Split physics parts into a submodule

The physics sim bits (that aren't Rapier2d) are now in their own
submodule. I've included the `Wrapping` marker component because it
doesn't really have anywhere else to live, and it's kinda sorta related
to the physics. It controls the motion of objects... that's physics. :p

There are name collisions between Rapier2d's `Velocity` and my own, but
that's a problem for later. I've used more specific type paths where
necessary to maintain the previous behavior.

The `physics::Position` component can go away completely. It's just an
extra copy of some of the built-in `Transform` data. I'm pretty sure it
only exists because I didn't realize I could rely on directly
manipulating the transform when I started this project.
This commit is contained in:
2025-08-09 13:31:59 -05:00
parent 809810b8ce
commit 61c57783f1
4 changed files with 83 additions and 68 deletions

View File

@@ -6,7 +6,7 @@ use std::time::Duration;
/// not... not the whole game.
use bevy::prelude::*;
use crate::{GameAssets, Position, Rotation, Velocity, WorldSize};
use crate::{GameAssets, Rotation, WorldSize, physics::Position, physics::Velocity};
#[derive(Component, Deref, DerefMut)]
pub struct Asteroid(AsteroidSize);

View File

@@ -1,6 +1,7 @@
mod asteroids;
pub mod config;
mod event;
mod physics;
mod preparation_widget;
mod ship;
mod title_screen;
@@ -18,6 +19,7 @@ use bevy_rapier2d::{
render::RapierDebugRenderPlugin,
};
use config::{ASTEROID_SMALL_COLOR, SHIP_THRUSTER_COLOR_ACTIVE, SHIP_THRUSTER_COLOR_INACTIVE};
use physics::Rotation;
use ship::Ship;
pub struct AsteroidPlugin;
@@ -47,7 +49,7 @@ impl Plugin for AsteroidPlugin {
(
input_ship_thruster,
input_ship_rotation,
wrap_entities,
physics::wrap_entities,
asteroids::tick_asteroid_manager,
asteroids::spawn_asteroid.after(asteroids::tick_asteroid_manager),
collision_listener,
@@ -58,7 +60,11 @@ impl Plugin for AsteroidPlugin {
)
.add_systems(
FixedPostUpdate,
(integrate_velocity, update_positions, apply_rotation_to_mesh)
(
physics::integrate_velocity,
physics::update_positions,
physics::apply_rotation_to_mesh,
)
.run_if(in_state(GameState::Playing)),
)
.add_event::<asteroids::SpawnAsteroid>()
@@ -130,19 +136,6 @@ pub enum GameState {
GameOver, // Game has ended. Present game over dialogue and await user restart
}
#[derive(Component)]
struct Position(bevy::math::Vec2);
#[derive(Component)]
struct Velocity(bevy::math::Vec2);
#[derive(Component)]
struct Rotation(f32);
/// Marker for any entity that should wrap on screen edges
#[derive(Component)]
struct Wrapping;
#[derive(Resource, Debug, Deref, Clone, Copy)]
struct Score(i32);
@@ -244,7 +237,7 @@ fn spawn_camera(mut commands: Commands) {
*/
fn input_ship_thruster(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut query: Query<(&mut Velocity, &Rotation, &mut Children), With<Ship>>,
mut query: Query<(&mut physics::Velocity, &Rotation, &mut Children), With<Ship>>,
mut commands: Commands,
game_assets: Res<GameAssets>,
) {
@@ -292,56 +285,6 @@ fn input_ship_rotation(
}
}
// TODO: Combine movement integration steps into one function
// They need to be ordered so the physics is deterministic. Bevy can enforce
// order, but it makes more sense to cut out the extra machinery and have one
// single function. Probably better for cache locality or whatever, too.
/*
Add velocity to position
*/
fn integrate_velocity(mut query: Query<(&mut Position, &Velocity)>, time: Res<Time>) {
for (mut position, velocity) in &mut query {
position.0 += velocity.0 * time.delta_secs();
}
}
fn update_positions(mut query: Query<(&mut Transform, &Position)>) {
for (mut transform, position) in &mut query {
transform.translation.x = position.0.x;
transform.translation.y = position.0.y;
}
}
/*
Assigns the rotation to the transform by copying it from the Rotation component.
*/
fn apply_rotation_to_mesh(mut query: Query<(&mut Transform, &Rotation)>) {
for (mut transform, rotation) in &mut query {
transform.rotation = Quat::from_rotation_z(rotation.0);
}
}
fn wrap_entities(mut query: Query<&mut Position, With<Wrapping>>, world_size: Res<WorldSize>) {
let right = world_size.width / 2.0;
let left = -right;
let top = world_size.height / 2.0;
let bottom = -top;
for mut pos in query.iter_mut() {
if pos.0.x > right {
pos.0.x = left;
} else if pos.0.x < left {
pos.0.x = right;
}
if pos.0.y > top {
pos.0.y = bottom;
} else if pos.0.y < bottom {
pos.0.y = top;
}
}
}
fn spawn_ui(mut commands: Commands, score: Res<Score>, lives: Res<Lives>) {
commands.spawn((
Text::new(format!("Score: {score:?} | Lives: {lives:?}")),

