 9186c4c8d2
			
		
	
	
		9186c4c8d2
		
	
	
	
	
		
			
			This PR fixes https://github.com/bevyengine/bevy/issues/1240, where the ball is escaping the playing field at low framerates. I did this by moving the movement and physics system into a Fixed Timestep system set and changing the movement steps to a constant. So we lose the example use of delta_time for changing position, but gain a use of FixedTimestep. If this is accepted https://github.com/bevyengine/bevy-website/pull/102 will need to be updated to match. Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			273 lines
		
	
	
		
			9.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			273 lines
		
	
	
		
			9.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{
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|     core::FixedTimestep,
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|     prelude::*,
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|     render::pass::ClearColor,
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|     sprite::collide_aabb::{collide, Collision},
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| };
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| 
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| /// An implementation of the classic game "Breakout"
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| const TIME_STEP: f32 = 1.0 / 60.0;
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| fn main() {
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|     App::build()
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|         .add_plugins(DefaultPlugins)
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|         .insert_resource(Scoreboard { score: 0 })
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|         .insert_resource(ClearColor(Color::rgb(0.9, 0.9, 0.9)))
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|         .add_startup_system(setup.system())
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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.system())
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|                 .with_system(ball_collision_system.system())
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|                 .with_system(ball_movement_system.system()),
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|         )
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|         .add_system(scoreboard_system.system())
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|         .run();
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| }
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| 
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| struct Paddle {
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|     speed: f32,
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| }
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| 
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| struct Ball {
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|     velocity: Vec3,
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| }
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| 
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| struct Scoreboard {
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|     score: usize,
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| }
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| 
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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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| 
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| fn setup(
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|     mut commands: Commands,
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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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|     // Add the game's entities to our world
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| 
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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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|             material: materials.add(Color::rgb(0.5, 0.5, 1.0).into()),
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|             transform: Transform::from_xyz(0.0, -215.0, 0.0),
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|             sprite: Sprite::new(Vec2::new(120.0, 30.0)),
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|             ..Default::default()
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|         })
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|         .insert(Paddle { speed: 500.0 })
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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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|             material: materials.add(Color::rgb(1.0, 0.5, 0.5).into()),
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|             transform: Transform::from_xyz(0.0, -50.0, 1.0),
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|             sprite: Sprite::new(Vec2::new(30.0, 30.0)),
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|             ..Default::default()
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|         })
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|         .insert(Ball {
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|             velocity: 400.0 * Vec3::new(0.5, -0.5, 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: 40.0,
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|                         color: Color::rgb(0.5, 0.5, 1.0),
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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: 40.0,
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|                         color: Color::rgb(1.0, 0.5, 0.5),
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|                     },
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|                 },
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|             ],
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|             ..Default::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: Val::Px(5.0),
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|                 left: Val::Px(5.0),
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|                 ..Default::default()
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|             },
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|             ..Default::default()
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|         },
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|         ..Default::default()
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|     });
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| 
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|     // Add walls
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|     let wall_material = materials.add(Color::rgb(0.8, 0.8, 0.8).into());
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|     let wall_thickness = 10.0;
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|     let bounds = Vec2::new(900.0, 600.0);
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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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|             material: wall_material.clone(),
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|             transform: Transform::from_xyz(-bounds.x / 2.0, 0.0, 0.0),
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|             sprite: Sprite::new(Vec2::new(wall_thickness, bounds.y + wall_thickness)),
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|             ..Default::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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|             material: wall_material.clone(),
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|             transform: Transform::from_xyz(bounds.x / 2.0, 0.0, 0.0),
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|             sprite: Sprite::new(Vec2::new(wall_thickness, bounds.y + wall_thickness)),
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|             ..Default::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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|             material: wall_material.clone(),
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|             transform: Transform::from_xyz(0.0, -bounds.y / 2.0, 0.0),
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|             sprite: Sprite::new(Vec2::new(bounds.x + wall_thickness, wall_thickness)),
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|             ..Default::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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|             material: wall_material,
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|             transform: Transform::from_xyz(0.0, bounds.y / 2.0, 0.0),
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|             sprite: Sprite::new(Vec2::new(bounds.x + wall_thickness, wall_thickness)),
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|             ..Default::default()
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|         })
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|         .insert(Collider::Solid);
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| 
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|     // Add bricks
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|     let brick_rows = 4;
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|     let brick_columns = 5;
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|     let brick_spacing = 20.0;
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|     let brick_size = Vec2::new(150.0, 30.0);
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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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|     let brick_material = materials.add(Color::rgb(0.5, 0.5, 1.0).into());
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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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|                     material: brick_material.clone(),
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|                     sprite: Sprite::new(brick_size),
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|                     transform: Transform::from_translation(brick_position),
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|                     ..Default::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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| 
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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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|     if let Ok((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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| 
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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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| 
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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(380.0).max(-380.0);
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|     }
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| }
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| 
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| fn ball_movement_system(mut ball_query: Query<(&Ball, &mut Transform)>) {
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|     if let Ok((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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| }
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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().unwrap();
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|     text.sections[0].value = format!("Score: {}", scoreboard.score);
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| }
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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, &Sprite)>,
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|     collider_query: Query<(Entity, &Collider, &Transform, &Sprite)>,
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| ) {
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|     if let Ok((mut ball, ball_transform, sprite)) = ball_query.single_mut() {
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|         let ball_size = sprite.size;
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|         let velocity = &mut ball.velocity;
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| 
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|         // check collision with walls
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|         for (collider_entity, collider, transform, sprite) 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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|                 sprite.size,
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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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| 
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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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| 
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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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|                 }
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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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| 
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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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| 
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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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| }
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