bevy/examples/game/breakout.rs

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use bevy::{
prelude::*,
render::pass::ClearColor,
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sprite::collide_aabb::{collide, Collision},
};
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/// An implementation of the classic game "Breakout"
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fn main() {
App::build()
.add_plugins(DefaultPlugins)
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.add_resource(Scoreboard { score: 0 })
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.add_resource(ClearColor(Color::rgb(0.9, 0.9, 0.9)))
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.add_startup_system(setup.system())
.add_system(paddle_movement_system.system())
.add_system(ball_collision_system.system())
.add_system(ball_movement_system.system())
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.add_system(scoreboard_system.system())
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.run();
}
struct Paddle {
speed: f32,
}
struct Ball {
velocity: Vec3,
}
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struct Scoreboard {
score: usize,
}
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enum Collider {
Solid,
Scorable,
Paddle,
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}
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fn setup(
commands: &mut Commands,
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mut materials: ResMut<Assets<ColorMaterial>>,
asset_server: Res<AssetServer>,
) {
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// Add the game's entities to our world
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commands
// cameras
.spawn(Camera2dBundle::default())
.spawn(UiCameraBundle::default())
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// paddle
.spawn(SpriteBundle {
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material: materials.add(Color::rgb(0.5, 0.5, 1.0).into()),
transform: Transform::from_translation(Vec3::new(0.0, -215.0, 0.0)),
sprite: Sprite::new(Vec2::new(120.0, 30.0)),
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..Default::default()
})
.with(Paddle { speed: 500.0 })
.with(Collider::Paddle)
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// ball
.spawn(SpriteBundle {
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material: materials.add(Color::rgb(1.0, 0.5, 0.5).into()),
transform: Transform::from_translation(Vec3::new(0.0, -50.0, 1.0)),
sprite: Sprite::new(Vec2::new(30.0, 30.0)),
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..Default::default()
})
.with(Ball {
velocity: 400.0 * Vec3::new(0.5, -0.5, 0.0).normalize(),
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})
// scoreboard
.spawn(TextBundle {
text: Text {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
value: "Score:".to_string(),
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style: TextStyle {
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color: Color::rgb(0.5, 0.5, 1.0),
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font_size: 40.0,
..Default::default()
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},
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},
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style: Style {
position_type: PositionType::Absolute,
position: Rect {
top: Val::Px(5.0),
left: Val::Px(5.0),
..Default::default()
},
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..Default::default()
},
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..Default::default()
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});
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// Add walls
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let wall_material = materials.add(Color::rgb(0.8, 0.8, 0.8).into());
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let wall_thickness = 10.0;
let bounds = Vec2::new(900.0, 600.0);
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commands
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// left
.spawn(SpriteBundle {
material: wall_material.clone(),
transform: Transform::from_translation(Vec3::new(-bounds.x() / 2.0, 0.0, 0.0)),
sprite: Sprite::new(Vec2::new(wall_thickness, bounds.y() + wall_thickness)),
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..Default::default()
})
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.with(Collider::Solid)
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// right
.spawn(SpriteBundle {
material: wall_material.clone(),
transform: Transform::from_translation(Vec3::new(bounds.x() / 2.0, 0.0, 0.0)),
sprite: Sprite::new(Vec2::new(wall_thickness, bounds.y() + wall_thickness)),
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..Default::default()
})
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.with(Collider::Solid)
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// bottom
.spawn(SpriteBundle {
material: wall_material.clone(),
transform: Transform::from_translation(Vec3::new(0.0, -bounds.y() / 2.0, 0.0)),
sprite: Sprite::new(Vec2::new(bounds.x() + wall_thickness, wall_thickness)),
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..Default::default()
})
