# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
		
			
				
	
	
		
			442 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			442 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(Component)]
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struct Collider;
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#[derive(Event, 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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// This bundle is a collection of the components that define a "wall" in our game
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#[derive(Bundle)]
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struct WallBundle {
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    // You can nest bundles inside of other bundles like this
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    // Allowing you to compose their functionality
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    sprite: Sprite,
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    transform: Transform,
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    collider: Collider,
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}
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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 WallBundle {
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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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    fn new(location: WallLocation) -> WallBundle {
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        WallBundle {
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            sprite: Sprite::from_color(WALL_COLOR, Vec2::ONE),
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            transform: 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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            collider: Collider,
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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
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        .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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        ))
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        .with_child((
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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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    // Walls
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    commands.spawn(WallBundle::new(WallLocation::Left));
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    commands.spawn(WallBundle::new(WallLocation::Right));
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    commands.spawn(WallBundle::new(WallLocation::Bottom));
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    commands.spawn(WallBundle::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.;
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    for row in 0..n_rows {
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        for column in 0..n_columns {
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            let brick_position = Vec2::new(
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                offset_x + column as f32 * (BRICK_SIZE.x + GAP_BETWEEN_BRICKS),
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                offset_y + row as f32 * (BRICK_SIZE.y + GAP_BETWEEN_BRICKS),
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            );
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            // brick
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            commands.spawn((
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                Sprite {
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                    color: BRICK_COLOR,
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                    ..default()
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                },
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                Transform {
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                    translation: brick_position.extend(0.0),
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                    scale: Vec3::new(BRICK_SIZE.x, BRICK_SIZE.y, 1.0),
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                    ..default()
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                },
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                Brick,
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                Collider,
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            ));
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        }
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    }
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}
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fn move_paddle(
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    keyboard_input: Res<ButtonInput<KeyCode>>,
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    mut paddle_transform: Single<&mut Transform, With<Paddle>>,
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    time: Res<Time>,
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) {
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    let mut direction = 0.0;
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    if keyboard_input.pressed(KeyCode::ArrowLeft) {
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        direction -= 1.0;
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    }
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    if keyboard_input.pressed(KeyCode::ArrowRight) {
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        direction += 1.0;
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    }
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    // Calculate the new horizontal paddle position based on player input
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    let new_paddle_position =
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        paddle_transform.translation.x + direction * PADDLE_SPEED * time.delta_secs();
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    // Update the paddle position,
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    // making sure it doesn't cause the paddle to leave the arena
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    let left_bound = LEFT_WALL + WALL_THICKNESS / 2.0 + PADDLE_SIZE.x / 2.0 + PADDLE_PADDING;
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    let right_bound = RIGHT_WALL - WALL_THICKNESS / 2.0 - PADDLE_SIZE.x / 2.0 - PADDLE_PADDING;
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    paddle_transform.translation.x = new_paddle_position.clamp(left_bound, right_bound);
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}
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fn apply_velocity(mut query: Query<(&mut Transform, &Velocity)>, time: Res<Time>) {
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    for (mut transform, velocity) in &mut query {
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        transform.translation.x += velocity.x * time.delta_secs();
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        transform.translation.y += velocity.y * time.delta_secs();
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    }
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}
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fn update_scoreboard(
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    score: Res<Score>,
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    score_root: Single<Entity, (With<ScoreboardUi>, With<Text>)>,
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    mut writer: TextUiWriter,
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) {
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    *writer.text(*score_root, 1) = score.to_string();
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}
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fn check_for_collisions(
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    mut commands: Commands,
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    mut score: ResMut<Score>,
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    ball_query: Single<(&mut Velocity, &Transform), With<Ball>>,
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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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) {
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    let (mut ball_velocity, ball_transform) = ball_query.into_inner();
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    for (collider_entity, collider_transform, maybe_brick) in &collider_query {
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        let collision = ball_collision(
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            BoundingCircle::new(ball_transform.translation.truncate(), BALL_DIAMETER / 2.),
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            Aabb2d::new(
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                collider_transform.translation.truncate(),
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                collider_transform.scale.truncate() / 2.,
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            ),
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        );
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        if let Some(collision) = collision {
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            // Sends a collision event so that other systems can react to the collision
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            collision_events.send_default();
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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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                commands.entity(collider_entity).despawn();
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                **score += 1;
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            }
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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_y = false;
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            // Reflect only if the velocity is in the opposite direction of the 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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                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::Top => 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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						|
            // 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)
 | 
						|
}
 |