
## Objective A major critique of Bevy at the moment is how boilerplatey it is to compose (and read) entity hierarchies: ```rust commands .spawn(Foo) .with_children(|p| { p.spawn(Bar).with_children(|p| { p.spawn(Baz); }); p.spawn(Bar).with_children(|p| { p.spawn(Baz); }); }); ``` There is also currently no good way to statically define and return an entity hierarchy from a function. Instead, people often do this "internally" with a Commands function that returns nothing, making it impossible to spawn the hierarchy in other cases (direct World spawns, ChildSpawner, etc). Additionally, because this style of API results in creating the hierarchy bits _after_ the initial spawn of a bundle, it causes ECS archetype changes (and often expensive table moves). Because children are initialized after the fact, we also can't count them to pre-allocate space. This means each time a child inserts itself, it has a high chance of overflowing the currently allocated capacity in the `RelationshipTarget` collection, causing literal worst-case reallocations. We can do better! ## Solution The Bundle trait has been extended to support an optional `BundleEffect`. This is applied directly to World immediately _after_ the Bundle has fully inserted. Note that this is [intentionally](https://github.com/bevyengine/bevy/discussions/16920) _not done via a deferred Command_, which would require repeatedly copying each remaining subtree of the hierarchy to a new command as we walk down the tree (_not_ good performance). This allows us to implement the new `SpawnRelated` trait for all `RelationshipTarget` impls, which looks like this in practice: ```rust world.spawn(( Foo, Children::spawn(( Spawn(( Bar, Children::spawn(Spawn(Baz)), )), Spawn(( Bar, Children::spawn(Spawn(Baz)), )), )) )) ``` `Children::spawn` returns `SpawnRelatedBundle<Children, L: SpawnableList>`, which is a `Bundle` that inserts `Children` (preallocated to the size of the `SpawnableList::size_hint()`). `Spawn<B: Bundle>(pub B)` implements `SpawnableList` with a size of 1. `SpawnableList` is also implemented for tuples of `SpawnableList` (same general pattern as the Bundle impl). There are currently three built-in `SpawnableList` implementations: ```rust world.spawn(( Foo, Children::spawn(( Spawn(Name::new("Child1")), SpawnIter(["Child2", "Child3"].into_iter().map(Name::new), SpawnWith(|parent: &mut ChildSpawner| { parent.spawn(Name::new("Child4")); parent.spawn(Name::new("Child5")); }) )), )) ``` We get the benefits of "structured init", but we have nice flexibility where it is required! Some readers' first instinct might be to try to remove the need for the `Spawn` wrapper. This is impossible in the Rust type system, as a tuple of "child Bundles to be spawned" and a "tuple of Components to be added via a single Bundle" is ambiguous in the Rust type system. There are two ways to resolve that ambiguity: 1. By adding support for variadics to the Rust type system (removing the need for nested bundles). This is out of scope for this PR :) 2. Using wrapper types to resolve the ambiguity (this is what I did in this PR). For the single-entity spawn cases, `Children::spawn_one` does also exist, which removes the need for the wrapper: ```rust world.spawn(( Foo, Children::spawn_one(Bar), )) ``` ## This works for all Relationships This API isn't just for `Children` / `ChildOf` relationships. It works for any relationship type, and they can be mixed and matched! ```rust world.spawn(( Foo, Observers::spawn(( Spawn(Observer::new(|trigger: Trigger<FuseLit>| {})), Spawn(Observer::new(|trigger: Trigger<Exploded>| {})), )), OwnerOf::spawn(Spawn(Bar)) Children::spawn(Spawn(Baz)) )) ``` ## Macros While `Spawn` is necessary to satisfy the type system, we _can_ remove the need to express it via macros. The example above can be expressed more succinctly using the new `children![X]` macro, which internally produces `Children::spawn(Spawn(X))`: ```rust world.spawn(( Foo, children![ ( Bar, children![Baz], ), ( Bar, children![Baz], ), ] )) ``` There is also a `related!` macro, which is a generic version of the `children!` macro that supports any relationship type: ```rust world.spawn(( Foo, related!(Children[ ( Bar, related!(Children[Baz]), ), ( Bar, related!