# Objective - The Breakout example has a lot of configurable constant values for setup, but these are buried in the source code. - Magic numbers scattered in the source code are hard to follow. - Providing constants up front makes tweaking examples very approachable. ## Solution - Move magic numbers into constants ## Context Part of the changes made in #2094; split out for easier review.
342 lines
11 KiB
Rust
342 lines
11 KiB
Rust
//! A simplified implementation of the classic game "Breakout"
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use bevy::{
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core::FixedTimestep,
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math::{const_vec2, const_vec3},
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prelude::*,
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sprite::collide_aabb::{collide, Collision},
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};
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// Defines the amount of time that should elapse between each physics step.
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const TIME_STEP: f32 = 1.0 / 60.0;
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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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// The `const_vec3!` macros are needed as functions that operate on floats cannot be constant in Rust.
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const PADDLE_HEIGHT: f32 = -215.0;
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const PADDLE_SIZE: Vec3 = const_vec3!([120.0, 30.0, 0.0]);
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const PADDLE_SPEED: f32 = 500.0;
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const PADDLE_BOUNDS: f32 = 380.0;
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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 = const_vec3!([0.0, -50.0, 1.0]);
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const BALL_SIZE: Vec3 = const_vec3!([30.0, 30.0, 0.0]);
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const BALL_SPEED: f32 = 400.0;
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const INITIAL_BALL_DIRECTION: Vec2 = const_vec2!([0.5, -0.5]);
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const PLAY_AREA_BOUNDS: Vec2 = const_vec2!([900.0, 600.0]);
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const WALL_THICKNESS: f32 = 10.0;
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const BRICK_ROWS: u8 = 4;
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const BRICK_COLUMNS: u8 = 5;
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const BRICK_SPACING: f32 = 20.0;
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const BRICK_SIZE: Vec3 = const_vec3!([150.0, 30.0, 1.0]);
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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::rgb(0.95, 0.95, 0.95);
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const PADDLE_COLOR: Color = Color::rgb(0.5, 0.5, 1.0);
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const BALL_COLOR: Color = Color::rgb(1.0, 0.5, 0.5);
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const BRICK_COLOR: Color = Color::rgb(0.5, 0.5, 1.0);
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const WALL_COLOR: Color = Color::DARK_GRAY;
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const TEXT_COLOR: Color = Color::BLUE;
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const SCORE_COLOR: Color = Color::RED;
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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(Scoreboard { score: 0 })
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.insert_resource(ClearColor(BACKGROUND_COLOR))
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.add_startup_system(setup)
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.add_system_set(
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SystemSet::new()
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.with_run_criteria(FixedTimestep::step(TIME_STEP as f64))
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.with_system(paddle_movement_system)
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.with_system(ball_collision_system)
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.with_system(ball_movement_system),
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)
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.add_system(scoreboard_system)
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.add_system(bevy::input::system::exit_on_esc_system)
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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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speed: f32,
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}
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#[derive(Component)]
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struct Ball {
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velocity: Vec3,
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}
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#[derive(Component)]
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enum Collider {
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Solid,
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Scorable,
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Paddle,
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}
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struct Scoreboard {
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score: usize,
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// Add the game's entities to our world
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// cameras
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commands.spawn_bundle(OrthographicCameraBundle::new_2d());
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commands.spawn_bundle(UiCameraBundle::default());
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// paddle
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commands
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.spawn_bundle(SpriteBundle {
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transform: Transform {
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translation: Vec3::new(0.0, PADDLE_HEIGHT, 0.0),
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scale: PADDLE_SIZE,
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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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.insert(Paddle {
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speed: PADDLE_SPEED,
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})
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.insert(Collider::Paddle);
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// ball
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commands
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.spawn_bundle(SpriteBundle {
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transform: Transform {
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scale: BALL_SIZE,
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translation: BALL_STARTING_POSITION,
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..default()
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},
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sprite: Sprite {
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color: BALL_COLOR,
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..default()
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},
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..default()
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})
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.insert(Ball {
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// We can create a velocity by multiplying our speed by a normalized direction.
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velocity: BALL_SPEED * INITIAL_BALL_DIRECTION.extend(0.0).normalize(),
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});
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// scoreboard
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commands.spawn_bundle(TextBundle {
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text: Text {
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sections: vec![
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TextSection {
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value: "Score: ".to_string(),
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style: TextStyle {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: SCOREBOARD_FONT_SIZE,
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color: TEXT_COLOR,
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},
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},
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TextSection {
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value: "".to_string(),
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style: TextStyle {
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font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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font_size: SCOREBOARD_FONT_SIZE,
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color: SCORE_COLOR,
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},
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},
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],
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..default()
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},
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style: Style {
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position_type: PositionType::Absolute,
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position: Rect {
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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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..default()
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},
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..default()
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});
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// left
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commands
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.spawn_bundle(SpriteBundle {
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transform: Transform {
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translation: Vec3::new(-PLAY_AREA_BOUNDS.x / 2.0, 0.0, 0.0),
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scale: Vec3::new(WALL_THICKNESS, PLAY_AREA_BOUNDS.y + WALL_THICKNESS, 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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.insert(Collider::Solid);
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// right
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commands
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.spawn_bundle(SpriteBundle {
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transform: Transform {
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translation: Vec3::new(PLAY_AREA_BOUNDS.x / 2.0, 0.0, 0.0),
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scale: Vec3::new(WALL_THICKNESS, PLAY_AREA_BOUNDS.y + WALL_THICKNESS, 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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.insert(Collider::Solid);
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// bottom
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commands
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.spawn_bundle(SpriteBundle {
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transform: Transform {
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translation: Vec3::new(0.0, -PLAY_AREA_BOUNDS.y / 2.0, 0.0),
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scale: Vec3::new(PLAY_AREA_BOUNDS.x + WALL_THICKNESS, WALL_THICKNESS, 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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.insert(Collider::Solid);
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// top
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commands
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.spawn_bundle(SpriteBundle {
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transform: Transform {
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translation: Vec3::new(0.0, PLAY_AREA_BOUNDS.y / 2.0, 0.0),
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scale: Vec3::new(PLAY_AREA_BOUNDS.x + WALL_THICKNESS, WALL_THICKNESS, 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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.insert(Collider::Solid);
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// Add bricks
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let bricks_width = BRICK_COLUMNS as f32 * (BRICK_SIZE.x + BRICK_SPACING) - BRICK_SPACING;
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// center the bricks and move them up a bit
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let bricks_offset = Vec3::new(-(bricks_width - BRICK_SIZE.x) / 2.0, 100.0, 0.0);
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for row in 0..BRICK_ROWS {
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let y_position = row as f32 * (BRICK_SIZE.y + BRICK_SPACING);
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for column in 0..BRICK_COLUMNS {
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let brick_position = Vec3::new(
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column as f32 * (BRICK_SIZE.x + BRICK_SPACING),
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y_position,
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0.0,
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) + bricks_offset;
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// brick
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commands
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.spawn_bundle(SpriteBundle {
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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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transform: Transform {
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translation: brick_position,
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scale: BRICK_SIZE,
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..default()
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},
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..default()
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})
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.insert(Collider::Scorable);
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}
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}
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}
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fn paddle_movement_system(
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keyboard_input: Res<Input<KeyCode>>,
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mut query: Query<(&Paddle, &mut Transform)>,
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) {
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let (paddle, mut transform) = query.single_mut();
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let mut direction = 0.0;
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if keyboard_input.pressed(KeyCode::Left) {
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direction -= 1.0;
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}
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if keyboard_input.pressed(KeyCode::Right) {
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direction += 1.0;
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}
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let translation = &mut transform.translation;
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// move the paddle horizontally
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translation.x += direction * paddle.speed * TIME_STEP;
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// bound the paddle within the walls
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translation.x = translation.x.min(PADDLE_BOUNDS).max(-PADDLE_BOUNDS);
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}
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fn ball_movement_system(mut ball_query: Query<(&Ball, &mut Transform)>) {
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let (ball, mut transform) = ball_query.single_mut();
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transform.translation += ball.velocity * TIME_STEP;
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}
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fn scoreboard_system(scoreboard: Res<Scoreboard>, mut query: Query<&mut Text>) {
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let mut text = query.single_mut();
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text.sections[1].value = format!("{}", scoreboard.score);
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}
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fn ball_collision_system(
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mut commands: Commands,
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mut scoreboard: ResMut<Scoreboard>,
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mut ball_query: Query<(&mut Ball, &Transform)>,
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collider_query: Query<(Entity, &Collider, &Transform)>,
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) {
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let (mut ball, ball_transform) = ball_query.single_mut();
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let ball_size = ball_transform.scale.truncate();
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let velocity = &mut ball.velocity;
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// check collision with walls
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for (collider_entity, collider, transform) in collider_query.iter() {
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let collision = collide(
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ball_transform.translation,
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ball_size,
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transform.translation,
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transform.scale.truncate(),
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);
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if let Some(collision) = collision {
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// scorable colliders should be despawned and increment the scoreboard on collision
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if let Collider::Scorable = *collider {
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scoreboard.score += 1;
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commands.entity(collider_entity).despawn();
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}
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// reflect the ball when it collides
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let mut reflect_x = 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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// collision
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match collision {
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Collision::Left => reflect_x = velocity.x > 0.0,
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Collision::Right => reflect_x = velocity.x < 0.0,
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Collision::Top => reflect_y = velocity.y < 0.0,
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Collision::Bottom => reflect_y = velocity.y > 0.0,
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Collision::Inside => { /* do nothing */ }
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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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if reflect_x {
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velocity.x = -velocity.x;
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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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if reflect_y {
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velocity.y = -velocity.y;
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}
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// break if this collide is on a solid, otherwise continue check whether a solid is
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// also in collision
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if let Collider::Solid = *collider {
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break;
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}
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}
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}
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}
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