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https://github.com/bevyengine/bevy
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add get_single variant (#2793)
# Objective The vast majority of `.single()` usage I've seen is immediately followed by a `.unwrap()`. Since it seems most people use it without handling the error, I think making it easier to just get what you want fast while also having a more verbose alternative when you want to handle the error could help. ## Solution Instead of having a lot of `.unwrap()` everywhere, this PR introduces a `try_single()` variant that behaves like the current `.single()` and make the new `.single()` panic on error.
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5ff96b8e7e
commit
51a5070cd2
6 changed files with 115 additions and 81 deletions
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@ -574,7 +574,7 @@ mod tests {
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let (a, query, _) = system_state.get(&world);
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assert_eq!(*a, A(42), "returned resource matches initial value");
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assert_eq!(
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*query.single().unwrap(),
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*query.single(),
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B(7),
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"returned component matches initial value"
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);
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@ -601,7 +601,7 @@ mod tests {
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let (a, mut query) = system_state.get_mut(&mut world);
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assert_eq!(*a, A(42), "returned resource matches initial value");
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assert_eq!(
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*query.single_mut().unwrap(),
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*query.single_mut(),
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B(7),
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"returned component matches initial value"
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);
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@ -618,18 +618,18 @@ mod tests {
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let mut system_state: SystemState<Query<&A, Changed<A>>> = SystemState::new(&mut world);
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{
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let query = system_state.get(&world);
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assert_eq!(*query.single().unwrap(), A(1));
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assert_eq!(*query.single(), A(1));
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}
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{
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let query = system_state.get(&world);
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assert!(query.single().is_err());
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assert!(query.get_single().is_err());
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}
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world.entity_mut(entity).get_mut::<A>().unwrap().0 = 2;
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{
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let query = system_state.get(&world);
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assert_eq!(*query.single().unwrap(), A(2));
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assert_eq!(*query.single(), A(2));
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}
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}
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@ -488,6 +488,33 @@ where
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}
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}
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/// Gets the result of a single-result query.
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///
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/// Assumes this query has only one result and panics if there are no or multiple results.
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/// Use [`Self::get_single`] to handle the error cases explicitly
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///
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/// # Example
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///
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/// ```
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/// # use bevy_ecs::prelude::{IntoSystem, Query, With};
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/// struct Player;
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/// struct Position(f32, f32);
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/// fn player_system(query: Query<&Position, With<Player>>) {
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/// let player_position = query.single();
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/// // do something with player_position
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/// }
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/// # let _check_that_its_a_system = player_system.system();
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/// ```
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///
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/// This can only be called for read-only queries, see [`Self::single_mut`] for write-queries.
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#[track_caller]
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pub fn single(&'s self) -> <Q::Fetch as Fetch<'w, 's>>::Item
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where
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Q::Fetch: ReadOnlyFetch,
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{
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self.get_single().unwrap()
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}
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/// Gets the result of a single-result query.
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///
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/// If the query has exactly one result, returns the result inside `Ok`
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@ -497,27 +524,28 @@ where
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/// # Examples
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///
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/// ```
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/// # use bevy_ecs::prelude::{IntoSystem, With};
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/// # use bevy_ecs::system::{Query, QuerySingleError};
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/// # use bevy_ecs::prelude::IntoSystem;
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/// struct PlayerScore(i32);
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/// fn player_scoring_system(query: Query<&PlayerScore>) {
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/// match query.single() {
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/// Ok(PlayerScore(score)) => {
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/// // do something with score
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/// struct Player;
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/// struct Position(f32, f32);
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/// fn player_system(query: Query<&Position, With<Player>>) {
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/// match query.get_single() {
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/// Ok(position) => {
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/// // do something with position
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/// }
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/// Err(QuerySingleError::NoEntities(_)) => {
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/// // no PlayerScore
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/// // no position with Player
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/// }
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/// Err(QuerySingleError::MultipleEntities(_)) => {
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/// // multiple PlayerScore
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/// // multiple position with Player
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/// }
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/// }
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/// }
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/// # let _check_that_its_a_system = player_scoring_system.system();
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/// # let _check_that_its_a_system = player_system.system();
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/// ```
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///
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/// This can only be called for read-only queries, see [`Self::single_mut`] for write-queries.
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pub fn single(&'s self) -> Result<<Q::Fetch as Fetch<'w, 's>>::Item, QuerySingleError>
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/// This can only be called for read-only queries, see [`Self::get_single_mut`] for write-queries.
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pub fn get_single(&'s self) -> Result<<Q::Fetch as Fetch<'w, 's>>::Item, QuerySingleError>
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where
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Q::Fetch: ReadOnlyFetch,
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{
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@ -534,9 +562,18 @@ where
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}
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}
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/// Gets the query result if it is only a single result, otherwise panics
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/// If you want to handle the error case yourself you can use the [`Self::get_single_mut`] variant.
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#[track_caller]
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pub fn single_mut(&mut self) -> <Q::Fetch as Fetch<'_, '_>>::Item {
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self.get_single_mut().unwrap()
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}
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/// Gets the query result if it is only a single result, otherwise returns a
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/// [`QuerySingleError`].
