
# Objective Closes #19564. The current `Event` trait looks like this: ```rust pub trait Event: Send + Sync + 'static { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } ``` The `Event` trait is used by both buffered events (`EventReader`/`EventWriter`) and observer events. If they are observer events, they can optionally be targeted at specific `Entity`s or `ComponentId`s, and can even be propagated to other entities. However, there has long been a desire to split the trait semantically for a variety of reasons, see #14843, #14272, and #16031 for discussion. Some reasons include: - It's very uncommon to use a single event type as both a buffered event and targeted observer event. They are used differently and tend to have distinct semantics. - A common footgun is using buffered events with observers or event readers with observer events, as there is no type-level error that prevents this kind of misuse. - #19440 made `Trigger::target` return an `Option<Entity>`. This *seriously* hurts ergonomics for the general case of entity observers, as you need to `.unwrap()` each time. If we could statically determine whether the event is expected to have an entity target, this would be unnecessary. There's really two main ways that we can categorize events: push vs. pull (i.e. "observer event" vs. "buffered event") and global vs. targeted: | | Push | Pull | | ------------ | --------------- | --------------------------- | | **Global** | Global observer | `EventReader`/`EventWriter` | | **Targeted** | Entity observer | - | There are many ways to approach this, each with their tradeoffs. Ultimately, we kind of want to split events both ways: - A type-level distinction between observer events and buffered events, to prevent people from using the wrong kind of event in APIs - A statically designated entity target for observer events to avoid accidentally using untargeted events for targeted APIs This PR achieves these goals by splitting event traits into `Event`, `EntityEvent`, and `BufferedEvent`, with `Event` being the shared trait implemented by all events. ## `Event`, `EntityEvent`, and `BufferedEvent` `Event` is now a very simple trait shared by all events. ```rust pub trait Event: Send + Sync + 'static { // Required for observer APIs fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } ``` You can call `trigger` for *any* event, and use a global observer for listening to the event. ```rust #[derive(Event)] struct Speak { message: String, } // ... app.add_observer(|trigger: On<Speak>| { println!("{}", trigger.message); }); // ... commands.trigger(Speak { message: "Y'all like these reworked events?".to_string(), }); ``` To allow an event to be targeted at entities and even propagated further, you can additionally implement the `EntityEvent` trait: ```rust pub trait EntityEvent: Event { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; } ``` This lets you call `trigger_targets`, and to use targeted observer APIs like `EntityCommands::observe`: ```rust #[derive(Event, EntityEvent)] #[entity_event(traversal = &'static ChildOf, auto_propagate)] struct Damage { amount: f32, } // ... let enemy = commands.spawn((Enemy, Health(100.0))).id(); // Spawn some armor as a child of the enemy entity. // When the armor takes damage, it will bubble the event up to the enemy. let armor_piece = commands .spawn((ArmorPiece, Health(25.0), ChildOf(enemy))) .observe(|trigger: On<Damage>, mut query: Query<&mut Health>| { // Note: `On::target` only exists because this is an `EntityEvent`. let mut health = query.get(trigger.target()).unwrap(); health.0 -= trigger.amount(); }); commands.trigger_targets(Damage { amount: 10.0 }, armor_piece); ``` > [!NOTE] > You *can* still also trigger an `EntityEvent` without targets using `trigger`. We probably *could* make this an either-or thing, but I'm not sure that's actually desirable. To allow an event to be used with the buffered API, you can implement `BufferedEvent`: ```rust pub trait BufferedEvent: Event {} ``` The event can then be used with `EventReader`/`EventWriter`: ```rust #[derive(Event, BufferedEvent)] struct Message(String); fn write_hello(mut writer: EventWriter<Message>) { writer.write(Message("I hope these examples are alright".to_string())); } fn read_messages(mut reader: EventReader<Message>) { // Process all buffered events of type `Message`. for Message(message) in reader.read() { println!("{message}"); } } ``` In summary: - Need a basic event you can trigger and observe? Derive `Event`! - Need the event to be targeted at an entity? Derive `EntityEvent`! - Need the event to be buffered and support the `EventReader`/`EventWriter` API? Derive `BufferedEvent`! ## Alternatives I'll now cover some of the alternative approaches I have considered and briefly explored. I made this section collapsible since it ended up being quite long :P <details> <summary>Expand this to see alternatives</summary> ### 1. Unified `Event` Trait One option is not to have *three* separate traits (`Event`, `EntityEvent`, `BufferedEvent`), and to instead just use associated constants on `Event` to determine whether an event supports targeting and buffering or not: ```rust pub trait Event: Send + Sync + 'static { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; const TARGETED: bool = false; const BUFFERED: bool = false; fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } ``` Methods can then use bounds like `where E: Event<TARGETED = true>` or `where E: Event<BUFFERED = true>` to limit APIs to specific kinds of events. This would keep everything under one `Event` trait, but I don't think it's necessarily a good idea. It makes APIs harder to read, and docs can't easily refer to specific types of events. You can also create weird invariants: what if you specify `TARGETED = false`, but have `Traversal` and/or `AUTO_PROPAGATE` enabled? ### 2. `Event` and `Trigger` Another option is to only split the traits between buffered events and observer events, since that is the main thing people have been asking for, and they have the largest API difference. If we did this, I think we would need to make the terms *clearly* separate. We can't really use `Event` and `BufferedEvent` as the names, since it would be strange that `BufferedEvent` doesn't implement `Event`. Something like `ObserverEvent` and `BufferedEvent` could work, but it'd be more verbose. For this approach, I would instead keep `Event` for the current `EventReader`/`EventWriter` API, and call the observer event a `Trigger`, since the "trigger" terminology is already used in the observer context within Bevy (both as a noun and a verb). This is also what a long [bikeshed on Discord](https://discord.com/channels/691052431525675048/749335865876021248/1298057661878898791) seemed to land on at the end of last year. ```rust // For `EventReader`/`EventWriter` pub trait Event: Send + Sync + 'static {} // For observers pub trait Trigger: Send + Sync + 'static { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; const TARGETED: bool = false; fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } ``` The problem is that "event" is just a really good term for something that "happens". Observers are rapidly becoming the more prominent API, so it'd be weird to give them the `Trigger` name and leave the good `Event` name for the less common API. So, even though a split like this seems neat on the surface, I think it ultimately wouldn't really work. We want to keep the `Event` name for observer events, and there is no good alternative for the buffered variant. (`Message` was suggested, but saying stuff like "sends a collision message" is weird.) ### 3. `GlobalEvent` + `TargetedEvent` What if instead of focusing on the buffered vs. observed split, we *only* make a distinction between global and targeted events? ```rust // A shared event trait to allow global observers to work pub trait Event: Send + Sync + 'static { fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } // For buffered events and non-targeted observer events pub trait GlobalEvent: Event {} // For targeted observer events pub trait TargetedEvent: Event { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; } ``` This is actually the first approach I implemented, and it has the neat characteristic that you can only use non-targeted APIs like `trigger` with a `GlobalEvent` and targeted APIs like `trigger_targets` with a `TargetedEvent`. You have full control over whether the entity should or should not have a target, as they are fully distinct at the type-level. However, there's a few problems: - There is no type-level indication of whether a `GlobalEvent` supports buffered events or just non-targeted observer events - An `Event` on its own does literally nothing, it's just a shared trait required to make global observers accept both non-targeted and targeted events - If an event is both a `GlobalEvent` and `TargetedEvent`, global observers again have ambiguity on whether an event has a target or not, undermining some of the benefits - The names are not ideal ### 4. `Event` and `EntityEvent` We can fix some of the problems of Alternative 3 by accepting that targeted events can also be used in non-targeted contexts, and simply having the `Event` and `EntityEvent` traits: ```rust // For buffered events and non-targeted observer events pub trait Event: Send + Sync + 'static { fn register_component_id(world: &mut World) -> ComponentId { ... } fn component_id(world: &World) -> Option<ComponentId> { ... } } // For targeted observer events pub trait EntityEvent: Event { type Traversal: Traversal<Self>; const AUTO_PROPAGATE: bool = false; } ``` This is essentially identical to this PR, just without a dedicated `BufferedEvent`. The remaining major "problem" is that there is still zero type-level indication of whether an `Event` event *actually* supports the buffered API. This leads us to the solution proposed in this PR, using `Event`, `EntityEvent`, and `BufferedEvent`. </details> ## Conclusion The `Event` + `EntityEvent` + `BufferedEvent` split proposed in this PR aims to solve all the common problems with Bevy's current event model while keeping the "weirdness" factor minimal. It splits in terms of both the push vs. pull *and* global vs. targeted aspects, while maintaining a shared concept for an "event". ### Why I Like This - The term "event" remains as a single concept for all the different kinds of events in Bevy. - Despite all event types being "events", they use fundamentally different APIs. Instead of assuming that you can use an event type with any pattern (when only one is typically supported), you explicitly opt in to each one with dedicated traits. - Using separate traits for each type of event helps with documentation and clearer function signatures. - I can safely make assumptions on expected usage. - If I see that an event is an `EntityEvent`, I can assume that I can use `observe` on it and get targeted events. - If I see that an event is a `BufferedEvent`, I can assume that I can use `EventReader` to read events. - If I see both `EntityEvent` and `BufferedEvent`, I can assume that both APIs are supported. In summary: This allows for a unified concept for events, while limiting the different ways to use them with opt-in traits. No more guess-work involved when using APIs. ### Problems? - Because `BufferedEvent` implements `Event` (for more consistent semantics etc.), you can still use all buffered events for non-targeted observers. I think this is fine/good. The important part is that if you see that an event implements `BufferedEvent`, you know that the `EventReader`/`EventWriter` API