Extract games into own modules as Bevy Plugins
This commit is contained in:
346
src/breakout_plugin.rs
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346
src/breakout_plugin.rs
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use bevy::{input::keyboard::Key, math::bounding::{Aabb2d, BoundingCircle, BoundingVolume, IntersectsVolume}, prelude::*, sprite::MaterialMesh2dBundle};
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// Using the default 2D camera they correspond 1:1 with screen pixels.
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const PADDLE_SIZE: Vec2 = Vec2::new(120.0, 20.0);
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const GAP_BETWEEN_PADDLE_AND_FLOOR: f32 = 60.0;
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const PADDLE_SPEED: f32 = 500.0;
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// How close can the paddle get to the wall
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const PADDLE_PADDING: f32 = 10.0;
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// We set the z-value of the ball to 1 so it renders on top in the case of overlapping sprites.
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const BALL_STARTING_POSITION: Vec3 = Vec3::new(0.0, -50.0, 1.0);
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const BALL_DIAMETER: f32 = 30.;
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const BALL_SPEED: f32 = 400.0;
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const INITIAL_BALL_DIRECTION: Vec2 = Vec2::new(0.5, -0.5);
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const WALL_THICKNESS: f32 = 10.0;
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// x coordinates
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const LEFT_WALL: f32 = -450.;
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const RIGHT_WALL: f32 = 450.;
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// y coordinates
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const BOTTOM_WALL: f32 = -300.;
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const TOP_WALL: f32 = 300.;
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const BRICK_SIZE: Vec2 = Vec2::new(100., 30.);
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// These values are exact
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const GAP_BETWEEN_PADDLE_AND_BRICKS: f32 = 270.0;
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const GAP_BETWEEN_BRICKS: f32 = 5.0;
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// These values are lower bounds, as the number of bricks is computed
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const GAP_BETWEEN_BRICKS_AND_CEILING: f32 = 20.0;
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const GAP_BETWEEN_BRICKS_AND_SIDES: f32 = 20.0;
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const SCOREBOARD_FONT_SIZE: f32 = 40.0;
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const SCOREBOARD_TEXT_PADDING: Val = Val::Px(5.0);
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const BACKGROUND_COLOR: Color = Color::srgb(0.9, 0.9, 0.9);
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const PADDLE_COLOR: Color = Color::srgb(0.3, 0.3, 0.7);
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const BALL_COLOR: Color = Color::srgb(1.0, 0.5, 0.5);
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const BRICK_COLOR: Color = Color::srgb(0.5, 0.5, 1.0);
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const WALL_COLOR: Color = Color::srgb(0.8, 0.8, 0.8);
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const TEXT_COLOR: Color = Color::srgb(0.5, 0.5, 1.0);
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const SCORE_COLOR: Color = Color::srgb(1.0, 0.5, 0.5);
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#[derive(Component)]
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struct Paddle;
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#[derive(Component)]
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struct Ball;
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#[derive(Component, Deref, DerefMut)]
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struct Velocity(Vec2);
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#[derive(Component)]
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struct Collider;
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#[derive(Event, Default)]
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struct CollisionEvent;
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#[derive(Component)]
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struct Brick;
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#[derive(Resource, Deref, DerefMut)]
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struct Score(usize);
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#[derive(Component)]
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struct ScoreboardUi;
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#[derive(Bundle)]
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struct WallBundle{
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sprite_bundle: SpriteBundle,
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collider: Collider,
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}
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impl WallBundle {
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fn new(location: WallLocation) -> Self {
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WallBundle {
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sprite_bundle: SpriteBundle {
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transform: Transform {
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translation: location.position().extend(0.0),
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scale: location.size().extend(1.0),
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..default()
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},
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sprite: Sprite {
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color: WALL_COLOR,
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..default()
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},
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..default()
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},
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collider: Collider,
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}
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}
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}
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enum WallLocation { Right, Top, Left, Bottom }
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impl WallLocation {
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fn position(&self) -> Vec2 {
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match self {
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WallLocation::Right => Vec2::new(RIGHT_WALL, 0.0),
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WallLocation::Top => Vec2::new(0.0, TOP_WALL),
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WallLocation::Left => Vec2::new(LEFT_WALL, 0.0),
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WallLocation::Bottom => Vec2::new(0.0, BOTTOM_WALL),
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}
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}
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fn size(&self) -> Vec2 {
