 a788e31ad5
			
		
	
	
		a788e31ad5
		
			
		
	
	
	
	
		
			
			# Objective [Rust 1.72.0](https://blog.rust-lang.org/2023/08/24/Rust-1.72.0.html) is now stable. # Notes - `let-else` formatting has arrived! - I chose to allow `explicit_iter_loop` due to https://github.com/rust-lang/rust-clippy/issues/11074. We didn't hit any of the false positives that prevent compilation, but fixing this did produce a lot of the "symbol soup" mentioned, e.g. `for image in &mut *image_events {`. Happy to undo this if there's consensus the other way. --------- Co-authored-by: François <mockersf@gmail.com>
		
			
				
	
	
		
			417 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			417 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! A simplified implementation of the classic game "Breakout".
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| 
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| use bevy::{
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|     prelude::*,
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|     sprite::collide_aabb::{collide, Collision},
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|     sprite::MaterialMesh2dBundle,
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| };
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| 
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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: Vec3 = Vec3::new(120.0, 20.0, 0.0);
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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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| 
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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_SIZE: Vec3 = Vec3::new(30.0, 30.0, 0.0);
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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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| 
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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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| 
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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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| 
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| const SCOREBOARD_FONT_SIZE: f32 = 40.0;
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| const SCOREBOARD_TEXT_PADDING: Val = Val::Px(5.0);
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| 
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| const BACKGROUND_COLOR: Color = Color::rgb(0.9, 0.9, 0.9);
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| const PADDLE_COLOR: Color = Color::rgb(0.3, 0.3, 0.7);
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| const BALL_COLOR: Color = Color::rgb(1.0, 0.5, 0.5);
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| const BRICK_COLOR: Color = Color::rgb(0.5, 0.5, 1.0);
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| const WALL_COLOR: Color = Color::rgb(0.8, 0.8, 0.8);
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| const TEXT_COLOR: Color = Color::rgb(0.5, 0.5, 1.0);
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| const SCORE_COLOR: Color = Color::rgb(1.0, 0.5, 0.5);
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .insert_resource(Scoreboard { score: 0 })
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|         .insert_resource(ClearColor(BACKGROUND_COLOR))
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|         .add_event::<CollisionEvent>()
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|         // Configure how frequently our gameplay systems are run
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|         .insert_resource(FixedTime::new_from_secs(1.0 / 60.0))
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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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|         .add_systems(
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|             FixedUpdate,
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|             (
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|                 check_for_collisions,
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|                 apply_velocity.before(check_for_collisions),
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|                 move_paddle
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|                     .before(check_for_collisions)
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|                     .after(apply_velocity),
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|                 play_collision_sound.after(check_for_collisions),
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|             ),
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|         )
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|         .add_systems(Update, (update_scoreboard, bevy::window::close_on_esc))
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|         .run();
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| }
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| 
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| #[derive(Component)]
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| struct Paddle;
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| 
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| #[derive(Component)]
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| struct Ball;
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| 
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| #[derive(Component, Deref, DerefMut)]
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| struct Velocity(Vec2);
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| 
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| #[derive(Component)]
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| struct Collider;
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| 
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| #[derive(Event, Default)]
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| struct CollisionEvent;
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| 
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| #[derive(Component)]
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| struct Brick;
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| 
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| #[derive(Resource)]
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| struct CollisionSound(Handle<AudioSource>);
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| 
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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_bundle: SpriteBundle,
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|     collider: Collider,
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| }
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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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| 
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| impl WallLocation {
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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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| 
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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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| 
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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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| 
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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_bundle: SpriteBundle {
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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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|                 sprite: Sprite {
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|                     color: WALL_COLOR,
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|                     ..default()
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|                 },
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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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| 
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| // This resource tracks the game's score
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| #[derive(Resource)]
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| struct Scoreboard {
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|     score: usize,
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| }
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| 
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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(Camera2dBundle::default());
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| 
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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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| 
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|     // Paddle
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|     let paddle_y = BOTTOM_WALL + GAP_BETWEEN_PADDLE_AND_FLOOR;
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| 
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|     commands.spawn((
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|         SpriteBundle {
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|             transform: Transform {
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|                 translation: Vec3::new(0.0, paddle_y, 0.0),
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|                 scale: PADDLE_SIZE,
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|                 ..default()
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|             },
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|             sprite: Sprite {
