
|
||||
let min = target - radius_norm;
|
||||
let max = target + radius_norm;
|
||||
|
||||
occupied.iter().any(|&p| p >= min && p <= max)
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,9 +1,13 @@
|
|||
use crate::{HEIGHT, WIDTH, states, FACTOR};
|
||||
use crate::{FACTOR, HEIGHT, WIDTH, states};
|
||||
use bevy::prelude::*;
|
||||
use states::linear::*;
|
||||
use std::f32::consts::FRAC_PI_2;
|
||||
|
||||
pub fn draw_track_gizmos(track: Res<Track>, mut gizmos: Gizmos) {
|
||||
pub fn draw_track_gizmos(track: Res<Track>, mut gizmos: Gizmos, config: ResMut<LinearDebugConfig>) {
|
||||
if !config.toggle_track {
|
||||
return;
|
||||
};
|
||||
|
||||
let mut current_pos = track.start_point;
|
||||
let mut current_dir = track.start_direction.normalize();
|
||||
|
||||
|
|
@ -53,23 +57,51 @@ pub fn draw_track_gizmos(track: Res<Track>, mut gizmos: Gizmos) {
|
|||
gizmos.circle_2d(current_pos, 5.0, Color::WHITE);
|
||||
}
|
||||
|
||||
pub fn draw_grid(mut gizmos: Gizmos) {
|
||||
let half_x = WIDTH as f32 / 2.0 * FACTOR as f32;
|
||||
let half_y = HEIGHT as f32 / 2.0 * FACTOR as f32;
|
||||
pub fn draw_grid(mut gizmos: Gizmos, config: ResMut<LinearDebugConfig>) {
|
||||
if !config.toggle_grid {
|
||||
return;
|
||||
};
|
||||
const FF: f32 = FACTOR as f32;
|
||||
|
||||
const HALF_X: f32 = WIDTH as f32 / 2.0;
|
||||
const HALF_Y: f32 = HEIGHT as f32 / 2.0;
|
||||
const STEP_X: f32 = HALF_X * FF;
|
||||
const STEP_Y: f32 = HALF_Y * FF;
|
||||
|
||||
for i in 0..WIDTH {
|
||||
gizmos.line_2d(
|
||||
Vec2::new((i as f32 - 8.0) * FACTOR as f32, half_y),
|
||||
Vec2::new((i as f32 - 8.0) * FACTOR as f32, -half_y),
|
||||
Vec2::new((i as f32 - HALF_X) * FF, STEP_Y),
|
||||
Vec2::new((i as f32 - HALF_X) * FF, -STEP_Y),
|
||||
DARK_GREEN,
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
for i in 0..HEIGHT {
|
||||
gizmos.line_2d(
|
||||
Vec2::new(-half_x, (i as f32 - 4.0) * FACTOR as f32),
|
||||
Vec2::new(half_x, (i as f32 - 4.0) * FACTOR as f32),
|
||||
Vec2::new(-STEP_X, (i as f32 - HALF_Y) * FF),
|
||||
Vec2::new(STEP_X, (i as f32 - HALF_Y) * FF),
|
||||
DARK_GREEN,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
// pub fn draw_cannon_laser(mut gizmos: Gizmos, config: ResMut<LinearDebugConfig>){
|
||||
// if !config.toggle_laser {
|
||||
// return;
|
||||
// };
|
||||
// }
|
||||
|
||||
pub fn toggle_debug_systems(
|
||||
buttons: Query<(&Interaction, &DebugToggle), Changed<Interaction>>,
|
||||
mut config: ResMut<LinearDebugConfig>,
|
||||
) {
|
||||
for (interaction, toggle_type) in &buttons {
|
||||
if matches!(interaction, Interaction::Pressed) {
|
||||
match toggle_type {
|
||||
DebugToggle::Track => config.toggle_track = !config.toggle_track,
|
||||
DebugToggle::Grid => config.toggle_grid = !config.toggle_grid,
|
||||
DebugToggle::Laser => config.toggle_laser = !config.toggle_laser,
