Breakout refactor (#12477)
# Objective - Improve the code quality of the breakout example - As a newcomer to `bevy` I was pointed to the breakout example after the "Getting Started" tutorial - I'm making this PR because it had a few wrong comments + some inconsistency in used patterns ## Solution - Remove references to `wall` in all the collision code as it also handles bricks and the paddle - Use the newtype pattern with `bevy::prelude::Deref` for resources - It was already used for `Velocity` before this PR - `Scoreboard` is a resource only containing `score`, so it's simpler as a newtype `Score` resource - `CollisionSound` is already a newtype, so might as well unify the access pattern for it - Added docstrings for `WallLocation::position` and `WallLocation::size` to explain what they represent
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@ -58,7 +58,7 @@ fn main() {
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.add_schedule(FixedUpdate)
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.add_schedule(FixedUpdate)
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.at(Val::Percent(35.0), Val::Percent(50.0)),
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.at(Val::Percent(35.0), Val::Percent(50.0)),
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)
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)
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.insert_resource(Scoreboard { score: 0 })
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.insert_resource(Score(0))
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.insert_resource(ClearColor(BACKGROUND_COLOR))
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.insert_resource(ClearColor(BACKGROUND_COLOR))
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.add_event::<CollisionEvent>()
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.add_event::<CollisionEvent>()
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.add_systems(Startup, setup)
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.add_systems(Startup, setup)
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@ -97,7 +97,7 @@ struct CollisionEvent;
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#[derive(Component)]
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#[derive(Component)]
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struct Brick;
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struct Brick;
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#[derive(Resource)]
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#[derive(Resource, Deref)]
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struct CollisionSound(Handle<AudioSource>);
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struct CollisionSound(Handle<AudioSource>);
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// This bundle is a collection of the components that define a "wall" in our game
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// This bundle is a collection of the components that define a "wall" in our game
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@ -118,6 +118,7 @@ enum WallLocation {
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}
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}
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impl WallLocation {
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impl WallLocation {
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/// Location of the *center* of the wall, used in `transform.translation()`
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fn position(&self) -> Vec2 {
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fn position(&self) -> Vec2 {
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match self {
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match self {
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WallLocation::Left => Vec2::new(LEFT_WALL, 0.),
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WallLocation::Left => Vec2::new(LEFT_WALL, 0.),
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@ -127,6 +128,7 @@ impl WallLocation {
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}
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}
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}
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}
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/// (x, y) dimensions of the wall, used in `transform.scale()`
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fn size(&self) -> Vec2 {
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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_height = TOP_WALL - BOTTOM_WALL;
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let arena_width = RIGHT_WALL - LEFT_WALL;
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let arena_width = RIGHT_WALL - LEFT_WALL;
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@ -173,10 +175,8 @@ impl WallBundle {
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}
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}
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// This resource tracks the game's score
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// This resource tracks the game's score
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#[derive(Resource)]
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#[derive(Resource, Deref, DerefMut)]
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struct Scoreboard {
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struct Score(usize);
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score: usize,
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}
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#[derive(Component)]
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#[derive(Component)]
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struct ScoreboardUi;
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struct ScoreboardUi;
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@ -350,27 +350,26 @@ fn apply_velocity(mut query: Query<(&mut Transform, &Velocity)>, time: Res<Time>
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}
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}
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}
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}
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fn update_scoreboard(scoreboard: Res<Scoreboard>, mut query: Query<&mut Text, With<ScoreboardUi>>) {
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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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let mut text = query.single_mut();
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text.sections[1].value = scoreboard.score.to_string();
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text.sections[1].value = score.to_string();
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}
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}
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fn check_for_collisions(
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fn check_for_collisions(
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mut commands: Commands,
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mut commands: Commands,
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mut scoreboard: ResMut<Scoreboard>,
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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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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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collider_query: Query<(Entity, &Transform, Option<&Brick>), With<Collider>>,
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mut collision_events: EventWriter<CollisionEvent>,
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mut collision_events: EventWriter<CollisionEvent>,
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) {
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) {
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let (mut ball_velocity, ball_transform) = ball_query.single_mut();
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let (mut ball_velocity, ball_transform) = ball_query.single_mut();
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// check collision with walls
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for (collider_entity, collider_transform, maybe_brick) in &collider_query {
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for (collider_entity, transform, maybe_brick) in &collider_query {
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let collision = ball_collision(