should be supported. Whether it *also* supports other APIs is secondary. - I currently only support `trigger_targets` for an `EntityEvent`. However, you can technically target components too, without targeting any entities. I consider that such a niche and advanced use case that it's not a huge problem to only support it for `EntityEvent`s, but we could also split `trigger_targets` into `trigger_entities` and `trigger_components` if we wanted to (or implement components as entities :P). - You can still trigger an `EntityEvent` *without* targets. I consider this correct, since `Event` implements the non-targeted behavior, and it'd be weird if implementing another trait *removed* behavior. However, it does mean that global observers for entity events can technically return `Entity::PLACEHOLDER` again (since I got rid of the `Option<Entity>` added in #19440 for ergonomics). I think that's enough of an edge case that it's not a huge problem, but it is worth keeping in mind. - ~~Deriving both `EntityEvent` and `BufferedEvent` for the same type currently duplicates the `Event` implementation, so you instead need to manually implement one of them.~~ Changed to always requiring `Event` to be derived. ## Related Work There are plans to implement multi-event support for observers, especially for UI contexts. [Cart's example](https://github.com/bevyengine/bevy/issues/14649#issuecomment-2960402508) API looked like this: ```rust // Truncated for brevity trigger: Trigger<( OnAdd<Pressed>, OnRemove<Pressed>, OnAdd<InteractionDisabled>, OnRemove<InteractionDisabled>, OnInsert<Hovered>, )>, ``` I believe this shouldn't be in conflict with this PR. If anything, this PR might *help* achieve the multi-event pattern for entity observers with fewer footguns: by statically enforcing that all of these events are `EntityEvent`s in the context of `EntityCommands::observe`, we can avoid misuse or weird cases where *some* events inside the trigger are targeted while others are not.
438 lines
14 KiB
Rust
438 lines
14 KiB
Rust
//! A simplified implementation of the classic game "Breakout".
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//!
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//! Demonstrates Bevy's stepping capabilities if compiled with the `bevy_debug_stepping` feature.
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use bevy::{
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math::bounding::{Aabb2d, BoundingCircle, BoundingVolume, IntersectsVolume},
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prelude::*,
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};
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mod stepping;
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// These constants are defined in `Transform` units.
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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 = 33.0;
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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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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugins(
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stepping::SteppingPlugin::default()
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.add_schedule(Update)
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.add_schedule(FixedUpdate)
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.at(Val::Percent(35.0), Val::Percent(50.0)),
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)
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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 our gameplay simulation systems to the fixed timestep schedule
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// which runs at 64 Hz by default
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.add_systems(
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FixedUpdate,
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(
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apply_velocity,
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move_paddle,
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check_for_collisions,
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play_collision_sound,
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)
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// `chain`ing systems together runs them in order
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.chain(),
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)
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.add_systems(Update, update_scoreboard)
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.run();
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}
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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(Event, BufferedEvent, 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)]
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struct CollisionSound(Handle<AudioSource>);
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// Default must be implemented to define this as a required component for the Wall component below
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#[derive(Component, Default)]
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struct Collider;
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// This is a collection of the components that define a "Wall" in our game
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#[derive(Component)]
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#[require(Sprite, Transform, Collider)]
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struct Wall;
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/// Which side of the arena is this wall located on?