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|                 color: PADDLE_COLOR,
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|                 ..default()
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|             },
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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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| 
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|     // Ball
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|     commands.spawn((
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|         MaterialMesh2dBundle {
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|             mesh: meshes.add(shape::Circle::default().into()).into(),
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|             material: materials.add(ColorMaterial::from(BALL_COLOR)),
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|             transform: Transform::from_translation(BALL_STARTING_POSITION).with_scale(BALL_SIZE),
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|             ..default()
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|         },
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|         Ball,
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|         Velocity(INITIAL_BALL_DIRECTION.normalize() * BALL_SPEED),
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|     ));
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| 
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|     // Scoreboard
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|     commands.spawn(
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|         TextBundle::from_sections([
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|             TextSection::new(
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|                 "Score: ",
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|                 TextStyle {
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|                     font_size: SCOREBOARD_FONT_SIZE,
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|                     color: TEXT_COLOR,
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|                     ..default()
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|                 },
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|             ),
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|             TextSection::from_style(TextStyle {
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|                 font_size: SCOREBOARD_FONT_SIZE,
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|                 color: SCORE_COLOR,
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|                 ..default()
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|             }),
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|         ])
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|         .with_style(Style {
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|             // brick
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|             commands.spawn((
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|                 SpriteBundle {
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|                     sprite: Sprite {
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|                         color: BRICK_COLOR,
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|                         ..default()
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|                     },
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|                     transform: 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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|                     ..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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| 
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| fn move_paddle(
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|     keyboard_input: Res<Input<KeyCode>>,
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|     mut query: Query<&mut Transform, With<Paddle>>,
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|     time_step: Res<FixedTime>,
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| ) {
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|     let mut paddle_transform = query.single_mut();
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|     let mut direction = 0.0;
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| 
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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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|     // 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_step.period.as_secs_f32();
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| 
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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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| 
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|     paddle_transform.translation.x = new_paddle_position.clamp(left_bound, right_bound);
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| }
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| 
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| fn apply_velocity(mut query: Query<(&mut Transform, &Velocity)>, time_step: Res<FixedTime>) {
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|     for (mut transform, velocity) in &mut query {
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|         transform.translation.x += velocity.x * time_step.period.as_secs_f32();
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|         transform.translation.y += velocity.y * time_step.period.as_secs_f32();
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|     }
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| }
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| 
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| fn update_scoreboard(scoreboard: Res<Scoreboard>, mut query: Query<&mut Text>) {
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|     let mut text = query.single_mut();
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|     text.sections[1].value = scoreboard.score.to_string();
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| }
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| 
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| fn check_for_collisions(
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|     mut commands: Commands,
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|     mut scoreboard: ResMut<Scoreboard>,
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|     mut ball_query: Query<(&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.single_mut();
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|     let ball_size = ball_transform.scale.truncate();
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| 
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|     // check collision with walls
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|     for (collider_entity, transform, maybe_brick) in &collider_query {
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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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|             transform.scale.truncate(),
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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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| 
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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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|                 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 = 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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|                 Collision::Inside => { /* do nothing */ }
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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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|                 ball_velocity.x = -ball_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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|                 ball_velocity.y = -ball_velocity.y;
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|             }
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|         }
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|     }
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| }
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| 
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| fn play_collision_sound(
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|     mut commands: Commands,
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|     mut collision_events: EventReader<CollisionEvent>,
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|     sound: Res<CollisionSound>,
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| ) {
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|     // Play a sound once per frame if a collision occurred.
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|     if !collision_events.is_empty() {
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|         // This prevents events staying active on the next frame.
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|         collision_events.clear();
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|         commands.spawn(AudioBundle {
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|             source: sound.0.clone(),
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|             // auto-despawn the entity when playback finishes
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|             settings: PlaybackSettings::DESPAWN,
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|         });
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|     }
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| }
 |