(Children[Baz]), ), ]) )) ``` ## Returning Hierarchies from Functions Thanks to these changes, the following pattern is now possible: ```rust fn button(text: &str, color: Color) -> impl Bundle { ( Node { width: Val::Px(300.), height: Val::Px(100.), ..default() }, BackgroundColor(color), children![ Text::new(text), ] ) } fn ui() -> impl Bundle { ( Node { width: Val::Percent(100.0), height: Val::Percent(100.0), ..default(), }, children![ button("hello", BLUE), button("world", RED), ] ) } // spawn from a system fn system(mut commands: Commands) { commands.spawn(ui()); } // spawn directly on World world.spawn(ui()); ``` ## Additional Changes and Notes * `Bundle::from_components` has been split out into `BundleFromComponents::from_components`, enabling us to implement `Bundle` for types that cannot be "taken" from the ECS (such as the new `SpawnRelatedBundle`). * The `NoBundleEffect` trait (which implements `BundleEffect`) is implemented for empty tuples (and tuples of empty tuples), which allows us to constrain APIs to only accept bundles that do not have effects. This is critical because the current batch spawn APIs cannot efficiently apply BundleEffects in their current form (as doing so in-place could invalidate the cached raw pointers). We could consider allocating a buffer of the effects to be applied later, but that does have performance implications that could offset the balance and value of the batched APIs (and would likely require some refactors to the underlying code). I've decided to be conservative here. We can consider relaxing that requirement on those APIs later, but that should be done in a followup imo. * I've ported a few examples to illustrate real-world usage. I think in a followup we should port all examples to the `children!` form whenever possible (and for cases that require things like SpawnIter, use the raw APIs). * Some may ask "why not use the `Relationship` to spawn (ex: `ChildOf::spawn(Foo)`) instead of the `RelationshipTarget` (ex: `Children::spawn(Spawn(Foo))`)?". That _would_ allow us to remove the `Spawn` wrapper. I've explicitly chosen to disallow this pattern. `Bundle::Effect` has the ability to create _significant_ weirdness. Things in `Bundle` position look like components. For example `world.spawn((Foo, ChildOf::spawn(Bar)))` _looks and reads_ like Foo is a child of Bar. `ChildOf` is in Foo's "component position" but it is not a component on Foo. This is a huge problem. Now that `Bundle::Effect` exists, we should be _very_ principled about keeping the "weird and unintuitive behavior" to a minimum. Things that read like components _should be the components they appear to be". ## Remaining Work * The macros are currently trivially implemented using macro_rules and are currently limited to the max tuple length. They will require a proc_macro implementation to work around the tuple length limit. ## Next Steps * Port the remaining examples to use `children!` where possible and raw `Spawn` / `SpawnIter` / `SpawnWith` where the flexibility of the raw API is required. ## Migration Guide Existing spawn patterns will continue to work as expected. Manual Bundle implementations now require a `BundleEffect` associated type. Exisiting bundles would have no bundle effect, so use `()`. Additionally `Bundle::from_components` has been moved to the new `BundleFromComponents` trait. ```rust // Before unsafe impl Bundle for X { unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> Self { } /* remaining bundle impl here */ } // After unsafe impl Bundle for X { type Effect = (); /* remaining bundle impl here */ } unsafe impl BundleFromComponents for X { unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> Self { } } ``` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com> Co-authored-by: Emerson Coskey <emerson@coskey.dev>
438 lines
14 KiB
Rust
438 lines
14 KiB
Rust
//! A simplified implementation of the classic game "Breakout".
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//!
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//! Demonstrates Bevy's stepping capabilities if compiled with the `bevy_debug_stepping` feature.
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use bevy::{
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math::bounding::{Aabb2d, BoundingCircle, BoundingVolume, IntersectsVolume},
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prelude::*,
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};
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mod stepping;
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// These constants are defined in `Transform` units.
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// Using the default 2D camera they correspond 1:1 with screen pixels.
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const PADDLE_SIZE: Vec2 = Vec2::new(120.0, 20.0);
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const GAP_BETWEEN_PADDLE_AND_FLOOR: f32 = 60.0;
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const PADDLE_SPEED: f32 = 500.0;
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// How close can the paddle get to the wall
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const PADDLE_PADDING: f32 = 10.0;
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// We set the z-value of the ball to 1 so it renders on top in the case of overlapping sprites.