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enum WallLocation {
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Left,
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Right,
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Bottom,
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Top,
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}
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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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match self {
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WallLocation::Left => Vec2::new(LEFT_WALL, 0.),
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WallLocation::Right => Vec2::new(RIGHT_WALL, 0.),
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WallLocation::Bottom => Vec2::new(0., BOTTOM_WALL),
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WallLocation::Top => Vec2::new(0., TOP_WALL),
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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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let arena_height = TOP_WALL - BOTTOM_WALL;
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let arena_width = RIGHT_WALL - LEFT_WALL;
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// Make sure we haven't messed up our constants
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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::Bottom | WallLocation::Top => {
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Vec2::new(arena_width + WALL_THICKNESS, WALL_THICKNESS)
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}
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}
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}
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}
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impl Wall {
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// This "builder method" allows us to reuse logic across our wall entities,
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// making our code easier to read and less prone to bugs when we change the logic
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// Notice the use of Sprite and Transform alongside Wall, overwriting the default values defined for the required components
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fn new(location: WallLocation) -> (Wall, Sprite, Transform) {
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(
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Wall,
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Sprite::from_color(WALL_COLOR, Vec2::ONE),
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Transform {
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// We need to convert our Vec2 into a Vec3, by giving it a z-coordinate
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// This is used to determine the order of our sprites
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translation: location.position().extend(0.0),
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// The z-scale of 2D objects must always be 1.0,
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// or their ordering will be affected in surprising ways.
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// See https://github.com/bevyengine/bevy/issues/4149
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scale: location.size().extend(1.0),
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..default()
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},
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)
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}
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}
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// This resource tracks the game's score
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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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// Add the game's entities to our world
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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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asset_server: Res<AssetServer>,
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) {
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// Camera
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commands.spawn(Camera2d);
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// Sound
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let ball_collision_sound = asset_server.load("sounds/breakout_collision.ogg");
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commands.insert_resource(CollisionSound(ball_collision_sound));
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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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Sprite::from_color(PADDLE_COLOR, Vec2::ONE),
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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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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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Mesh2d(meshes.add(Circle::default())),
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MeshMaterial2d(materials.add(BALL_COLOR)),
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Transform::from_translation(BALL_STARTING_POSITION)
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.with_scale(Vec2::splat(BALL_DIAMETER).extend(1.)),
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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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Text::new("Score: "),
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TextFont {
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font_size: SCOREBOARD_FONT_SIZE,
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..default()
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},
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TextColor(TEXT_COLOR),
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ScoreboardUi,
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Node {
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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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children![(
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TextSpan::default(),
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TextFont {
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font_size: SCOREBOARD_FONT_SIZE,