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let collision = collide_with_side(
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BoundingCircle::new(ball_transform.translation.truncate(), BALL_DIAMETER / 2.),
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BoundingCircle::new(ball_transform.translation.truncate(), BALL_DIAMETER / 2.),
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Aabb2d::new(
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Aabb2d::new(
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transform.translation.truncate(),
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collider_transform.translation.truncate(),
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transform.scale.truncate() / 2.,
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collider_transform.scale.truncate() / 2.,
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),
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),
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);
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);
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@ -380,16 +379,16 @@ fn check_for_collisions(
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// Bricks should be despawned and increment the scoreboard on collision
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// Bricks should be despawned and increment the scoreboard on collision
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if maybe_brick.is_some() {
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if maybe_brick.is_some() {
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scoreboard.score += 1;
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commands.entity(collider_entity).despawn();
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commands.entity(collider_entity).despawn();
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**score += 1;
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}
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}
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// reflect the ball when it collides
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// Reflect the ball's velocity when it collides
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let mut reflect_x = false;
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let mut reflect_x = false;
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let mut reflect_y = false;
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let mut reflect_y = false;
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// only reflect if the ball's velocity is going in the opposite direction of the
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// Reflect only if the velocity is in the opposite direction of the collision
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// collision
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// This prevents the ball from getting stuck inside the bar
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match collision {
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match collision {
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Collision::Left => reflect_x = ball_velocity.x > 0.0,
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Collision::Left => reflect_x = ball_velocity.x > 0.0,
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Collision::Right => reflect_x = ball_velocity.x < 0.0,
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Collision::Right => reflect_x = ball_velocity.x < 0.0,
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@ -397,12 +396,12 @@ fn check_for_collisions(
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Collision::Bottom => reflect_y = ball_velocity.y > 0.0,
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Collision::Bottom => reflect_y = ball_velocity.y > 0.0,
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}
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}
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// reflect velocity on the x-axis if we hit something on the x-axis
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// Reflect velocity on the x-axis if we hit something on the x-axis
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if reflect_x {
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if reflect_x {
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ball_velocity.x = -ball_velocity.x;
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ball_velocity.x = -ball_velocity.x;
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}
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}
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// reflect velocity on the y-axis if we hit something on the y-axis
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// Reflect velocity on the y-axis if we hit something on the y-axis
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if reflect_y {
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if reflect_y {
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ball_velocity.y = -ball_velocity.y;
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ball_velocity.y = -ball_velocity.y;
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}
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}
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@ -420,7 +419,7 @@ fn play_collision_sound(
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// This prevents events staying active on the next frame.
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// This prevents events staying active on the next frame.
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collision_events.clear();
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collision_events.clear();
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commands.spawn(AudioBundle {
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commands.spawn(AudioBundle {
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source: sound.0.clone(),
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source: sound.clone(),
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// auto-despawn the entity when playback finishes
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// auto-despawn the entity when playback finishes
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settings: PlaybackSettings::DESPAWN,
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settings: PlaybackSettings::DESPAWN,
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});
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});
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@ -435,14 +434,14 @@ enum Collision {
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Bottom,
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Bottom,
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}
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}
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// Returns `Some` if `ball` collides with `wall`. The returned `Collision` is the
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// Returns `Some` if `ball` collides with `bounding_box`.
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// side of `wall` that `ball` hit.
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// The returned `Collision` is the side of `bounding_box` that `ball` hit.
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fn collide_with_side(ball: BoundingCircle, wall: Aabb2d) -> Option<Collision> {
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fn ball_collision(ball: BoundingCircle, bounding_box: Aabb2d) -> Option<Collision> {
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if !ball.intersects(&wall) {
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if !ball.intersects(&bounding_box) {
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return None;
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return None;
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}
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}
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let closest = wall.closest_point(ball.center());
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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 offset = ball.center() - closest;
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let side = if offset.x.abs() > offset.y.abs() {
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let side = if offset.x.abs() > offset.y.abs() {
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if offset.x < 0. {
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if offset.x < 0. {
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