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let arena_height = TOP_WALL - BOTTOM_WALL;
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let arena_width = RIGHT_WALL - LEFT_WALL;
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assert!(arena_height > 0.0);
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assert!(arena_width > 0.0);
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match self {
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WallLocation::Left | WallLocation::Right => {
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Vec2::new(WALL_THICKNESS, arena_height + WALL_THICKNESS)
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},
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WallLocation::Top | WallLocation::Bottom => {
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Vec2::new(WALL_THICKNESS + arena_width, WALL_THICKNESS)
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}
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}
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}
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}
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enum Collision { Right, Top, Left, Bottom }
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fn ball_collision(ball: BoundingCircle, bounding_box: Aabb2d) -> Option<Collision> {
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if !ball.intersects(&bounding_box) {
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return None;
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}
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let closest = bounding_box.closest_point(ball.center());
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let offset = ball.center() - closest;
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let side = if offset.x.abs() > offset.y.abs() {
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if offset.x < 0.0 {
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Collision::Left
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} else {
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Collision::Right
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}
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} else if offset.y > 0.0 {
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Collision::Top
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} else {
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Collision::Bottom
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};
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Some(side)
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}
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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commands.spawn(Camera2dBundle::default());
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// paddle
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let paddle_y = BOTTOM_WALL + GAP_BETWEEN_PADDLE_AND_FLOOR;
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commands.spawn((
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SpriteBundle {
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transform: Transform {
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translation: Vec3::new(0.0, paddle_y, 0.0),
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scale: PADDLE_SIZE.extend(1.0),
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..default()
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},
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sprite: Sprite {
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color: PADDLE_COLOR,
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..default()
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},
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..default()
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},
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Paddle,
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Collider,
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));
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// ball
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commands.spawn((
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MaterialMesh2dBundle {
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mesh: meshes.add(Circle::default()).into(),
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material: materials.add(BALL_COLOR),
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transform: Transform::from_translation(BALL_STARTING_POSITION)
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.with_scale(Vec2::splat(BALL_DIAMETER).extend(1.0)),
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..default()
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},
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Ball,
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Velocity(INITIAL_BALL_DIRECTION.normalize() * BALL_SPEED),
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));
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// scoreboard
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commands.spawn((
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ScoreboardUi,
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TextBundle::from_sections([
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TextSection::new(
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"Score: ",
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TextStyle {
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font_size: SCOREBOARD_FONT_SIZE,
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color: TEXT_COLOR,
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..default()
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},
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),
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TextSection::from_style(TextStyle {
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font_size: SCOREBOARD_FONT_SIZE,
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color: SCORE_COLOR,
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..default()
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}),
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])
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.with_style(Style {
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position_type: PositionType::Absolute,
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top: SCOREBOARD_TEXT_PADDING,
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left: SCOREBOARD_TEXT_PADDING,
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..default()
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})
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));
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// walls
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commands.spawn(WallBundle::new(WallLocation::Left));
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commands.spawn(WallBundle::new(WallLocation::Right));
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commands.spawn(WallBundle::new(WallLocation::Bottom));
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commands.spawn(WallBundle::new(WallLocation::Top));
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// bricks
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let total_width_of_bricks = (RIGHT_WALL - LEFT_WALL) - 2.0 * GAP_BETWEEN_BRICKS_AND_SIDES;