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.with(Collider::Solid)
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// top
.spawn(SpriteBundle {
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material: wall_material,
transform: Transform::from_translation(Vec3::new(0.0, bounds.y() / 2.0, 0.0)),
sprite: Sprite::new(Vec2::new(bounds.x() + wall_thickness, wall_thickness)),
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..Default::default()
})
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.with(Collider::Solid);
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// Add bricks
let brick_rows = 4;
let brick_columns = 5;
let brick_spacing = 20.0;
let brick_size = Vec2::new(150.0, 30.0);
let bricks_width = brick_columns as f32 * (brick_size.x() + brick_spacing) - brick_spacing;
// center the bricks and move them up a bit
let bricks_offset = Vec3::new(-(bricks_width - brick_size.x()) / 2.0, 100.0, 0.0);
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let brick_material = materials.add(Color::rgb(0.5, 0.5, 1.0).into());
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for row in 0..brick_rows {
let y_position = row as f32 * (brick_size.y() + brick_spacing);
for column in 0..brick_columns {
let brick_position = Vec3::new(
column as f32 * (brick_size.x() + brick_spacing),
y_position,
0.0,
) + bricks_offset;
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commands
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// brick
.spawn(SpriteBundle {
material: brick_material.clone(),
sprite: Sprite::new(brick_size),
transform: Transform::from_translation(brick_position),
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..Default::default()
})
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.with(Collider::Scorable);
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}
}
}
fn paddle_movement_system(
time: Res<Time>,
keyboard_input: Res<Input<KeyCode>>,
mut query: Query<(&Paddle, &mut Transform)>,
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) {
for (paddle, mut transform) in query.iter_mut() {
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let mut direction = 0.0;
if keyboard_input.pressed(KeyCode::Left) {
direction -= 1.0;
}
if keyboard_input.pressed(KeyCode::Right) {
direction += 1.0;
}
let translation = &mut transform.translation;
// move the paddle horizontally
*translation.x_mut() += time.delta_seconds * direction * paddle.speed;
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// bound the paddle within the walls
*translation.x_mut() = translation.x().min(380.0).max(-380.0);
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}
}
fn ball_movement_system(time: Res<Time>, mut ball_query: Query<(&Ball, &mut Transform)>) {
// clamp the timestep to stop the ball from escaping when the game starts
let delta_seconds = f32::min(0.2, time.delta_seconds);
for (ball, mut transform) in ball_query.iter_mut() {
transform.translation += ball.velocity * delta_seconds;
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}
}
fn scoreboard_system(scoreboard: Res<Scoreboard>, mut query: Query<&mut Text>) {
for mut text in query.iter_mut() {
text.value = format!("Score: {}", scoreboard.score);
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}
}
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fn ball_collision_system(
commands: &mut Commands,
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mut scoreboard: ResMut<Scoreboard>,
mut ball_query: Query<(&mut Ball, &Transform, &Sprite)>,
collider_query: Query<(Entity, &Collider, &Transform, &Sprite)>,
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) {
for (mut ball, ball_transform, sprite) in ball_query.iter_mut() {
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let ball_size = sprite.size;
let velocity = &mut ball.velocity;
// check collision with walls
for (collider_entity, collider, transform, sprite) in collider_query.iter() {
let collision = collide(
ball_transform.translation,
ball_size,
transform.translation,
sprite.size,
);
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if let Some(collision) = collision {
// scorable colliders should be despawned and increment the scoreboard on collision
if let Collider::Scorable = *collider {
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scoreboard.score += 1;
commands.despawn(collider_entity);
}
// reflect the ball when it collides
let mut reflect_x = false;
let mut reflect_y = false;
// only reflect if the ball's velocity is going in the opposite direction of the collision
match collision {
Collision::Left => reflect_x = velocity.x() > 0.0,
Collision::Right => reflect_x = velocity.x() < 0.0,
Collision::Top => reflect_y = velocity.y() < 0.0,
Collision::Bottom => reflect_y = velocity.y() > 0.0,
}
// reflect velocity on the x-axis if we hit something on the x-axis
if reflect_x {
*velocity.x_mut() = -velocity.x();
}
// reflect velocity on the y-axis if we hit something on the y-axis
if reflect_y {
*velocity.y_mut() = -velocity.y();
}
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// break if this collide is on a solid, otherwise continue check whether a solid is also in collision
if let Collider::Solid = *collider {
break;
}
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}
}
}
}