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const BALL_STARTING_POSITION: Vec3 = Vec3::new(0.0, -50.0, 1.0);
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const BALL_DIAMETER: f32 = 30.;
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const BALL_SPEED: f32 = 400.0;
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const INITIAL_BALL_DIRECTION: Vec2 = Vec2::new(0.5, -0.5);
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const WALL_THICKNESS: f32 = 10.0;
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// x coordinates
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const LEFT_WALL: f32 = -450.;
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const RIGHT_WALL: f32 = 450.;
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// y coordinates
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const BOTTOM_WALL: f32 = -300.;
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const TOP_WALL: f32 = 300.;
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const BRICK_SIZE: Vec2 = Vec2::new(100., 30.);
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// These values are exact
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const GAP_BETWEEN_PADDLE_AND_BRICKS: f32 = 270.0;
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const GAP_BETWEEN_BRICKS: f32 = 5.0;
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// These values are lower bounds, as the number of bricks is computed
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const GAP_BETWEEN_BRICKS_AND_CEILING: f32 = 20.0;
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const GAP_BETWEEN_BRICKS_AND_SIDES: f32 = 20.0;
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const SCOREBOARD_FONT_SIZE: f32 = 33.0;
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const SCOREBOARD_TEXT_PADDING: Val = Val::Px(5.0);
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const BACKGROUND_COLOR: Color = Color::srgb(0.9, 0.9, 0.9);
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const PADDLE_COLOR: Color = Color::srgb(0.3, 0.3, 0.7);
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const BALL_COLOR: Color = Color::srgb(1.0, 0.5, 0.5);
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const BRICK_COLOR: Color = Color::srgb(0.5, 0.5, 1.0);
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const WALL_COLOR: Color = Color::srgb(0.8, 0.8, 0.8);
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const TEXT_COLOR: Color = Color::srgb(0.5, 0.5, 1.0);
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const SCORE_COLOR: Color = Color::srgb(1.0, 0.5, 0.5);
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugins(
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stepping::SteppingPlugin::default()
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.add_schedule(Update)
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.add_schedule(FixedUpdate)
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.at(Val::Percent(35.0), Val::Percent(50.0)),
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)
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.insert_resource(Score(0))
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.insert_resource(ClearColor(BACKGROUND_COLOR))
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.add_event::<CollisionEvent>()
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.add_systems(Startup, setup)
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// Add our gameplay simulation systems to the fixed timestep schedule
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// which runs at 64 Hz by default
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.add_systems(
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FixedUpdate,
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(
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apply_velocity,
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move_paddle,
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check_for_collisions,
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play_collision_sound,
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)
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// `chain`ing systems together runs them in order
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.chain(),
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)
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.add_systems(Update, update_scoreboard)
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.run();
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}
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#[derive(Component)]
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struct Paddle;
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#[derive(Component)]
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struct Ball;
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#[derive(Component, Deref, DerefMut)]
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struct Velocity(Vec2);
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#[derive(Event, Default)]
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struct CollisionEvent;
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#[derive(Component)]
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struct Brick;
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#[derive(Resource, Deref)]
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struct CollisionSound(Handle<AudioSource>);
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// Default must be implemented to define this as a required component for the Wall component below
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#[derive(Component, Default)]
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struct Collider;
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// This is a collection of the components that define a "Wall" in our game
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#[derive(Component)]
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#[require(Sprite, Transform, Collider)]
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struct Wall;
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/// Which side of the arena is this wall located on?