72
src/physics.rs Normal file
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@@ -0,0 +1,72 @@
//! Custom physics items
//! TODO: Refactor in terms of Rapier2D, *or* implement colliders and remove it.
use bevy::prelude::*;
use crate::WorldSize;
#[derive(Component)]
pub(crate) struct Position(pub(crate) bevy::math::Vec2);
#[derive(Component)]
pub(crate) struct Velocity(pub(crate) bevy::math::Vec2);
#[derive(Component)]
pub(crate) struct Rotation(pub(crate) f32);
/// Marker for any entity that should wrap on screen edges
#[derive(Component)]
pub(crate) struct Wrapping;
// TODO: Combine movement integration steps into one function
// They need to be ordered so the physics is deterministic. Bevy can enforce
// order, but it makes more sense to cut out the extra machinery and have one
// single function. Probably better for cache locality or whatever, too.
/*
Add velocity to position
*/
pub(crate) fn integrate_velocity(mut query: Query<(&mut Position, &Velocity)>, time: Res<Time>) {
for (mut position, velocity) in &mut query {
position.0 += velocity.0 * time.delta_secs();
}
}
pub(crate) fn update_positions(mut query: Query<(&mut Transform, &Position)>) {
for (mut transform, position) in &mut query {
transform.translation.x = position.0.x;
transform.translation.y = position.0.y;
}
}
/*
Assigns the rotation to the transform by copying it from the Rotation component.
*/
pub(crate) fn apply_rotation_to_mesh(mut query: Query<(&mut Transform, &Rotation)>) {
for (mut transform, rotation) in &mut query {
transform.rotation = Quat::from_rotation_z(rotation.0);
}
}
pub(crate) fn wrap_entities(
mut query: Query<&mut Position, With<Wrapping>>,
world_size: Res<WorldSize>,
) {
let right = world_size.width / 2.0;
let left = -right;
let top = world_size.height / 2.0;
let bottom = -top;
for mut pos in query.iter_mut() {
if pos.0.x > right {
pos.0.x = left;
} else if pos.0.x < left {
pos.0.x = right;
}
if pos.0.y > top {
pos.0.y = bottom;
} else if pos.0.y < bottom {
pos.0.y = top;
}
}
}

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@@ -1,7 +1,7 @@
use bevy::prelude::*;
use bevy_rapier2d::prelude::*;
use crate::{GameAssets, Position, Rotation, Velocity, Wrapping};
use crate::{GameAssets, Rotation, physics::Position, physics::Velocity, physics::Wrapping};
#[derive(Component)]
pub struct Ship;