266 lines
		
	
	
		
			8.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			266 lines
		
	
	
		
			8.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{
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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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| fn main() {
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|     App::build()
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|         .add_default_plugins()
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|         .add_resource(Scoreboard { score: 0 })
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|         .add_resource(ClearColor(Color::rgb(0.7, 0.7, 0.7)))
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|         .add_startup_system(setup.system())
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|         .add_system(paddle_movement_system.system())
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|         .add_system(ball_collision_system.system())
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|         .add_system(ball_movement_system.system())
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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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| struct Brick;
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| struct Wall;
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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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|     commands
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|         // cameras
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|         .spawn(Camera2dComponents::default())
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|         .spawn(UiCameraComponents::default())
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|         // paddle
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|         .spawn(SpriteComponents {
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|             material: materials.add(Color::rgb(0.2, 0.2, 0.8).into()),
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|             translation: Translation(Vec3::new(0.0, -250.0, 0.0)),
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|             sprite: Sprite {
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|                 size: Vec2::new(120.0, 30.0),
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|             },
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|             ..Default::default()
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|         })
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|         .with(Paddle { speed: 500.0 })
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|         // ball
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|         .spawn(SpriteComponents {
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|             material: materials.add(Color::rgb(0.8, 0.2, 0.2).into()),
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|             translation: Translation(Vec3::new(0.0, -100.0, 1.0)),
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|             sprite: Sprite {
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|                 size: Vec2::new(30.0, 30.0),
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|             },
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|             ..Default::default()
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|         })
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|         .with(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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|         .spawn(TextComponents {
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|             text: Text {
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|                 font: asset_server.load("assets/fonts/FiraSans-Bold.ttf").unwrap(),
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|                 value: "Score:".to_string(),
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|                 style: TextStyle {
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|                     color: Color::rgb(0.2, 0.2, 0.8).into(),
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|                     font_size: 40.0,
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|                 },
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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(0.5, 0.5, 0.5).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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|     commands
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|         // left
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|         .spawn(SpriteComponents {
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|             material: wall_material,
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|             translation: Translation(Vec3::new(-bounds.x() / 2.0, 0.0, 0.0)),
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|             sprite: Sprite {
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|                 size: Vec2::new(wall_thickness, bounds.y() + wall_thickness),
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|             },
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|             ..Default::default()
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|         })
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|         .with(Wall)
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|         // right
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|         .spawn(SpriteComponents {
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|             material: wall_material,
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|             translation: Translation(Vec3::new(bounds.x() / 2.0, 0.0, 0.0)),
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|             sprite: Sprite {
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|                 size: Vec2::new(wall_thickness, bounds.y() + wall_thickness),
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|             },
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|             ..Default::default()
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|         })
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|         .with(Wall)
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|         // bottom
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|         .spawn(SpriteComponents {
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|             material: wall_material,
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|             translation: Translation(Vec3::new(0.0, -bounds.y() / 2.0, 0.0)),
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|             sprite: Sprite {
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|                 size: Vec2::new(bounds.x() + wall_thickness, wall_thickness),
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|             },
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|             ..Default::default()
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|         })
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|         .with(Wall)
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|         // top
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|         .spawn(SpriteComponents {
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|             material: wall_material,
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|             translation: Translation(Vec3::new(0.0, bounds.y() / 2.0, 0.0)),
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|             sprite: Sprite {
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|                 size: Vec2::new(bounds.x() + wall_thickness, wall_thickness),
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|             },
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|             ..Default::default()
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|         })
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|         .with(Wall);
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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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| 
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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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|             commands
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|                 // brick
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|                 .spawn(SpriteComponents {
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|                     material: materials.add(Color::rgb(0.2, 0.2, 0.8).into()),
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|                     sprite: Sprite { size: brick_size },
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|                     translation: Translation(brick_position),
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|                     ..Default::default()
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|                 })
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|                 .with(Brick);
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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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|     time: Res<Time>,
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|     keyboard_input: Res<Input<KeyCode>>,
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|     mut query: Query<(&Paddle, &mut Translation)>,
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| ) {
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|     for (paddle, mut translation) in &mut query.iter() {
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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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|         *translation.0.x_mut() += time.delta_seconds * direction * paddle.speed;
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|     }
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| }
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| 
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| fn ball_movement_system(time: Res<Time>, mut ball_query: Query<(&Ball, &mut Translation)>) {
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|     for (ball, mut translation) in &mut ball_query.iter() {
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|         translation.0 += ball.velocity * time.delta_seconds;
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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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|     for mut text in &mut query.iter() {
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|         text.value = format!("Score: {}", scoreboard.score);
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|     }
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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, &Translation, &Sprite)>,
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|     mut paddle_query: Query<(&Paddle, &Translation, &Sprite)>,
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|     mut brick_query: Query<(Entity, &Brick, &Translation, &Sprite)>,
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|     mut wall_query: Query<(&Wall, &Translation, &Sprite)>,
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| ) {
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|     for (mut ball, ball_translation, sprite) in &mut ball_query.iter() {
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|         let ball_size = sprite.size;
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|         let velocity = &mut ball.velocity;
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|         let mut collision = None;
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| 
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|         // check collision with walls
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|         for (_wall, translation, sprite) in &mut wall_query.iter() {
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|             if collision.is_some() {
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|                 break;
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|             }
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| 
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|             collision = collide(ball_translation.0, ball_size, translation.0, sprite.size);
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|         }
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| 
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|         // check collision with paddle(s)
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|         for (_paddle, translation, sprite) in &mut paddle_query.iter() {
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|             if collision.is_some() {
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|                 break;
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|             }
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| 
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|             collision = collide(ball_translation.0, ball_size, translation.0, sprite.size);
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|         }
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| 
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|         // check collision with bricks
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|         for (brick_entity, _brick, translation, sprite) in &mut brick_query.iter() {
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|             if collision.is_some() {
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|                 break;
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|             }
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| 
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|             collision = collide(ball_translation.0, ball_size, translation.0, sprite.size);
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|             if collision.is_some() {
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|                 scoreboard.score += 1;
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|                 commands.despawn(brick_entity);
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|             }
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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 collision
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|         match collision {
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|             Some(Collision::Left) => reflect_x = velocity.x() > 0.0,
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|             Some(Collision::Right) => reflect_x = velocity.x() < 0.0,
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|             Some(Collision::Top) => reflect_y = velocity.y() < 0.0,
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|             Some(Collision::Bottom) => reflect_y = velocity.y() > 0.0,
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|             None => {}
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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_mut() = -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_mut() = -velocity.y();
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|         }
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|     }
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| }
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