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enum WallLocation {
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Left,
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Right,
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Bottom,
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Top,
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}
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impl WallLocation {
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/// Location of the *center* of the wall, used in `transform.translation()`
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fn position(&self) -> Vec2 {
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match self {
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WallLocation::Left => Vec2::new(LEFT_WALL, 0.),
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WallLocation::Right => Vec2::new(RIGHT_WALL, 0.),
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WallLocation::Bottom => Vec2::new(0., BOTTOM_WALL),
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WallLocation::Top => Vec2::new(0., TOP_WALL),
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}
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}
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/// (x, y) dimensions of the wall, used in `transform.scale()`
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fn size(&self) -> Vec2 {
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let arena_height = TOP_WALL - BOTTOM_WALL;
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let arena_width = RIGHT_WALL - LEFT_WALL;
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// Make sure we haven't messed up our constants
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assert!(arena_height > 0.0);
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assert!(arena_width > 0.0);
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match self {
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WallLocation::Left | WallLocation::Right => {
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Vec2::new(WALL_THICKNESS, arena_height + WALL_THICKNESS)
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}
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WallLocation::Bottom | WallLocation::Top => {
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Vec2::new(arena_width + WALL_THICKNESS, WALL_THICKNESS)
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}
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}
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}
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}
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impl Wall {
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// This "builder method" allows us to reuse logic across our wall entities,
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// making our code easier to read and less prone to bugs when we change the logic
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// Notice the use of Sprite and Transform alongside Wall, overwriting the default values defined for the required components
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fn new(location: WallLocation) -> (Wall, Sprite, Transform) {
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(
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Wall,
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Sprite::from_color(WALL_COLOR, Vec2::ONE),
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Transform {
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// We need to convert our Vec2 into a Vec3, by giving it a z-coordinate
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// This is used to determine the order of our sprites
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translation: location.position().extend(0.0),
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// The z-scale of 2D objects must always be 1.0,
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// or their ordering will be affected in surprising ways.
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// See https://github.com/bevyengine/bevy/issues/4149
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scale: location.size().extend(1.0),
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..default()
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},
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)
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}
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}
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// This resource tracks the game's score
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#[derive(Resource, Deref, DerefMut)]
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struct Score(usize);
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#[derive(Component)]
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struct ScoreboardUi;
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// Add the game's entities to our world
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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asset_server: Res<AssetServer>,
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) {
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// Camera
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commands.spawn(Camera2d);
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// Sound
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let ball_collision_sound = asset_server.load("sounds/breakout_collision.ogg");
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commands.insert_resource(CollisionSound(ball_collision_sound));
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// Paddle
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let paddle_y = BOTTOM_WALL + GAP_BETWEEN_PADDLE_AND_FLOOR;
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commands.spawn((
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Sprite::from_color(PADDLE_COLOR, Vec2::ONE),
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Transform {
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translation: Vec3::new(0.0, paddle_y, 0.0),
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scale: PADDLE_SIZE.extend(1.0),
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..default()
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},
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Paddle,
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Collider,
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));
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// Ball
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commands.spawn((
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Mesh2d(meshes.add(Circle::default())),
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MeshMaterial2d(materials.add(BALL_COLOR)),
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Transform::from_translation(BALL_STARTING_POSITION)
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.with_scale(Vec2::splat(BALL_DIAMETER).extend(1.)),
