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https://github.com/bevyengine/bevy
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Cleaned up collision code in breakout
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parent
391b08a779
commit
11748456b6
1 changed files with 47 additions and 62 deletions
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@ -30,8 +30,10 @@ struct Scoreboard {
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score: usize,
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}
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struct Brick;
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struct Wall;
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enum Collider {
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Solid,
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Scorable,
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}
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fn setup(
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mut commands: Commands,
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@ -46,17 +48,18 @@ fn setup(
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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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translation: Translation(Vec3::new(0.0, -215.0, 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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.with(Collider::Solid)
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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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translation: Translation(Vec3::new(0.0, -50.0, 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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@ -102,7 +105,7 @@ fn setup(
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},
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..Default::default()
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})
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.with(Wall)
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.with(Collider::Solid)
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// right
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.spawn(SpriteComponents {
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material: wall_material,
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@ -112,7 +115,7 @@ fn setup(
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},
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..Default::default()
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})
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.with(Wall)
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.with(Collider::Solid)
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// bottom
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.spawn(SpriteComponents {
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material: wall_material,
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@ -122,7 +125,7 @@ fn setup(
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},
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..Default::default()
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})
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.with(Wall)
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.with(Collider::Solid)
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// top
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.spawn(SpriteComponents {
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material: wall_material,
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@ -132,7 +135,7 @@ fn setup(
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},
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..Default::default()
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})
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.with(Wall);
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.with(Collider::Solid);
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// Add bricks
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let brick_rows = 4;
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@ -159,7 +162,7 @@ fn setup(
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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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.with(Collider::Scorable);
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}
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}
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}
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@ -180,6 +183,9 @@ fn paddle_movement_system(
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}
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*translation.0.x_mut() += time.delta_seconds * direction * paddle.speed;
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// bound the paddle within the walls
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*translation.0.x_mut() = f32::max(-380.0, f32::min(380.0, translation.0.x()));
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}
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}
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@ -199,67 +205,46 @@ 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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mut collider_query: Query<(Entity, &Collider, &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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// 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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for (collider_entity, _collider, translation, sprite) in &mut collider_query.iter() {
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let collision = collide(ball_translation.0, ball_size, translation.0, sprite.size);
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if let Some(collision) = collision {
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// scorable colliders should be despawned and increment the scoreboard on collision
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if let &Collider::Scorable = _collider {
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scoreboard.score += 1;
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commands.despawn(collider_entity);
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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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// 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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Collision::Left => reflect_x = velocity.x() > 0.0,
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Collision::Right => reflect_x = velocity.x() < 0.0,
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Collision::Top => reflect_y = velocity.y() < 0.0,
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Collision::Bottom => reflect_y = velocity.y() > 0.0,
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}
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// 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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// 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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break;
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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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// 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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collision = collide(ball_translation.0, ball_size, translation.0, sprite.size);
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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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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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// 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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// 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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// 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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// 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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