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..default()
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},
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TextColor(SCORE_COLOR),
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)],
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));
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// Walls
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commands.spawn(Wall::new(WallLocation::Left));
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commands.spawn(Wall::new(WallLocation::Right));
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commands.spawn(Wall::new(WallLocation::Bottom));
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commands.spawn(Wall::new(WallLocation::Top));
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// Bricks
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let total_width_of_bricks = (RIGHT_WALL - LEFT_WALL) - 2. * 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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// Given the space available, compute how many rows and columns of bricks we can fit
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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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// Because we need to round the number of columns,
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// the space on the top and sides of the bricks only captures a lower bound, not an exact value
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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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// Space taken up by the bricks
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- (n_columns as f32 / 2.0 * BRICK_SIZE.x)
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// Space taken up by the gaps
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- n_vertical_gaps as f32 / 2.0 * GAP_BETWEEN_BRICKS;
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// In Bevy, the `translation` of an entity describes the center point,
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// not its bottom-left corner
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let offset_x = left_edge_of_bricks + BRICK_SIZE.x / 2.;
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let offset_y = bottom_edge_of_bricks + BRICK_SIZE.y / 2.;
|
|
|
|
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),
|
|
);
|
|
|
|
// brick
|
|
commands.spawn((
|
|
Sprite {
|
|
color: BRICK_COLOR,
|
|
..default()
|
|
},
|
|
Transform {
|
|
translation: brick_position.extend(0.0),
|
|
scale: Vec3::new(BRICK_SIZE.x, BRICK_SIZE.y, 1.0),
|
|
..default()
|
|
},
|
|
Brick,
|
|
Collider,
|
|
));
|
|
}
|
|
}
|
|
}
|
|
|
|
fn move_paddle(
|
|
keyboard_input: Res<ButtonInput<KeyCode>>,
|
|
mut paddle_transform: Single<&mut Transform, With<Paddle>>,
|
|
time: Res<Time>,
|
|
) {
|
|
let mut direction = 0.0;
|
|
|
|
if keyboard_input.pressed(KeyCode::ArrowLeft) {
|
|
direction -= 1.0;
|
|
}
|
|
|
|
if keyboard_input.pressed(KeyCode::ArrowRight) {
|
|
direction += 1.0;
|
|
}
|
|
|
|
// Calculate the new horizontal paddle position based on player input
|
|
let new_paddle_position =
|
|
paddle_transform.translation.x + direction * PADDLE_SPEED * time.delta_secs();
|
|
|
|
// Update the paddle position,
|
|
// making sure it doesn't cause the paddle to leave the arena
|
|
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 apply_velocity(mut query: Query<(&mut Transform, &Velocity)>, time: Res<Time>) {
|
|
for (mut transform, velocity) in &mut query {
|
|
transform.translation.x += velocity.x * time.delta_secs();
|
|
transform.translation.y += velocity.y * time.delta_secs();
|
|
}
|
|
}
|
|
|
|
fn update_scoreboard(
|
|
score: Res<Score>,
|
|
score_root: Single<Entity, (With<ScoreboardUi>, With<Text>)>,
|
|
mut writer: TextUiWriter,
|
|
) {
|
|
*writer.text(*score_root, 1) = score.to_string();
|
|
}
|
|
|
|
fn check_for_collisions(
|
|
mut commands: Commands,
|
|
mut score: ResMut<Score>,
|
|
ball_query: Single<(&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.into_inner();
|
|
|
|
for (collider_entity, collider_transform, maybe_brick) in &collider_query {
|
|
let collision = ball_collision(
|
|
BoundingCircle::new(ball_transform.translation.truncate(), BALL_DIAMETER / 2.),
|
|
Aabb2d::new(
|
|
collider_transform.translation.truncate(),
|
|
collider_transform.scale.truncate() / 2.,
|
|
),
|
|
);
|
|
|
|
if let Some(collision) = collision {
|
|
// Writes a collision event so that other systems can react to the collision
|
|
collision_events.write_default();
|
|
|
|
// Bricks should be despawned and increment the scoreboard on collision
|
|
if maybe_brick.is_some() {
|
|
commands.entity(collider_entity).despawn();
|
|
**score += 1;
|
|
}
|
|
|
|
// Reflect the ball's velocity when it collides
|
|
let mut reflect_x = false;
|
|
let mut reflect_y = false;
|
|
|
|
// Reflect only if the velocity is in the opposite direction of the collision
|
|
// This prevents the ball from getting stuck inside the bar
|
|
match collision {
|
|
Collision::Left => reflect_x = ball_velocity.x > 0.0,
|
|
Collision::Right => reflect_x = ball_velocity.x < 0.0,
|
|
Collision::Top => reflect_y = ball_velocity.y < 0.0,
|
|
Collision::Bottom => reflect_y = ball_velocity.y > 0.0,
|
|
}
|
|
|
|
// Reflect velocity on the x-axis if we hit something on the x-axis
|
|
if reflect_x {
|
|
ball_velocity.x = -ball_velocity.x;
|
|
}
|
|
|
|
// Reflect velocity on the y-axis if we hit something on the y-axis
|
|
if reflect_y {
|
|
ball_velocity.y = -ball_velocity.y;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fn play_collision_sound(
|
|
mut commands: Commands,
|
|
mut collision_events: EventReader<CollisionEvent>,
|
|
sound: Res<CollisionSound>,
|
|
) {
|
|
// Play a sound once per frame if a collision occurred.
|
|
if !collision_events.is_empty() {
|
|
// This prevents events staying active on the next frame.
|
|
collision_events.clear();
|
|
commands.spawn((AudioPlayer(sound.clone()), PlaybackSettings::DESPAWN));
|
|
}
|
|
}
|
|
|
|
#[derive(Debug, PartialEq, Eq, Copy, Clone)]
|
|
enum Collision {
|
|
Left,
|
|
Right,
|
|
Top,
|
|
Bottom,
|
|
}
|
|
|
|
// Returns `Some` if `ball` collides with `bounding_box`.
|
|
// The returned `Collision` is the side of `bounding_box` that `ball` hit.
|
|
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. {
|
|
Collision::Left
|
|
} else {
|
|
Collision::Right
|
|
}
|
|
} else if offset.y > 0. {
|
|
Collision::Top
|
|
} else {
|
|
Collision::Bottom
|
|
};
|
|
|
|
Some(side)
|
|
}
|