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

@@ -22,7 +22,7 @@ use bevy_rapier2d::prelude::{ActiveCollisionTypes, ActiveEvents, Collider, Senso
use crate::{
AngularVelocity, GameAssets, GameState, Lives,
config::ASTEROID_LIFETIME,
config::{ASTEROID_LIFETIME, SHIP_FIRE_RATE},
events::{AsteroidDestroy, BulletDestroy, ShipDestroy, SpawnAsteroid},
machinery::Lifetime,
physics::{Velocity, Wrapping},
@@ -55,6 +55,10 @@ impl AsteroidSize {
#[derive(Component)]
pub struct Ship;
/// The ship's gun (is just a timer)
#[derive(Component, Deref, DerefMut)]
pub struct Weapon(Timer);
/// Marker component for bullets.
#[derive(Component)]
pub struct Bullet;
@@ -144,6 +148,7 @@ pub fn spawn_player(mut commands: Commands, game_assets: Res<GameAssets>) {
ActiveEvents::COLLISION_EVENTS,
ActiveCollisionTypes::STATIC_STATIC,
Ship,
Weapon(Timer::from_seconds(1.0 / SHIP_FIRE_RATE, TimerMode::Once)),
Wrapping,
Velocity(Vec2::ZERO),
AngularVelocity(0.0),