Implement a proper gun fire-rate mechanism

There is now a `Weapon` component which is just a timer for the gun's
fire rate. It is ticked every frame, clamping at the "ready" state (0
time remaining).

The ship spawns with this thing, and the `input_ship_shoot` system has
been updated to use it.
This commit is contained in:
2025-08-14 14:32:16 -05:00
parent 0a7ffcfa0a
commit 708f514582
3 changed files with 22 additions and 10 deletions

View File

@@ -16,7 +16,7 @@ use crate::config::{
SHIP_THRUSTER_COLOR_INACTIVE,
};
use crate::machinery::AsteroidSpawner;
use crate::objects::{Bullet, Ship};
use crate::objects::{Bullet, Ship, Weapon};
use crate::physics::AngularVelocity;
use bevy::prelude::*;
@@ -160,19 +160,25 @@ fn input_ship_rotation(
/// tick those timers. Maybe this system?
fn input_ship_shoot(
keyboard_input: Res<ButtonInput<KeyCode>>,
ship: Single<(&Transform, &physics::Velocity), With<Ship>>,
ship: Single<(&Transform, &physics::Velocity, &mut Weapon), With<Ship>>,
game_assets: Res<GameAssets>,
mut commands: Commands,
time: Res<Time>,
) {
let (ship_pos, ship_vel) = *ship;
let (ship_pos, ship_vel, mut weapon) = ship.into_inner();
// Derive bullet velocity, add to the ship's velocity
let bullet_vel = (ship_pos.rotation * Vec3::X).xy() * BULLET_SPEED;
let bullet_vel = bullet_vel + ship_vel.0;
// Tick the timer so the cooldown eventually finishes. Once it does, the
// value will clamp at 0. The weapon is now ready.
weapon.tick(time.delta());
// If the weapon is ready and the player presses the trigger,
// spawn a bullet & reset the timer.
if weapon.finished() && keyboard_input.pressed(KeyCode::Space) {
weapon.reset();
// Derive bullet velocity, add to the ship's velocity
let bullet_vel = (ship_pos.rotation * Vec3::X).xy() * BULLET_SPEED;
let bullet_vel = bullet_vel + ship_vel.0;
// TODO: create a timer for the gun fire rate.
// For now, spawn one for each press of the spacebar.
if keyboard_input.just_pressed(KeyCode::Space) {
commands.spawn((
Bullet,
Collider::ball(0.2),