Move collision system to physics module

This commit is contained in:
2025-08-11 23:07:18 -05:00
parent 1369a3092f
commit cd194e2dbf
2 changed files with 70 additions and 66 deletions

View File

@@ -12,7 +12,7 @@ use crate::config::{
PLAYER_SHIP_COLOR, SHIP_ROTATION, SHIP_THRUST, SHIP_THRUSTER_COLOR_ACTIVE,
SHIP_THRUSTER_COLOR_INACTIVE, WINDOW_SIZE,
};
use crate::objects::{Asteroid, Bullet, Ship};
use crate::objects::{Bullet, Ship};
use crate::physics::AngularVelocity;
use bevy::prelude::*;
@@ -61,7 +61,7 @@ impl Plugin for AsteroidPlugin {
objects::split_asteroids,
objects::bullet_impact_listener,
objects::ship_impact_listener,
collision_listener,
physics::collision_listener,
// TODO: Remove debug printing
debug_collision_event_printer,
tick_lifetimes,
@@ -90,69 +90,6 @@ fn debug_collision_event_printer(mut collision_events: EventReader<CollisionEven
}
}
/// The collision event routing system.
///
/// When a `CollisionEvent` occurrs, this system checks which things collided
/// and emits secondary events accordignly.
///
/// | Objects | Response |
/// |-|-|
/// | Ship & Asteroid | emits event [`ShipDestroy`](`crate::event::ShipDestroy`) |
/// | Asteroid & Bullet | emits event [`AsteroidDestroy`](`crate::event::AsteroidDestroy`) |
/// | Asteroid & Asteroid | Nothing. Asteroids won't collide with each other |
/// | Bullet & Bullet | Nothing. Bullets won't collide with each other (and probably can't under normal gameplay conditions) |
/// | Bullet & Ship | Nothing. The player shouldn't be able to shoot themselves (and the Flying Saucer hasn't been impl.'d, so it's bullets don't count) |
fn collision_listener(
mut collisions: EventReader<CollisionEvent>,
mut ship_writer: EventWriter<events::ShipDestroy>,
mut asteroid_writer: EventWriter<events::AsteroidDestroy>,
mut bullet_writer: EventWriter<events::BulletDestroy>,
player: Single<Entity, With<Ship>>,
bullets: Query<&Bullet>,
rocks: Query<&Asteroid>,
) {
for event in collisions.read() {
if let CollisionEvent::Started(one, two, _flags) = event {
// Valid collisions are:
//
// - Ship & Asteroid
// - Bullet & Asteroid
//
// Asteroids don't collide with each other, bullets don't collide
// with each other, and bullets don't collide with the player ship.
// Option 1: Ship & Asteroid
if *one == *player {
if rocks.contains(*two) {
// player-asteroid collision
dbg!("Writing ShipDestroy event");
ship_writer.write(events::ShipDestroy);
} // else, we don't care
} else if *two == *player {
if rocks.contains(*one) {
dbg!("Writing ShipDestroy event");
ship_writer.write(events::ShipDestroy);
}
}
// Option 2: Bullet & Asteroid
if bullets.contains(*one) {
if rocks.contains(*two) {
dbg!("Writing AsteroidDestroy & BulletDestroy events");
asteroid_writer.write(events::AsteroidDestroy(*two));
bullet_writer.write(events::BulletDestroy(*one));
}
} else if rocks.contains(*one) {
if bullets.contains(*two) {
dbg!("Writing AsteroidDestroy & BulletDestroy events");
asteroid_writer.write(events::AsteroidDestroy(*one));
bullet_writer.write(events::BulletDestroy(*two));
}
}
}
}
}
#[derive(Clone, Debug, Eq, Hash, PartialEq, States)]
pub enum GameState {
TitleScreen, // Program is started. Present title screen and await user start

View File

@@ -1,9 +1,13 @@
//! Custom physics items
//! TODO: Refactor in terms of Rapier2D, *or* implement colliders and remove it.
use crate::WorldSize;
use crate::{
WorldSize, events,
objects::{Asteroid, Bullet, Ship},
};
use bevy::prelude::*;
use bevy_rapier2d::pipeline::CollisionEvent;
#[derive(Clone, Component)]
pub(crate) struct Velocity(pub(crate) bevy::math::Vec2);
@@ -57,3 +61,66 @@ pub(crate) fn wrap_entities(
}
}
}
/// The collision event routing system.
///
/// When a `CollisionEvent` occurrs, this system checks which things collided
/// and emits secondary events accordignly.
///
/// | Objects | Response |
/// |-|-|
/// | Ship & Asteroid | emits event [`ShipDestroy`](`crate::event::ShipDestroy`) |
/// | Asteroid & Bullet | emits event [`AsteroidDestroy`](`crate::event::AsteroidDestroy`) |
/// | Asteroid & Asteroid | Nothing. Asteroids won't collide with each other |
/// | Bullet & Bullet | Nothing. Bullets won't collide with each other (and probably can't under normal gameplay conditions) |
/// | Bullet & Ship | Nothing. The player shouldn't be able to shoot themselves (and the Flying Saucer hasn't been impl.'d, so it's bullets don't count) |
pub fn collision_listener(
mut collisions: EventReader<CollisionEvent>,
mut ship_writer: EventWriter<events::ShipDestroy>,
mut asteroid_writer: EventWriter<events::AsteroidDestroy>,
mut bullet_writer: EventWriter<events::BulletDestroy>,
player: Single<Entity, With<Ship>>,
bullets: Query<&Bullet>,
rocks: Query<&Asteroid>,
) {
for event in collisions.read() {
if let CollisionEvent::Started(one, two, _flags) = event {
// Valid collisions are:
//
// - Ship & Asteroid
// - Bullet & Asteroid
//
// Asteroids don't collide with each other, bullets don't collide
// with each other, and bullets don't collide with the player ship.
// Option 1: Ship & Asteroid
if *one == *player {
if rocks.contains(*two) {
// player-asteroid collision
dbg!("Writing ShipDestroy event");
ship_writer.write(events::ShipDestroy);
} // else, we don't care
} else if *two == *player {
if rocks.contains(*one) {
dbg!("Writing ShipDestroy event");
ship_writer.write(events::ShipDestroy);
}
}
// Option 2: Bullet & Asteroid
if bullets.contains(*one) {
if rocks.contains(*two) {
dbg!("Writing AsteroidDestroy & BulletDestroy events");
asteroid_writer.write(events::AsteroidDestroy(*two));
bullet_writer.write(events::BulletDestroy(*one));
}
} else if rocks.contains(*one) {
if bullets.contains(*two) {
dbg!("Writing AsteroidDestroy & BulletDestroy events");
asteroid_writer.write(events::AsteroidDestroy(*one));
bullet_writer.write(events::BulletDestroy(*two));
}
}
}
}
}