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Change breakout to use fixed timestamp (#1541)
This PR fixes https://github.com/bevyengine/bevy/issues/1240, where the ball is escaping the playing field at low framerates. I did this by moving the movement and physics system into a Fixed Timestep system set and changing the movement steps to a constant. So we lose the example use of delta_time for changing position, but gain a use of FixedTimestep. If this is accepted https://github.com/bevyengine/bevy-website/pull/102 will need to be updated to match. Co-authored-by: Carter Anderson <mcanders1@gmail.com>
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1 changed files with 12 additions and 10 deletions
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@ -1,19 +1,25 @@
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use bevy::{
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core::FixedTimestep,
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prelude::*,
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render::pass::ClearColor,
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sprite::collide_aabb::{collide, Collision},
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};
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/// An implementation of the classic game "Breakout"
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const TIME_STEP: f32 = 1.0 / 60.0;
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fn main() {
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App::build()
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.add_plugins(DefaultPlugins)
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.insert_resource(Scoreboard { score: 0 })
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.insert_resource(ClearColor(Color::rgb(0.9, 0.9, 0.9)))
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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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.add_system_set(
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SystemSet::new()
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.with_run_criteria(FixedTimestep::step(TIME_STEP as f64))
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.with_system(paddle_movement_system.system())
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.with_system(ball_collision_system.system())
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.with_system(ball_movement_system.system()),
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)
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.add_system(scoreboard_system.system())
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.run();
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}
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@ -175,7 +181,6 @@ fn setup(
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}
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fn paddle_movement_system(
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time: Res<Time>,
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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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@ -191,18 +196,15 @@ fn paddle_movement_system(
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let translation = &mut transform.translation;
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// move the paddle horizontally
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translation.x += time.delta_seconds() * direction * paddle.speed;
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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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}
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fn ball_movement_system(time: Res<Time>, mut ball_query: Query<(&Ball, &mut Transform)>) {
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// clamp the timestep to stop the ball from escaping when the game starts
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let delta_seconds = f32::min(0.2, time.delta_seconds());
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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 * delta_seconds;
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transform.translation += ball.velocity * TIME_STEP;
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}
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}
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