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https://github.com/bevyengine/bevy
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add breakout example game
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1e614e41f1
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5 changed files with 299 additions and 1 deletions
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@ -139,6 +139,10 @@ path = "examples/ecs/startup_system.rs"
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name = "ecs_guide"
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path = "examples/ecs/ecs_guide.rs"
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[[example]]
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name = "breakout"
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path = "examples/game/breakout/main.rs"
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[[example]]
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name = "mouse_input"
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path = "examples/input/mouse_input.rs"
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62
crates/bevy_sprite/src/collide_aabb.rs
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62
crates/bevy_sprite/src/collide_aabb.rs
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@ -0,0 +1,62 @@
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use glam::{Vec3, Vec2};
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#[derive(Debug)]
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pub enum Collision {
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Left,
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Right,
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Top,
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Bottom,
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}
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// TODO: ideally we can remove this once bevy gets a physics system
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/// Axis-aligned bounding box collision with "side" detection
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pub fn collide(a_pos: Vec3, a_size: Vec2, b_pos: Vec3, b_size: Vec2) -> Option<Collision> {
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let a_min = a_pos.truncate() - a_size / 2.0;
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let a_max = a_pos.truncate() + a_size / 2.0;
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let b_min = b_pos.truncate() - b_size / 2.0;
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let b_max = b_pos.truncate() + b_size / 2.0;
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// check to see if the two rectangles are intersecting
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if a_min.x() < b_max.x()
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&& a_max.x() > b_min.x()
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&& a_min.y() < b_max.y()
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&& a_max.y() > b_min.y()
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{
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// check to see if we hit on the left or right side
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let (x_collision, x_depth) =
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if a_min.x() < b_min.x() && a_max.x() > b_min.x() && a_max.x() < b_max.x() {
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(Some(Collision::Left), b_min.x() - a_max.x())
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} else if a_min.x() > b_min.x() && a_min.x() < b_max.x() && a_max.x() > b_max.x() {
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(Some(Collision::Right), a_min.x() - b_max.x())
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} else {
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(None, 0.0)
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};
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// check to see if we hit on the top or bottom side
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let (y_collision, y_depth) =
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if a_min.y() < b_min.y() && a_max.y() > b_min.y() && a_max.y() < b_max.y() {
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(Some(Collision::Bottom), b_min.y() - a_max.y())
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} else if a_min.y() > b_min.y() && a_min.y() < b_max.y() && a_max.y() > b_max.y() {
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(Some(Collision::Top), a_min.y() - b_max.y())
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} else {
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(None, 0.0)
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};
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// if we had an "x" and a "y" collision, pick the "primary" side using penetration depth
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match (x_collision, y_collision) {
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(Some(x_collision), Some(y_collision)) => {
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if y_depth < x_depth {
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Some(y_collision)
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} else {
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Some(x_collision)
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}
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}
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(Some(x_collision), None) => Some(x_collision),
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(None, Some(y_collision)) => Some(y_collision),
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(None, None) => None,
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}
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} else {
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None
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}
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}
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@ -1,6 +1,7 @@
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mod color_material;
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mod dynamic_texture_atlas_builder;
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pub mod entity;
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pub mod collide_aabb;
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mod rect;
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mod render;
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mod sprite;
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@ -12,7 +12,7 @@ use glam::Vec2;
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#[derive(Default, RenderResources, RenderResource)]
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#[render_resources(from_self)]
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pub struct Sprite {
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size: Vec2,
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pub size: Vec2,
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}
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// SAFE: sprite is repr(C) and only consists of byteables
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231
examples/game/breakout/main.rs
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231
examples/game/breakout/main.rs
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@ -0,0 +1,231 @@
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use bevy::{
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prelude::*,
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sprite::collide_aabb::{collide, Collision},
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};
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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(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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.run();
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}
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struct Paddle {
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speed: f32,
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}
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struct Ball {
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velocity: Vec3,
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}
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struct Brick;
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struct Wall;
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fn setup(command_buffer: &mut CommandBuffer, mut materials: ResMut<Assets<ColorMaterial>>) {
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// Add the game's entities to our world
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let mut builder = command_buffer.build();
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builder
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// camera
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.entity_with(OrthographicCameraComponents::default())
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// paddle
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.entity_with(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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.entity_with(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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// 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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builder
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// left
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.entity_with(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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.entity_with(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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.entity_with(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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.entity_with(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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// 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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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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builder
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// brick
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.entity_with(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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fn paddle_movement_system(
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world: &mut SubWorld,
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time: Res<Time>,
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keyboard_input: Res<Input<KeyCode>>,
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query: &mut Query<(Read<Paddle>, Write<Translation>)>,
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) {
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for (paddle, mut translation) in query.iter_mut(world) {
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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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*translation.0.x_mut() += time.delta_seconds * direction * paddle.speed;
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}
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}
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fn ball_movement_system(
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world: &mut SubWorld,
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time: Res<Time>,
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ball_query: &mut Query<(Read<Ball>, Write<Translation>)>,
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) {
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for (ball, mut translation) in ball_query.iter_mut(world) {
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translation.0 += ball.velocity * time.delta_seconds;
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}
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}
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fn ball_collision_system(
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command_buffer: &mut CommandBuffer,
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world: &mut SubWorld,
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ball_query: &mut Query<(Write<Ball>, Read<Translation>, Read<Sprite>)>,
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paddle_query: &mut Query<(Read<Paddle>, Read<Translation>, Read<Sprite>)>,
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brick_query: &mut Query<(Read<Brick>, Read<Translation>, Read<Sprite>)>,
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wall_query: &mut Query<(Read<Wall>, Read<Translation>, Read<Sprite>)>,
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) {
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for (mut ball, translation, sprite) in ball_query.iter_mut(world) {
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let ball_position = translation.0;
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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 wall_query.iter(world) {
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if collision.is_some() {
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break;
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}
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collision = collide(ball_position, 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 paddle_query.iter(world) {
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if collision.is_some() {
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break;
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}
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collision = collide(ball_position, 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 brick_query.iter_entities(world) {
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if collision.is_some() {
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break;
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}
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collision = collide(ball_position, ball_size, translation.0, sprite.size);
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if collision.is_some() {
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command_buffer.delete(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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