Extract games into own modules as Bevy Plugins

This commit is contained in:
2024-07-05 15:37:52 -05:00
parent e636813b48
commit d90e70e084
3 changed files with 401 additions and 401 deletions

346
src/breakout_plugin.rs Normal file
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use bevy::{input::keyboard::Key, math::bounding::{Aabb2d, BoundingCircle, BoundingVolume, IntersectsVolume}, prelude::*, sprite::MaterialMesh2dBundle};
// Using the default 2D camera they correspond 1:1 with screen pixels.
const PADDLE_SIZE: Vec2 = Vec2::new(120.0, 20.0);
const GAP_BETWEEN_PADDLE_AND_FLOOR: f32 = 60.0;
const PADDLE_SPEED: f32 = 500.0;
// How close can the paddle get to the wall
const PADDLE_PADDING: f32 = 10.0;
// We set the z-value of the ball to 1 so it renders on top in the case of overlapping sprites.
const BALL_STARTING_POSITION: Vec3 = Vec3::new(0.0, -50.0, 1.0);
const BALL_DIAMETER: f32 = 30.;
const BALL_SPEED: f32 = 400.0;
const INITIAL_BALL_DIRECTION: Vec2 = Vec2::new(0.5, -0.5);
const WALL_THICKNESS: f32 = 10.0;
// x coordinates
const LEFT_WALL: f32 = -450.;
const RIGHT_WALL: f32 = 450.;
// y coordinates
const BOTTOM_WALL: f32 = -300.;
const TOP_WALL: f32 = 300.;
const BRICK_SIZE: Vec2 = Vec2::new(100., 30.);
// These values are exact
const GAP_BETWEEN_PADDLE_AND_BRICKS: f32 = 270.0;
const GAP_BETWEEN_BRICKS: f32 = 5.0;
// These values are lower bounds, as the number of bricks is computed
const GAP_BETWEEN_BRICKS_AND_CEILING: f32 = 20.0;
const GAP_BETWEEN_BRICKS_AND_SIDES: f32 = 20.0;
const SCOREBOARD_FONT_SIZE: f32 = 40.0;
const SCOREBOARD_TEXT_PADDING: Val = Val::Px(5.0);
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();
}

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src/hello_world_plugin.rs Normal file
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use bevy::prelude::*;
#[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());
}
}

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use bevy::{input::keyboard::Key, math::bounding::{Aabb2d, BoundingCircle, BoundingVolume, IntersectsVolume}, prelude::*, sprite::MaterialMesh2dBundle};
use bevy::prelude::*;
mod hello_world_plugin;
// mod breakout_plugin;
use hello_world_plugin::HelloPlugin;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(Score(0))
.insert_resource(ClearColor(BACKGROUND_COLOR))
.add_event::<CollisionEvent>()
.add_systems(Startup, setup)
.add_systems(FixedUpdate, (
apply_velocity,
move_paddle,
check_for_collisions,
).chain())
.add_systems(Update, update_scoreboard)
.add_plugins(HelloPlugin)
.run();
}
// Using the default 2D camera they correspond 1:1 with screen pixels.
const PADDLE_SIZE: Vec2 = Vec2::new(120.0, 20.0);
const GAP_BETWEEN_PADDLE_AND_FLOOR: f32 = 60.0;
const PADDLE_SPEED: f32 = 500.0;
// How close can the paddle get to the wall
const PADDLE_PADDING: f32 = 10.0;
// We set the z-value of the ball to 1 so it renders on top in the case of overlapping sprites.
const BALL_STARTING_POSITION: Vec3 = Vec3::new(0.0, -50.0, 1.0);
const BALL_DIAMETER: f32 = 30.;
const BALL_SPEED: f32 = 400.0;
const INITIAL_BALL_DIRECTION: Vec2 = Vec2::new(0.5, -0.5);
const WALL_THICKNESS: f32 = 10.0;
// x coordinates
const LEFT_WALL: f32 = -450.;
const RIGHT_WALL: f32 = 450.;
// y coordinates
const BOTTOM_WALL: f32 = -300.;
const TOP_WALL: f32 = 300.;
const BRICK_SIZE: Vec2 = Vec2::new(100., 30.);
// These values are exact
const GAP_BETWEEN_PADDLE_AND_BRICKS: f32 = 270.0;
const GAP_BETWEEN_BRICKS: f32 = 5.0;
// These values are lower bounds, as the number of bricks is computed
const GAP_BETWEEN_BRICKS_AND_CEILING: f32 = 20.0;
const GAP_BETWEEN_BRICKS_AND_SIDES: f32 = 20.0;
const SCOREBOARD_FONT_SIZE: f32 = 40.0;
const SCOREBOARD_TEXT_PADDING: Val = Val::Px(5.0);
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());
}
}