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let bottom_edge_of_bricks = paddle_y + GAP_BETWEEN_PADDLE_AND_BRICKS;
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let total_height_of_bricks = TOP_WALL - bottom_edge_of_bricks - GAP_BETWEEN_BRICKS_AND_CEILING;
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assert!(total_width_of_bricks > 0.0);
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assert!(total_height_of_bricks > 0.0);
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// brick count is dynamic based on available game board space (and brick size, but that's a constant)
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let n_columns = (total_width_of_bricks / (BRICK_SIZE.x + GAP_BETWEEN_BRICKS)).floor() as usize;
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let n_rows = (total_height_of_bricks / (BRICK_SIZE.y + GAP_BETWEEN_BRICKS)).floor() as usize;
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let n_vertical_gaps = n_columns - 1;
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let center_of_bricks = (LEFT_WALL + RIGHT_WALL) / 2.0;
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let left_edge_of_bricks = center_of_bricks
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- (n_columns as f32 / 2.0 * BRICK_SIZE.x)
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- n_vertical_gaps as f32 / 2.0 * GAP_BETWEEN_BRICKS;
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// Bevy uses the center as the origin of an entity
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// so calculate offset from left-edge to get the correct position
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let offset_x = left_edge_of_bricks + BRICK_SIZE.x / 2.0;
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let offset_y = bottom_edge_of_bricks + BRICK_SIZE.y / 2.0;
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for row in 0..n_rows {
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for column in 0..n_columns {
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let brick_position = Vec2::new (
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offset_x + column as f32 * (BRICK_SIZE.x + GAP_BETWEEN_BRICKS),
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offset_y + row as f32 * (BRICK_SIZE.y + GAP_BETWEEN_BRICKS),
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);
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// spawn sprite, brick, collider
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commands.spawn((
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SpriteBundle {
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transform: Transform {
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translation: brick_position.extend(0.0),
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scale: BRICK_SIZE.extend(1.0),
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..default()
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},
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sprite: Sprite {
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color: BRICK_COLOR,
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..default()
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},
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..default()
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},
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Brick,
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Collider,
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));
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}
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}
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}
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fn apply_velocity(mut query: Query<(&mut Transform, &Velocity)>, time: Res<Time>) {
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for (mut transform, velocity) in &mut query {
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let vel_acc = **velocity * time.delta_seconds();
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let vel_acc = vel_acc.extend(0.0);
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transform.translation += vel_acc;
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}
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}
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fn move_paddle(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut query: Query<&mut Transform, With<Paddle>>,
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time: Res<Time>,
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) {
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let mut paddle_transform = query.single_mut();
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let mut direction = 0.0;
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if keyboard_input.pressed(KeyCode::ArrowLeft) {
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direction -= 1.0;
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}
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if keyboard_input.pressed(KeyCode::ArrowRight) {
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direction += 1.0;
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}
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let new_paddle_position = paddle_transform.translation.x + direction * PADDLE_SPEED * time.delta_seconds();
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let left_bound = LEFT_WALL + WALL_THICKNESS / 2.0 + PADDLE_SIZE.x / 2.0 + PADDLE_PADDING;
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let right_bound = RIGHT_WALL - WALL_THICKNESS / 2.0 + PADDLE_SIZE.x / 2.0 - PADDLE_PADDING;
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paddle_transform.translation.x = new_paddle_position.clamp(left_bound, right_bound);
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}
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fn check_for_collisions(
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mut commands: Commands,
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mut score: ResMut<Score>,
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mut ball_query: Query<(&mut Velocity, &Transform), With<Ball>>,
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collider_query: Query<(Entity, &Transform, Option<&Brick>), With<Collider>>,
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mut collision_events: EventWriter<CollisionEvent>,
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) {
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let (mut ball_velocity, ball_transform) = ball_query.single_mut();
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for (collider_entity, collider_transform, maybe_brick) in &collider_query {
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let collision = ball_collision(
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BoundingCircle::new(ball_transform.translation.truncate(), BALL_DIAMETER / 2.0),
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Aabb2d::new(
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collider_transform.translation.truncate(),
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collider_transform.scale.truncate() / 2.0,
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),
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);
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if let Some(collision) = collision {
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collision_events.send_default();
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if maybe_brick.is_some() {
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commands.entity(collider_entity).despawn();
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**score += 1;
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}
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let mut reflect = (false, false);
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match collision {
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Collision::Right => reflect.0 = ball_velocity.x < 0.0,
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Collision::Top => reflect.1 = ball_velocity.y < 0.0,
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Collision::Left => reflect.0 = ball_velocity.x > 0.0,
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Collision::Bottom => reflect.1 = ball_velocity.y > 0.0,
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}
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if reflect.0 {
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ball_velocity.x = -ball_velocity.x;
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}
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if reflect.1 {
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ball_velocity.y = -ball_velocity.y;
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}
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}
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}
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}
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fn update_scoreboard(score: Res<Score>, mut query: Query<&mut Text, With<ScoreboardUi>>) {
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let mut text = query.single_mut();
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text.sections[1].value = score.to_string();
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}
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48
src/hello_world_plugin.rs
Normal file
48
src/hello_world_plugin.rs
Normal file
@@ -0,0 +1,48 @@
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use bevy::prelude::*;
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#[derive(Component)]
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struct Person;
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#[derive(Component)]
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struct Name(String);
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fn add_people(mut commands: Commands) {
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commands.spawn((Person, Name("John".to_string())));
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commands.spawn((Person, Name("Jack".to_string())));
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commands.spawn((Person, Name("Bill".to_string())));
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}
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#[derive(Resource)]
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struct GreetTimer(Timer);
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fn greet_people(
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time: Res<Time>,
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mut timer: ResMut<GreetTimer>,
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query: Query<&Name, With<Person>>
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) {
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if timer.0.tick(time.delta()).just_finished() {
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for name in &query {
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println!("Hello {}!", name.0);
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}
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}
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}
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fn update_people(mut query: Query<&mut Name, With<Person>>) {
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for mut name in &mut query {
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if name.0 == "Bill" {
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name.0 = "Jill".to_string();
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break;
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}
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}
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}
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pub struct HelloPlugin;
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impl Plugin for HelloPlugin {
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fn build(&self, app: &mut App){
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app.insert_resource(GreetTimer(Timer::from_seconds(2.0, TimerMode::Repeating)))
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.add_systems(Startup, add_people)
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.add_systems(Update, (update_people, greet_people).chain());
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}
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}
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408
src/main.rs
408
src/main.rs
@@ -1,408 +1,14 @@
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use bevy::{input::keyboard::Key, math::bounding::{Aabb2d, BoundingCircle, BoundingVolume, IntersectsVolume}, prelude::*, sprite::MaterialMesh2dBundle};
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use bevy::prelude::*;
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mod hello_world_plugin;
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// mod breakout_plugin;
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use hello_world_plugin::HelloPlugin;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.insert_resource(Score(0))
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.insert_resource(ClearColor(BACKGROUND_COLOR))
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.add_event::<CollisionEvent>()
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.add_systems(Startup, setup)
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.add_systems(FixedUpdate, (
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apply_velocity,
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move_paddle,
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check_for_collisions,
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).chain())
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.add_systems(Update, update_scoreboard)
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.add_plugins(HelloPlugin)
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.run();
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}
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// Using the default 2D camera they correspond 1:1 with screen pixels.
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const PADDLE_SIZE: Vec2 = Vec2::new(120.0, 20.0);
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const GAP_BETWEEN_PADDLE_AND_FLOOR: f32 = 60.0;
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const PADDLE_SPEED: f32 = 500.0;
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// How close can the paddle get to the wall
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const PADDLE_PADDING: f32 = 10.0;
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// We set the z-value of the ball to 1 so it renders on top in the case of overlapping sprites.
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const BALL_STARTING_POSITION: Vec3 = Vec3::new(0.0, -50.0, 1.0);
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const BALL_DIAMETER: f32 = 30.;
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const BALL_SPEED: f32 = 400.0;
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const INITIAL_BALL_DIRECTION: Vec2 = Vec2::new(0.5, -0.5);
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const WALL_THICKNESS: f32 = 10.0;
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// x coordinates
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const LEFT_WALL: f32 = -450.;
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const RIGHT_WALL: f32 = 450.;
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// y coordinates
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const BOTTOM_WALL: f32 = -300.;
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const TOP_WALL: f32 = 300.;
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const BRICK_SIZE: Vec2 = Vec2::new(100., 30.);
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// These values are exact
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const GAP_BETWEEN_PADDLE_AND_BRICKS: f32 = 270.0;
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const GAP_BETWEEN_BRICKS: f32 = 5.0;
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// These values are lower bounds, as the number of bricks is computed
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const GAP_BETWEEN_BRICKS_AND_CEILING: f32 = 20.0;
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const GAP_BETWEEN_BRICKS_AND_SIDES: f32 = 20.0;
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const SCOREBOARD_FONT_SIZE: f32 = 40.0;
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const SCOREBOARD_TEXT_PADDING: Val = Val::Px(5.0);
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||||
|
||||
const BACKGROUND_COLOR: Color = Color::srgb(0.9, 0.9, 0.9);
|
||||
const PADDLE_COLOR: Color = Color::srgb(0.3, 0.3, 0.7);
|
||||
const BALL_COLOR: Color = Color::srgb(1.0, 0.5, 0.5);
|
||||
const BRICK_COLOR: Color = Color::srgb(0.5, 0.5, 1.0);
|
||||
const WALL_COLOR: Color = Color::srgb(0.8, 0.8, 0.8);
|
||||
const TEXT_COLOR: Color = Color::srgb(0.5, 0.5, 1.0);
|
||||
const SCORE_COLOR: Color = Color::srgb(1.0, 0.5, 0.5);
|
||||
|
||||
|
||||
#[derive(Component)]
|
||||
struct Paddle;
|
||||
|
||||
#[derive(Component)]
|
||||
struct Ball;
|
||||
|
||||
#[derive(Component, Deref, DerefMut)]
|
||||
struct Velocity(Vec2);
|
||||
|
||||
#[derive(Component)]
|
||||
struct Collider;
|
||||
|
||||
#[derive(Event, Default)]
|
||||
struct CollisionEvent;
|
||||
|
||||
#[derive(Component)]
|
||||
struct Brick;
|
||||
|
||||
#[derive(Resource, Deref, DerefMut)]
|
||||
struct Score(usize);
|
||||
|
||||
#[derive(Component)]
|
||||
struct ScoreboardUi;
|
||||
|
||||
#[derive(Bundle)]
|
||||
struct WallBundle{
|
||||
sprite_bundle: SpriteBundle,
|
||||
collider: Collider,
|
||||
}
|
||||
|
||||
impl WallBundle {
|
||||
fn new(location: WallLocation) -> Self {
|
||||
WallBundle {
|
||||
sprite_bundle: SpriteBundle {
|
||||
transform: Transform {
|
||||
translation: location.position().extend(0.0),
|
||||
scale: location.size().extend(1.0),
|
||||
..default()
|
||||
},
|
||||
sprite: Sprite {
|
||||
color: WALL_COLOR,
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
},
|
||||
collider: Collider,
|
||||
}
|
||||
}
|
||||
}
|
||||
enum WallLocation { Right, Top, Left, Bottom }
|
||||
|
||||
impl WallLocation {
|
||||
fn position(&self) -> Vec2 {
|
||||
match self {
|
||||
WallLocation::Right => Vec2::new(RIGHT_WALL, 0.0),
|
||||
WallLocation::Top => Vec2::new(0.0, TOP_WALL),
|
||||
WallLocation::Left => Vec2::new(LEFT_WALL, 0.0),
|
||||
WallLocation::Bottom => Vec2::new(0.0, BOTTOM_WALL),
|
||||
}
|
||||
}
|
||||
fn size(&self) -> Vec2 {
|
||||
let arena_height = TOP_WALL - BOTTOM_WALL;
|
||||
let arena_width = RIGHT_WALL - LEFT_WALL;
|
||||
assert!(arena_height > 0.0);
|
||||
assert!(arena_width > 0.0);
|
||||
|
||||
match self {
|
||||
WallLocation::Left | WallLocation::Right => {
|
||||
Vec2::new(WALL_THICKNESS, arena_height + WALL_THICKNESS)
|
||||
},
|
||||
WallLocation::Top | WallLocation::Bottom => {
|
||||
Vec2::new(WALL_THICKNESS + arena_width, WALL_THICKNESS)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
enum Collision { Right, Top, Left, Bottom }
|
||||
|
||||
fn ball_collision(ball: BoundingCircle, bounding_box: Aabb2d) -> Option<Collision> {
|
||||
if !ball.intersects(&bounding_box) {
|
||||
return None;
|
||||
}
|
||||
|
||||
let closest = bounding_box.closest_point(ball.center());
|
||||
let offset = ball.center() - closest;
|
||||
let side = if offset.x.abs() > offset.y.abs() {
|
||||
if offset.x < 0.0 {
|
||||
Collision::Left
|
||||
} else {
|
||||
Collision::Right
|
||||
}
|
||||
} else if offset.y > 0.0 {
|
||||
Collision::Top
|
||||
} else {
|
||||
Collision::Bottom
|
||||
};
|
||||
|
||||
Some(side)
|
||||
}
|
||||
|
||||
fn setup(
|
||||
mut commands: Commands,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<ColorMaterial>>,
|
||||
) {
|
||||
commands.spawn(Camera2dBundle::default());
|
||||
|
||||
// paddle
|
||||
let paddle_y = BOTTOM_WALL + GAP_BETWEEN_PADDLE_AND_FLOOR;
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
transform: Transform {
|
||||
translation: Vec3::new(0.0, paddle_y, 0.0),
|
||||
scale: PADDLE_SIZE.extend(1.0),
|
||||
..default()
|
||||
},
|
||||
sprite: Sprite {
|
||||
color: PADDLE_COLOR,
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
},
|
||||
Paddle,
|
||||
Collider,
|
||||
));
|
||||
|
||||
// ball
|
||||
commands.spawn((
|
||||
MaterialMesh2dBundle {
|
||||
mesh: meshes.add(Circle::default()).into(),
|
||||
material: materials.add(BALL_COLOR),
|
||||
transform: Transform::from_translation(BALL_STARTING_POSITION)
|
||||
.with_scale(Vec2::splat(BALL_DIAMETER).extend(1.0)),
|
||||
..default()
|
||||
},
|
||||
Ball,
|
||||
Velocity(INITIAL_BALL_DIRECTION.normalize() * BALL_SPEED),
|
||||
));
|
||||
|
||||
// scoreboard
|
||||
commands.spawn((
|
||||
ScoreboardUi,
|
||||
TextBundle::from_sections([
|
||||
TextSection::new(
|
||||
"Score: ",
|
||||
TextStyle {
|
||||
font_size: SCOREBOARD_FONT_SIZE,
|
||||
color: TEXT_COLOR,
|
||||
..default()
|
||||
},
|
||||
),
|
||||
TextSection::from_style(TextStyle {
|
||||
font_size: SCOREBOARD_FONT_SIZE,
|
||||
color: SCORE_COLOR,
|
||||
..default()
|
||||
}),
|
||||
])
|
||||
.with_style(Style {
|
||||
position_type: PositionType::Absolute,
|
||||
top: SCOREBOARD_TEXT_PADDING,
|
||||
left: SCOREBOARD_TEXT_PADDING,
|
||||
..default()
|
||||
})
|
||||
));
|
||||
|
||||
// walls
|
||||
commands.spawn(WallBundle::new(WallLocation::Left));
|
||||
commands.spawn(WallBundle::new(WallLocation::Right));
|
||||
commands.spawn(WallBundle::new(WallLocation::Bottom));
|
||||
commands.spawn(WallBundle::new(WallLocation::Top));
|
||||
|
||||
// bricks
|
||||
let total_width_of_bricks = (RIGHT_WALL - LEFT_WALL) - 2.0 * GAP_BETWEEN_BRICKS_AND_SIDES;
|
||||
let bottom_edge_of_bricks = paddle_y + GAP_BETWEEN_PADDLE_AND_BRICKS;
|
||||
let total_height_of_bricks = TOP_WALL - bottom_edge_of_bricks - GAP_BETWEEN_BRICKS_AND_CEILING;
|
||||
|
||||
assert!(total_width_of_bricks > 0.0);
|
||||
assert!(total_height_of_bricks > 0.0);
|
||||
|
||||
// brick count is dynamic based on available game board space (and brick size, but that's a constant)
|
||||
let n_columns = (total_width_of_bricks / (BRICK_SIZE.x + GAP_BETWEEN_BRICKS)).floor() as usize;
|
||||
let n_rows = (total_height_of_bricks / (BRICK_SIZE.y + GAP_BETWEEN_BRICKS)).floor() as usize;
|
||||
let n_vertical_gaps = n_columns - 1;
|
||||
|
||||
let center_of_bricks = (LEFT_WALL + RIGHT_WALL) / 2.0;
|
||||
let left_edge_of_bricks = center_of_bricks
|
||||
- (n_columns as f32 / 2.0 * BRICK_SIZE.x)
|
||||
- n_vertical_gaps as f32 / 2.0 * GAP_BETWEEN_BRICKS;
|
||||
|
||||
// Bevy uses the center as the origin of an entity
|
||||
// so calculate offset from left-edge to get the correct position
|
||||
let offset_x = left_edge_of_bricks + BRICK_SIZE.x / 2.0;
|
||||
let offset_y = bottom_edge_of_bricks + BRICK_SIZE.y / 2.0;
|
||||
|
||||
for row in 0..n_rows {
|
||||
for column in 0..n_columns {
|
||||
let brick_position = Vec2::new (
|
||||
offset_x + column as f32 * (BRICK_SIZE.x + GAP_BETWEEN_BRICKS),
|
||||
offset_y + row as f32 * (BRICK_SIZE.y + GAP_BETWEEN_BRICKS),
|
||||
);
|
||||
// spawn sprite, brick, collider
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
transform: Transform {
|
||||
translation: brick_position.extend(0.0),
|
||||
scale: BRICK_SIZE.extend(1.0),
|
||||
..default()
|
||||
},
|
||||
sprite: Sprite {
|
||||
color: BRICK_COLOR,
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
},
|
||||
Brick,
|
||||
Collider,
|
||||
));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn apply_velocity(mut query: Query<(&mut Transform, &Velocity)>, time: Res<Time>) {
|
||||
for (mut transform, velocity) in &mut query {
|
||||
let vel_acc = **velocity * time.delta_seconds();
|
||||
let vel_acc = vel_acc.extend(0.0);
|
||||
transform.translation += vel_acc;
|
||||
}
|
||||
}
|
||||
|
||||
fn move_paddle(
|
||||
keyboard_input: Res<ButtonInput<KeyCode>>,
|
||||
mut query: Query<&mut Transform, With<Paddle>>,
|
||||
time: Res<Time>,
|
||||
) {
|
||||
let mut paddle_transform = query.single_mut();
|
||||
let mut direction = 0.0;
|
||||
|
||||
if keyboard_input.pressed(KeyCode::ArrowLeft) {
|
||||
direction -= 1.0;
|
||||
}
|
||||
|
||||
if keyboard_input.pressed(KeyCode::ArrowRight) {
|
||||
direction += 1.0;
|
||||
}
|
||||
|
||||
let new_paddle_position = paddle_transform.translation.x + direction * PADDLE_SPEED * time.delta_seconds();
|
||||
|
||||
