2 Commits

Author SHA1 Message Date
ab5f489450 Enable collision sensing for bodyless entities
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Rapier expects to have a RigidBody attached to the entity, but I do not.

I'm not going to make one, either, because the objects in a game of
Asteroids don't need collision handling the way most games do. I just
need to know if two objects have started overlapping.

According to this: https://rapier.rs/docs/user_guides/bevy_plugin/colliders#collision-groups-and-solver-groups
only one of the two objects involved needs to have the ActiveEvents and
ActiveCollisionTypes components attached, so I've placed them on the
player ship.
2025-08-06 15:21:12 -05:00
d4ceaa6312 Add Sensor component to colliders 2025-08-06 14:44:38 -05:00
2 changed files with 18 additions and 2 deletions

View File

@@ -1,4 +1,4 @@
use bevy_rapier2d::prelude::Collider;
use bevy_rapier2d::prelude::*;
use rand::{Rng, SeedableRng};
use std::time::Duration;
@@ -118,6 +118,7 @@ pub fn spawn_asteroid(
commands.spawn((
Asteroid(AsteroidSize::Small),
Collider::ball(collider_radius),
Sensor,
Position(spawn.pos),
Velocity(spawn.vel),
Rotation(0.0),

View File

@@ -10,7 +10,11 @@ use bevy::prelude::*;
use bevy_inspector_egui::InspectorOptions;
use bevy_inspector_egui::prelude::ReflectInspectorOptions;
use bevy_rapier2d::{plugin::{NoUserData, RapierPhysicsPlugin}, prelude::Collider, render::RapierDebugRenderPlugin};
use bevy_rapier2d::{
plugin::{NoUserData, RapierPhysicsPlugin},
prelude::*,
render::RapierDebugRenderPlugin,
};
use config::{ASTEROID_SMALL_COLOR, SHIP_THRUSTER_COLOR_ACTIVE, SHIP_THRUSTER_COLOR_INACTIVE};
pub struct AsteroidPlugin;
@@ -43,6 +47,8 @@ impl Plugin for AsteroidPlugin {
wrap_entities,
asteroids::tick_asteroid_manager,
asteroids::spawn_asteroid.after(asteroids::tick_asteroid_manager),
// TODO: Remove debug printing
debug_collision_event_printer,
)
.run_if(in_state(GameState::Playing)),
)
@@ -56,6 +62,12 @@ impl Plugin for AsteroidPlugin {
}
}
fn debug_collision_event_printer(mut collision_events: EventReader<CollisionEvent>) {
for event in collision_events.read() {
dbg!(event);
}
}
#[derive(Clone, Debug, Eq, Hash, PartialEq, States)]
pub enum GameState {
TitleScreen, // Program is started. Present title screen and await user start
@@ -180,6 +192,9 @@ fn spawn_player(mut commands: Commands, game_assets: Res<GameAssets>) {
commands
.spawn((
Collider::ball(0.7),
Sensor,
ActiveEvents::COLLISION_EVENTS,
ActiveCollisionTypes::STATIC_STATIC,
Ship,
Wrapping,
Position(Vec2::default()),