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -7,8 +7,8 @@ pub fn setup_linear_track() -> Track {
|
|||
println!("Построение трека начато");
|
||||
Track {
|
||||
start_point: Vec2 {
|
||||
x: CENTER_X - FACTOR as f32 * 7.0,
|
||||
y: CENTER_Y - FACTOR as f32 * 4.0,
|
||||
x: CENTER_X - STEP * 7.0 * 2.0,
|
||||
y: CENTER_Y - STEP * 4.0 * 2.0,
|
||||
},
|
||||
start_direction: Vec2::X,
|
||||
segments: vec![
|
||||
|
|
|
|||
|
|
@ -1,11 +1,12 @@
|
|||
use crate::states::AppState;
|
||||
use crate::states::AppState::LinearPlayState;
|
||||
use crate::states::linear::plugin::LinearUpdateSet;
|
||||
use crate::states::linear::{LinearRestartMarker, LinearStateMarker};
|
||||
use crate::states::linear::{DebugToggle, LinearRestartMarker, LinearStateMarker};
|
||||
use crate::ui::button_click::ButtonClickMessage;
|
||||
use crate::ui::click::handle_click_system;
|
||||
use crate::ui::{ButtonStyle, spawn_button};
|
||||
use crate::ui::{ButtonStyle, spawn_button, spawn_background};
|
||||
use bevy::prelude::*;
|
||||
use crate::{FACTOR, HEIGHT, WIDTH};
|
||||
|
||||
pub struct LinearUIPlugin;
|
||||
|
||||
|
|
@ -44,25 +45,63 @@ fn setup_ui(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|||
))
|
||||
.id();
|
||||
|
||||
let restart_button_style = ButtonStyle {
|
||||
let button_style = ButtonStyle {
|
||||
font: asset_server.load("fonts/QR Ames Beta.otf"),
|
||||
font_size: 24.0,
|
||||
font_size: 16.0,
|
||||
text_color: Color::WHITE,
|
||||
normal_bg: Color::linear_rgba(0.15, 0.15, 0.15, 1.0),
|
||||
hovered_bg: Color::linear_rgb(0.25, 0.25, 0.25),
|
||||
pressed_bg: Color::linear_rgb(0.3, 0.3, 0.3),
|
||||
width: Val::Px(200.0),
|
||||
height: Val::Px(50.0),
|
||||
width: Val::Px(100.0),
|
||||
height: Val::Px(25.0),
|
||||
margin: UiRect::all(Val::Px(10.0)),
|
||||
};
|
||||
|
||||
let bg_image: Handle<Image> = asset_server.load("sprites/bg/linear_bg.png");
|
||||
commands.spawn((
|
||||
Sprite{
|
||||
image: bg_image,
|
||||
custom_size: Some(Vec2::new((WIDTH*FACTOR) as f32, (HEIGHT*FACTOR) as f32)),
|
||||
..default()
|
||||
},
|
||||
Transform::from_xyz(0.0, 0.0, -10.0),
|
||||
LinearStateMarker,
|
||||
));
|
||||
// spawn_background(&mut commands, bg_image, LinearStateMarker);
|
||||
|
||||
spawn_button(
|
||||
&mut commands,
|
||||
root,
|
||||
"Restart",
|
||||
&restart_button_style,
|
||||
&button_style,
|
||||
LinearRestartMarker,
|
||||
);
|
||||
|
||||
spawn_button(
|
||||
&mut commands,
|
||||
root,
|
||||
"Track",
|
||||
&button_style,
|
||||
DebugToggle::Track,
|
||||
);
|
||||
|
||||
spawn_button(
|
||||
&mut commands,
|
||||
root,
|
||||
"Grid",
|
||||
&button_style,
|
||||
DebugToggle::Grid,
|
||||
);
|
||||
|
||||
spawn_button(
|
||||
&mut commands,
|
||||
root,
|
||||
"Laser",
|
||||
&button_style,
|
||||
DebugToggle::Laser,
|
||||
);
|
||||
|
||||
|
||||
}
|
||||
|
||||
pub fn restart_game_button_system(
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue