 599e5e4e76
			
		
	
	
		599e5e4e76
		
			
		
	
	
	
	
		
			
			# Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
		
			
				
	
	
		
			461 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			461 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! A simplified implementation of the classic game "Breakout".
 | |
| 
 | |
| use bevy::{
 | |
|     math::bounding::{Aabb2d, BoundingCircle, BoundingVolume, IntersectsVolume},
 | |
|     prelude::*,
 | |
|     sprite::MaterialMesh2dBundle,
 | |
| };
 | |
| 
 | |
| mod stepping;
 | |
| 
 | |
| // These constants are defined in `Transform` units.
 | |
| // Using the default 2D camera they correspond 1:1 with screen pixels.
 | |
| const PADDLE_SIZE: Vec3 = Vec3::new(120.0, 20.0, 0.0);
 | |
| 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);
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .add_plugins(
 | |
|             stepping::SteppingPlugin::default()
 | |
|                 .add_schedule(Update)
 | |
|                 .add_schedule(FixedUpdate)
 | |
|                 .at(Val::Percent(35.0), Val::Percent(50.0)),
 | |
|         )
 | |
|         .insert_resource(Scoreboard { score: 0 })
 | |
|         .insert_resource(ClearColor(BACKGROUND_COLOR))
 | |
|         .add_event::<CollisionEvent>()
 | |
|         .add_systems(Startup, setup)
 | |
|         // Add our gameplay simulation systems to the fixed timestep schedule
 | |
|         // which runs at 64 Hz by default
 | |
|         .add_systems(
 | |
|             FixedUpdate,
 | |
|             (
 | |
|                 apply_velocity,
 | |
|                 move_paddle,
 | |
|                 check_for_collisions,
 | |
|                 play_collision_sound,
 | |
|             )
 | |
|                 // `chain`ing systems together runs them in order
 | |
|                 .chain(),
 | |
|         )
 | |
|         .add_systems(Update, (update_scoreboard, bevy::window::close_on_esc))
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| #[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)]
 | |
| struct CollisionSound(Handle<AudioSource>);
 | |
| 
 | |
| // This bundle is a collection of the components that define a "wall" in our game
 | |
| #[derive(Bundle)]
 | |
| struct WallBundle {
 | |
|     // You can nest bundles inside of other bundles like this
 | |
|     // Allowing you to compose their functionality
 | |
|     sprite_bundle: SpriteBundle,
 | |
|     collider: Collider,
 | |
| }
 | |
| 
 | |
| /// Which side of the arena is this wall located on?
 | |
| enum WallLocation {
 | |
|     Left,
 | |
|     Right,
 | |
|     Bottom,
 | |
|     Top,
 | |
| }
 | |
| 
 | |
| impl WallLocation {
 | |
|     fn position(&self) -> Vec2 {
 | |
|         match self {
 | |
|             WallLocation::Left => Vec2::new(LEFT_WALL, 0.),
 | |
|             WallLocation::Right => Vec2::new(RIGHT_WALL, 0.),
 | |
|             WallLocation::Bottom => Vec2::new(0., BOTTOM_WALL),
 | |
|             WallLocation::Top => Vec2::new(0., TOP_WALL),
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     fn size(&self) -> Vec2 {
 | |
|         let arena_height = TOP_WALL - BOTTOM_WALL;
 | |
|         let arena_width = RIGHT_WALL - LEFT_WALL;
 | |
|         // Make sure we haven't messed up our constants
 | |
|         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::Bottom | WallLocation::Top => {
 | |
|                 Vec2::new(arena_width + WALL_THICKNESS, WALL_THICKNESS)
 | |
|             }
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| impl WallBundle {
 | |
|     // This "builder method" allows us to reuse logic across our wall entities,
 | |
|     // making our code easier to read and less prone to bugs when we change the logic
 | |
|     fn new(location: WallLocation) -> WallBundle {
 | |
|         WallBundle {
 | |
|             sprite_bundle: SpriteBundle {
 | |
|                 transform: Transform {
 | |
|                     // We need to convert our Vec2 into a Vec3, by giving it a z-coordinate
 | |
|                     // This is used to determine the order of our sprites
 | |
|                     translation: location.position().extend(0.0),
 | |
|                     // The z-scale of 2D objects must always be 1.0,
 | |
|                     // or their ordering will be affected in surprising ways.
 | |
|                     // See https://github.com/bevyengine/bevy/issues/4149
 | |
|                     scale: location.size().extend(1.0),
 | |
|                     ..default()
 | |
|                 },
 | |
|                 sprite: Sprite {
 | |
|                     color: WALL_COLOR,
 | |
|                     ..default()
 | |
|                 },
 | |
|                 ..default()
 | |
|             },
 | |
|             collider: Collider,
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| // This resource tracks the game's score
 | |
| #[derive(Resource)]
 | |
| struct Scoreboard {
 | |
|     score: usize,
 | |
| }
 | |
| 
 | |
| #[derive(Component)]
 | |
| struct ScoreboardUi;
 | |
| 
 | |
| // Add the game's entities to our world
 | |
| fn setup(
 | |
|     mut commands: Commands,
 | |
|     mut meshes: ResMut<Assets<Mesh>>,
 | |
|     mut materials: ResMut<Assets<ColorMaterial>>,
 | |
|     asset_server: Res<AssetServer>,
 | |
| ) {
 | |
|     // Camera
 | |
|     commands.spawn(Camera2dBundle::default());
 | |
| 
 | |
|     // Sound
 | |
|     let ball_collision_sound = asset_server.load("sounds/breakout_collision.ogg");
 | |
|     commands.insert_resource(CollisionSound(ball_collision_sound));
 | |
| 
 | |
|     // 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,
 | |
|                 ..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.)),
 | |
|             ..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. * 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);
 | |
| 
 | |
|     // Given the space available, compute how many rows and columns of bricks we can fit
 | |
|     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;
 | |
| 
 | |
|     // Because we need to round the number of columns,
 | |
|     // the space on the top and sides of the bricks only captures a lower bound, not an exact value
 | |
|     let center_of_bricks = (LEFT_WALL + RIGHT_WALL) / 2.0;
 | |
|     let left_edge_of_bricks = center_of_bricks
 | |
|         // Space taken up by the bricks
 | |
|         - (n_columns as f32 / 2.0 * BRICK_SIZE.x)
 | |
|         // Space taken up by the gaps
 | |
|         - n_vertical_gaps as f32 / 2.0 * GAP_BETWEEN_BRICKS;
 | |
| 
 | |
|     // In Bevy, the `translation` of an entity describes the center point,
 | |
|     // not its bottom-left corner
 | |
|     let offset_x = left_edge_of_bricks + BRICK_SIZE.x / 2.;
 | |
|     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((
 | |
|                 SpriteBundle {
 | |
|                     sprite: Sprite {
 | |
|                         color: BRICK_COLOR,
 | |
|                         ..default()
 | |
|                     },
 | |
|                     transform: Transform {
 | |
|                         translation: brick_position.extend(0.0),
 | |
|                         scale: Vec3::new(BRICK_SIZE.x, BRICK_SIZE.y, 1.0),
 | |
|                         ..default()
 | |
|                     },
 | |
|                     ..default()
 | |
|                 },
 | |
|                 Brick,
 | |
|                 Collider,
 | |
|             ));
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| 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;
 | |
|     }
 | |
| 
 | |
|     // Calculate the new horizontal paddle position based on player input
 | |
|     let new_paddle_position =
 | |
|         paddle_transform.translation.x + direction * PADDLE_SPEED * time.delta_seconds();
 | |
| 
 | |
|     // 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_seconds();
 | |
|         transform.translation.y += velocity.y * time.delta_seconds();
 | |
|     }
 | |
| }
 | |
| 
 | |
| fn update_scoreboard(scoreboard: Res<Scoreboard>, mut query: Query<&mut Text, With<ScoreboardUi>>) {
 | |
|     let mut text = query.single_mut();
 | |
|     text.sections[1].value = scoreboard.score.to_string();
 | |
| }
 | |
| 
 | |
| fn check_for_collisions(
 | |
|     mut commands: Commands,
 | |
|     mut scoreboard: ResMut<Scoreboard>,
 | |
|     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();
 | |
| 
 | |
|     // check collision with walls
 | |
|     for (collider_entity, transform, maybe_brick) in &collider_query {
 | |
|         let collision = collide_with_side(
 | |
|             BoundingCircle::new(ball_transform.translation.truncate(), BALL_DIAMETER / 2.),
 | |
|             Aabb2d::new(
 | |
|                 transform.translation.truncate(),
 | |
|                 transform.scale.truncate() / 2.,
 | |
|             ),
 | |
|         );
 | |
| 
 | |
|         if let Some(collision) = collision {
 | |
|             // Sends a collision event so that other systems can react to the collision
 | |
|             collision_events.send_default();
 | |
| 
 | |
|             // Bricks should be despawned and increment the scoreboard on collision
 | |
|             if maybe_brick.is_some() {
 | |
|                 scoreboard.score += 1;
 | |
|                 commands.entity(collider_entity).despawn();
 | |
|             }
 | |
| 
 | |
|             // 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 = 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(AudioBundle {
 | |
|             source: sound.0.clone(),
 | |
|             // auto-despawn the entity when playback finishes
 | |
|             settings: PlaybackSettings::DESPAWN,
 | |
|         });
 | |
|     }
 | |
| }
 | |
| 
 | |
| #[derive(Debug, PartialEq, Eq, Copy, Clone)]
 | |
| enum Collision {
 | |
|     Left,
 | |
|     Right,
 | |
|     Top,
 | |
|     Bottom,
 | |
| }
 | |
| 
 | |
| // Returns `Some` if `ball` collides with `wall`. The returned `Collision` is the
 | |
| // side of `wall` that `ball` hit.
 | |
| fn collide_with_side(ball: BoundingCircle, wall: Aabb2d) -> Option<Collision> {
 | |
|     if !ball.intersects(&wall) {
 | |
|         return None;
 | |
|     }
 | |
| 
 | |
|     let closest = wall.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)
 | |
| }
 |