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pub fn single_mut(&mut self) -> Result<<Q::Fetch as Fetch<'_, '_>>::Item, QuerySingleError> {
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pub fn get_single_mut(
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&mut self,
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) -> Result<<Q::Fetch as Fetch<'_, '_>>::Item, QuerySingleError> {
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let mut query = self.iter_mut();
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let first = query.next();
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let extra = query.next().is_some();
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@ -75,7 +75,7 @@ fn setup(
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// System for rotating and translating the camera
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fn move_camera_system(time: Res<Time>, mut camera_query: Query<&mut Transform, With<Camera>>) {
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let mut camera_transform = camera_query.single_mut().unwrap();
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let mut camera_transform = camera_query.single_mut();
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camera_transform.rotate(Quat::from_rotation_z(time.delta_seconds() * 0.5));
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*camera_transform = *camera_transform
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* Transform::from_translation(Vec3::X * CAMERA_SPEED * time.delta_seconds());
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@ -83,7 +83,7 @@ fn move_camera_system(time: Res<Time>, mut camera_query: Query<&mut Transform, W
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// System for printing the number of sprites on every tick of the timer
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fn tick_system(time: Res<Time>, sprites_query: Query<&Sprite>, mut timer_query: Query<&mut Timer>) {
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let mut timer = timer_query.single_mut().unwrap();
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let mut timer = timer_query.single_mut();
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timer.tick(time.delta());
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if timer.just_finished() {
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@ -352,7 +352,7 @@ fn rotate_bonus(game: Res<Game>, time: Res<Time>, mut transforms: Query<&mut Tra
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// update the score displayed during the game
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fn scoreboard_system(game: Res<Game>, mut query: Query<&mut Text>) {
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let mut text = query.single_mut().unwrap();
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let mut text = query.single_mut();
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text.sections[0].value = format!("Sugar Rush: {}", game.score);
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}
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@ -185,32 +185,30 @@ fn paddle_movement_system(
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keyboard_input: Res<Input<KeyCode>>,
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mut query: Query<(&Paddle, &mut Transform)>,
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) {
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if let Ok((paddle, mut transform)) = query.single_mut() {
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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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if keyboard_input.pressed(KeyCode::Right) {
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direction += 1.0;
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}
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let translation = &mut transform.translation;
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// move the paddle horizontally
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translation.x += direction * paddle.speed * TIME_STEP;
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// bound the paddle within the walls
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translation.x = translation.x.min(380.0).max(-380.0);
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let (paddle, mut transform) = query.single_mut();
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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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if keyboard_input.pressed(KeyCode::Right) {
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direction += 1.0;
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}
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let translation = &mut transform.translation;
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// move the paddle horizontally
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translation.x += direction * paddle.speed * TIME_STEP;
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// bound the paddle within the walls
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translation.x = translation.x.min(380.0).max(-380.0);
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}
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fn ball_movement_system(mut ball_query: Query<(&Ball, &mut Transform)>) {
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if let Ok((ball, mut transform)) = ball_query.single_mut() {
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transform.translation += ball.velocity * TIME_STEP;
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}
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let (ball, mut transform) = ball_query.single_mut();
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transform.translation += ball.velocity * TIME_STEP;
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}
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fn scoreboard_system(scoreboard: Res<Scoreboard>, mut query: Query<&mut Text>) {
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let mut text = query.single_mut().unwrap();
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let mut text = query.single_mut();
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text.sections[1].value = format!("{}", scoreboard.score);
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}
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@ -220,53 +218,52 @@ fn ball_collision_system(
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mut ball_query: Query<(&mut Ball, &Transform, &Sprite)>,
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collider_query: Query<(Entity, &Collider, &Transform, &Sprite)>,
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) {
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if let Ok((mut ball, ball_transform, sprite)) = ball_query.single_mut() {
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let ball_size = sprite.size;
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let velocity = &mut ball.velocity;
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let (mut ball, ball_transform, sprite) = ball_query.single_mut();
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let ball_size = sprite.size;
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let velocity = &mut ball.velocity;
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// check collision with walls
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for (collider_entity, collider, transform, sprite) in collider_query.iter() {
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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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sprite.size,
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);
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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.entity(collider_entity).despawn();
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}
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// check collision with walls
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for (collider_entity, collider, transform, sprite) in collider_query.iter() {
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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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sprite.size,
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);
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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.entity(collider_entity).despawn();
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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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// 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
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// 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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// 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 = 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 = -velocity.x;
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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 = -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 = -velocity.y;
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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 = -velocity.y;
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}
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// break if this collide is on a solid, otherwise continue check whether a solid is
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// also in collision
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if let Collider::Solid = *collider {
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break;
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}
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// break if this collide is on a solid, otherwise continue check whether a solid is
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// also in collision
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if let Collider::Solid = *collider {
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break;
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}
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}
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}
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@ -120,6 +120,6 @@ fn setup(
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/// `time.seconds_since_startup()` as the `value` of the `TimeComponent`. This value will be
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/// accessed by the fragment shader and used to animate the shader.
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fn animate_shader(time: Res<Time>, mut query: Query<&mut TimeUniform>) {
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let mut time_uniform = query.single_mut().unwrap();
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let mut time_uniform = query.single_mut();
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time_uniform.value = time.seconds_since_startup() as f32;
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}
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