From 11748456b6981eb4b611302eacde1c41d7ee7860 Mon Sep 17 00:00:00 2001 From: reidbhuntley Date: Tue, 11 Aug 2020 23:43:27 -0400 Subject: [PATCH] Cleaned up collision code in breakout --- examples/game/breakout.rs | 109 ++++++++++++++++---------------------- 1 file changed, 47 insertions(+), 62 deletions(-) diff --git a/examples/game/breakout.rs b/examples/game/breakout.rs index 1e1b0e36c9..af7e41bb68 100644 --- a/examples/game/breakout.rs +++ b/examples/game/breakout.rs @@ -30,8 +30,10 @@ struct Scoreboard { score: usize, } -struct Brick; -struct Wall; +enum Collider { + Solid, + Scorable, +} fn setup( mut commands: Commands, @@ -46,17 +48,18 @@ fn setup( // paddle .spawn(SpriteComponents { material: materials.add(Color::rgb(0.2, 0.2, 0.8).into()), - translation: Translation(Vec3::new(0.0, -250.0, 0.0)), + translation: Translation(Vec3::new(0.0, -215.0, 0.0)), sprite: Sprite { size: Vec2::new(120.0, 30.0), }, ..Default::default() }) .with(Paddle { speed: 500.0 }) + .with(Collider::Solid) // ball .spawn(SpriteComponents { material: materials.add(Color::rgb(0.8, 0.2, 0.2).into()), - translation: Translation(Vec3::new(0.0, -100.0, 1.0)), + translation: Translation(Vec3::new(0.0, -50.0, 1.0)), sprite: Sprite { size: Vec2::new(30.0, 30.0), }, @@ -102,7 +105,7 @@ fn setup( }, ..Default::default() }) - .with(Wall) + .with(Collider::Solid) // right .spawn(SpriteComponents { material: wall_material, @@ -112,7 +115,7 @@ fn setup( }, ..Default::default() }) - .with(Wall) + .with(Collider::Solid) // bottom .spawn(SpriteComponents { material: wall_material, @@ -122,7 +125,7 @@ fn setup( }, ..Default::default() }) - .with(Wall) + .with(Collider::Solid) // top .spawn(SpriteComponents { material: wall_material, @@ -132,7 +135,7 @@ fn setup( }, ..Default::default() }) - .with(Wall); + .with(Collider::Solid); // Add bricks let brick_rows = 4; @@ -159,7 +162,7 @@ fn setup( translation: Translation(brick_position), ..Default::default() }) - .with(Brick); + .with(Collider::Scorable); } } } @@ -180,6 +183,9 @@ fn paddle_movement_system( } *translation.0.x_mut() += time.delta_seconds * direction * paddle.speed; + + // bound the paddle within the walls + *translation.0.x_mut() = f32::max(-380.0, f32::min(380.0, translation.0.x())); } } @@ -199,67 +205,46 @@ fn ball_collision_system( mut commands: Commands, mut scoreboard: ResMut, mut ball_query: Query<(&mut Ball, &Translation, &Sprite)>, - mut paddle_query: Query<(&Paddle, &Translation, &Sprite)>, - mut brick_query: Query<(Entity, &Brick, &Translation, &Sprite)>, - mut wall_query: Query<(&Wall, &Translation, &Sprite)>, + mut collider_query: Query<(Entity, &Collider, &Translation, &Sprite)>, ) { for (mut ball, ball_translation, sprite) in &mut ball_query.iter() { let ball_size = sprite.size; let velocity = &mut ball.velocity; - let mut collision = None; // check collision with walls - for (_wall, translation, sprite) in &mut wall_query.iter() { - if collision.is_some() { + for (collider_entity, _collider, translation, sprite) in &mut collider_query.iter() { + let collision = collide(ball_translation.0, ball_size, translation.0, sprite.size); + if let Some(collision) = collision { + // scorable colliders should be despawned and increment the scoreboard on collision + if let &Collider::Scorable = _collider { + scoreboard.score += 1; + commands.despawn(collider_entity); + } + + // reflect the ball when it collides + let mut reflect_x = false; + let mut reflect_y = false; + + // only reflect if the ball's velocity is going in the opposite direction of the collision + match collision { + Collision::Left => reflect_x = velocity.x() > 0.0, + Collision::Right => reflect_x = velocity.x() < 0.0, + Collision::Top => reflect_y = velocity.y() < 0.0, + Collision::Bottom => reflect_y = velocity.y() > 0.0, + } + + // reflect velocity on the x-axis if we hit something on the x-axis + if reflect_x { + *velocity.x_mut() = -velocity.x(); + } + + // reflect velocity on the y-axis if we hit something on the y-axis + if reflect_y { + *velocity.y_mut() = -velocity.y(); + } + break; } - - collision = collide(ball_translation.0, ball_size, translation.0, sprite.size); - } - - // check collision with paddle(s) - for (_paddle, translation, sprite) in &mut paddle_query.iter() { - if collision.is_some() { - break; - } - - collision = collide(ball_translation.0, ball_size, translation.0, sprite.size); - } - - // check collision with bricks - for (brick_entity, _brick, translation, sprite) in &mut brick_query.iter() { - if collision.is_some() { - break; - } - - collision = collide(ball_translation.0, ball_size, translation.0, sprite.size); - if collision.is_some() { - scoreboard.score += 1; - commands.despawn(brick_entity); - } - } - - // reflect the ball when it collides - let mut reflect_x = false; - let mut reflect_y = false; - - // only reflect if the ball's velocity is going in the opposite direction of the collision - match collision { - Some(Collision::Left) => reflect_x = velocity.x() > 0.0, - Some(Collision::Right) => reflect_x = velocity.x() < 0.0, - Some(Collision::Top) => reflect_y = velocity.y() < 0.0, - Some(Collision::Bottom) => reflect_y = velocity.y() > 0.0, - None => {} - } - - // reflect velocity on the x-axis if we hit something on the x-axis - if reflect_x { - *velocity.x_mut() = -velocity.x(); - } - - // reflect velocity on the y-axis if we hit something on the y-axis - if reflect_y { - *velocity.y_mut() = -velocity.y(); } } }