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Ball,
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Velocity(INITIAL_BALL_DIRECTION.normalize() * BALL_SPEED),
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));
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// Scoreboard
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commands.spawn((
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Text::new("Score: "),
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TextFont {
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font_size: SCOREBOARD_FONT_SIZE,
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..default()
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},
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TextColor(TEXT_COLOR),
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ScoreboardUi,
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Node {
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position_type: PositionType::Absolute,
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top: SCOREBOARD_TEXT_PADDING,
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left: SCOREBOARD_TEXT_PADDING,
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..default()
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},
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children![(
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TextSpan::default(),
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TextFont {
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font_size: SCOREBOARD_FONT_SIZE,
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..default()
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},
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TextColor(SCORE_COLOR),
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)],
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));
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// Walls
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commands.spawn(Wall::new(WallLocation::Left));
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commands.spawn(Wall::new(WallLocation::Right));
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commands.spawn(Wall::new(WallLocation::Bottom));
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commands.spawn(Wall::new(WallLocation::Top));
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// Bricks
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let total_width_of_bricks = (RIGHT_WALL - LEFT_WALL) - 2. * GAP_BETWEEN_BRICKS_AND_SIDES;
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let bottom_edge_of_bricks = paddle_y + GAP_BETWEEN_PADDLE_AND_BRICKS;
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let total_height_of_bricks = TOP_WALL - bottom_edge_of_bricks - GAP_BETWEEN_BRICKS_AND_CEILING;
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assert!(total_width_of_bricks > 0.0);
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assert!(total_height_of_bricks > 0.0);
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// Given the space available, compute how many rows and columns of bricks we can fit
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let n_columns = (total_width_of_bricks / (BRICK_SIZE.x + GAP_BETWEEN_BRICKS)).floor() as usize;
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let n_rows = (total_height_of_bricks / (BRICK_SIZE.y + GAP_BETWEEN_BRICKS)).floor() as usize;
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let n_vertical_gaps = n_columns - 1;
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// Because we need to round the number of columns,
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// the space on the top and sides of the bricks only captures a lower bound, not an exact value
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let center_of_bricks = (LEFT_WALL + RIGHT_WALL) / 2.0;
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let left_edge_of_bricks = center_of_bricks
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// Space taken up by the bricks
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- (n_columns as f32 / 2.0 * BRICK_SIZE.x)
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// Space taken up by the gaps
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- n_vertical_gaps as f32 / 2.0 * GAP_BETWEEN_BRICKS;
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// In Bevy, the `translation` of an entity describes the center point,
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// not its bottom-left corner
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let offset_x = left_edge_of_bricks + BRICK_SIZE.x / 2.;
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let offset_y = bottom_edge_of_bricks + BRICK_SIZE.y / 2.;
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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.),
|
|
Aabb2d::new(
|
|
collider_transform.translation.truncate(),
|
|
collider_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() {
|
|
commands.entity(collider_entity).despawn();
|
|
**score += 1;
|
|
}
|
|
|
|
// Reflect the ball's velocity when it collides
|
|
let mut reflect_x = false;
|
|
let mut reflect_y = false;
|
|
|
|
// Reflect only if the velocity is in the opposite direction of the collision
|
|
// This prevents the ball from getting stuck inside the bar
|
|
match collision {
|
|
Collision::Left => reflect_x = ball_velocity.x > 0.0,
|
|
Collision::Right => reflect_x = ball_velocity.x < 0.0,
|
|
Collision::Top => reflect_y = ball_velocity.y < 0.0,
|
|
Collision::Bottom => reflect_y = ball_velocity.y > 0.0,
|
|
}
|
|
|
|
// Reflect velocity on the x-axis if we hit something on the x-axis
|
|
if reflect_x {
|
|
ball_velocity.x = -ball_velocity.x;
|
|
}
|
|
|
|
// Reflect velocity on the y-axis if we hit something on the y-axis
|
|
if reflect_y {
|
|
ball_velocity.y = -ball_velocity.y;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fn play_collision_sound(
|
|
mut commands: Commands,
|
|
mut collision_events: EventReader<CollisionEvent>,
|
|
sound: Res<CollisionSound>,
|
|
) {
|
|
// Play a sound once per frame if a collision occurred.
|
|
if !collision_events.is_empty() {
|
|
// This prevents events staying active on the next frame.
|
|
collision_events.clear();
|
|
commands.spawn((AudioPlayer(sound.clone()), PlaybackSettings::DESPAWN));
|
|
}
|
|
}
|
|
|
|
#[derive(Debug, PartialEq, Eq, Copy, Clone)]
|
|
enum Collision {
|
|
Left,
|
|
Right,
|
|
Top,
|
|
Bottom,
|
|
}
|
|
|
|
// Returns `Some` if `ball` collides with `bounding_box`.
|
|
// The returned `Collision` is the side of `bounding_box` that `ball` hit.
|
|
fn ball_collision(ball: BoundingCircle, bounding_box: Aabb2d) -> Option<Collision> {
|
|
if !ball.intersects(&bounding_box) {
|
|
return None;
|
|
}
|
|
|
|
let closest = bounding_box.closest_point(ball.center());
|
|
let offset = ball.center() - closest;
|
|
let side = if offset.x.abs() > offset.y.abs() {
|
|
if offset.x < 0. {
|
|
Collision::Left
|
|
} else {
|
|
Collision::Right
|
|
}
|
|
} else if offset.y > 0. {
|
|
Collision::Top
|
|
} else {
|
|
Collision::Bottom
|
|
};
|
|
|
|
Some(side)
|
|
}
|