let left_bound = LEFT_WALL + WALL_THICKNESS / 2.0 + PADDLE_SIZE.x / 2.0 + PADDLE_PADDING;
|
||||
let right_bound = RIGHT_WALL - WALL_THICKNESS / 2.0 + PADDLE_SIZE.x / 2.0 - PADDLE_PADDING;
|
||||
paddle_transform.translation.x = new_paddle_position.clamp(left_bound, right_bound);
|
||||
}
|
||||
|
||||
fn check_for_collisions(
|
||||
mut commands: Commands,
|
||||
mut score: ResMut<Score>,
|
||||
mut ball_query: Query<(&mut Velocity, &Transform), With<Ball>>,
|
||||
collider_query: Query<(Entity, &Transform, Option<&Brick>), With<Collider>>,
|
||||
mut collision_events: EventWriter<CollisionEvent>,
|
||||
) {
|
||||
let (mut ball_velocity, ball_transform) = ball_query.single_mut();
|
||||
|
||||
for (collider_entity, collider_transform, maybe_brick) in &collider_query {
|
||||
let collision = ball_collision(
|
||||
BoundingCircle::new(ball_transform.translation.truncate(), BALL_DIAMETER / 2.0),
|
||||
Aabb2d::new(
|
||||
collider_transform.translation.truncate(),
|
||||
collider_transform.scale.truncate() / 2.0,
|
||||
),
|
||||
);
|
||||
|
||||
if let Some(collision) = collision {
|
||||
collision_events.send_default();
|
||||
|
||||
if maybe_brick.is_some() {
|
||||
commands.entity(collider_entity).despawn();
|
||||
**score += 1;
|
||||
}
|
||||
|
||||
let mut reflect = (false, false);
|
||||
match collision {
|
||||
Collision::Right => reflect.0 = ball_velocity.x < 0.0,
|
||||
Collision::Top => reflect.1 = ball_velocity.y < 0.0,
|
||||
Collision::Left => reflect.0 = ball_velocity.x > 0.0,
|
||||
Collision::Bottom => reflect.1 = ball_velocity.y > 0.0,
|
||||
}
|
||||
|
||||
if reflect.0 {
|
||||
ball_velocity.x = -ball_velocity.x;
|
||||
}
|
||||
|
||||
if reflect.1 {
|
||||
ball_velocity.y = -ball_velocity.y;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn update_scoreboard(score: Res<Score>, mut query: Query<&mut Text, With<ScoreboardUi>>) {
|
||||
let mut text = query.single_mut();
|
||||
text.sections[1].value = score.to_string();
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
struct Person;
|
||||
|
||||
#[derive(Component)]
|
||||
struct Name(String);
|
||||
|
||||
fn add_people(mut commands: Commands) {
|
||||
commands.spawn((Person, Name("John".to_string())));
|
||||
commands.spawn((Person, Name("Jack".to_string())));
|
||||
commands.spawn((Person, Name("Bill".to_string())));
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
struct GreetTimer(Timer);
|
||||
|
||||
fn greet_people(
|
||||
time: Res<Time>,
|
||||
mut timer: ResMut<GreetTimer>,
|
||||
query: Query<&Name, With<Person>>
|
||||
) {
|
||||
if timer.0.tick(time.delta()).just_finished() {
|
||||
for name in &query {
|
||||
println!("Hello {}!", name.0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn update_people(mut query: Query<&mut Name, With<Person>>) {
|
||||
for mut name in &mut query {
|
||||
if name.0 == "Bill" {
|
||||
name.0 = "Jill".to_string();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct HelloPlugin;
|
||||
|
||||
impl Plugin for HelloPlugin {
|
||||
fn build(&self, app: &mut App){
|
||||
app.insert_resource(GreetTimer(Timer::from_seconds(2.0, TimerMode::Repeating)))
|
||||
.add_systems(Startup, add_people)
|
||||
.add_systems(Update, (update_people, greet_people).chain());
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user