Breakout refactor (#12477)

# Objective

- Improve the code quality of the breakout example
- As a newcomer to `bevy` I was pointed to the breakout example after
the "Getting Started" tutorial
- I'm making this PR because it had a few wrong comments + some
inconsistency in used patterns

## Solution

- Remove references to `wall` in all the collision code as it also
handles bricks and the paddle
- Use the newtype pattern with `bevy::prelude::Deref` for resources
    -  It was already used for `Velocity` before this PR
- `Scoreboard` is a resource only containing `score`, so it's simpler as
a newtype `Score` resource
- `CollisionSound` is already a newtype, so might as well unify the
access pattern for it
- Added docstrings for `WallLocation::position` and `WallLocation::size`
to explain what they represent
This commit is contained in:
Tolki 2024-03-15 02:32:05 +09:00 committed by GitHub
parent 7d816aab04
commit d3d9cab30c
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GPG key ID: B5690EEEBB952194

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@ -58,7 +58,7 @@ fn main() {
.add_schedule(FixedUpdate)
.at(Val::Percent(35.0), Val::Percent(50.0)),
)
.insert_resource(Scoreboard { score: 0 })
.insert_resource(Score(0))
.insert_resource(ClearColor(BACKGROUND_COLOR))
.add_event::<CollisionEvent>()
.add_systems(Startup, setup)
@ -97,7 +97,7 @@ struct CollisionEvent;
#[derive(Component)]
struct Brick;
#[derive(Resource)]
#[derive(Resource, Deref)]
struct CollisionSound(Handle<AudioSource>);
// This bundle is a collection of the components that define a "wall" in our game
@ -118,6 +118,7 @@ enum WallLocation {
}
impl WallLocation {
/// Location of the *center* of the wall, used in `transform.translation()`
fn position(&self) -> Vec2 {
match self {
WallLocation::Left => Vec2::new(LEFT_WALL, 0.),
@ -127,6 +128,7 @@ impl WallLocation {
}
}
/// (x, y) dimensions of the wall, used in `transform.scale()`
fn size(&self) -> Vec2 {
let arena_height = TOP_WALL - BOTTOM_WALL;
let arena_width = RIGHT_WALL - LEFT_WALL;
@ -173,10 +175,8 @@ impl WallBundle {
}
// This resource tracks the game's score
#[derive(Resource)]
struct Scoreboard {
score: usize,
}
#[derive(Resource, Deref, DerefMut)]
struct Score(usize);
#[derive(Component)]
struct ScoreboardUi;
@ -350,27 +350,26 @@ fn apply_velocity(mut query: Query<(&mut Transform, &Velocity)>, time: Res<Time>
}
}
fn update_scoreboard(scoreboard: Res<Scoreboard>, mut query: Query<&mut Text, With<ScoreboardUi>>) {
fn update_scoreboard(score: Res<Score>, mut query: Query<&mut Text, With<ScoreboardUi>>) {
let mut text = query.single_mut();
text.sections[1].value = scoreboard.score.to_string();
text.sections[1].value = score.to_string();
}
fn check_for_collisions(
mut commands: Commands,
mut scoreboard: ResMut<Scoreboard>,
mut score: ResMut<Score>,
mut ball_query: Query<(&mut Velocity, &Transform), With<Ball>>,
collider_query: Query<(Entity, &Transform, Option<&Brick>), With<Collider>>,
mut collision_events: EventWriter<CollisionEvent>,
) {
let (mut ball_velocity, ball_transform) = ball_query.single_mut();
// check collision with walls
for (collider_entity, transform, maybe_brick) in &collider_query {
let collision = collide_with_side(
for (collider_entity, collider_transform, maybe_brick) in &collider_query {
let collision = ball_collision(
BoundingCircle::new(ball_transform.translation.truncate(), BALL_DIAMETER / 2.),
Aabb2d::new(
transform.translation.truncate(),
transform.scale.truncate() / 2.,
collider_transform.translation.truncate(),
collider_transform.scale.truncate() / 2.,
),
);
@ -380,16 +379,16 @@ fn check_for_collisions(
// Bricks should be despawned and increment the scoreboard on collision
if maybe_brick.is_some() {
scoreboard.score += 1;
commands.entity(collider_entity).despawn();
**score += 1;
}
// reflect the ball when it collides
// Reflect the ball's velocity 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
// Reflect only if the velocity is in the opposite direction of the collision
// This prevents the ball from getting stuck inside the bar
match collision {
Collision::Left => reflect_x = ball_velocity.x > 0.0,
Collision::Right => reflect_x = ball_velocity.x < 0.0,
@ -397,12 +396,12 @@ fn check_for_collisions(
Collision::Bottom => reflect_y = ball_velocity.y > 0.0,
}
// reflect velocity on the x-axis if we hit something on the x-axis
// Reflect velocity on the x-axis if we hit something on the x-axis
if reflect_x {
ball_velocity.x = -ball_velocity.x;
}
// reflect velocity on the y-axis if we hit something on the y-axis
// Reflect velocity on the y-axis if we hit something on the y-axis
if reflect_y {
ball_velocity.y = -ball_velocity.y;
}
@ -420,7 +419,7 @@ fn play_collision_sound(
// This prevents events staying active on the next frame.
collision_events.clear();
commands.spawn(AudioBundle {
source: sound.0.clone(),
source: sound.clone(),
// auto-despawn the entity when playback finishes
settings: PlaybackSettings::DESPAWN,
});
@ -435,14 +434,14 @@ enum Collision {
Bottom,
}
// Returns `Some` if `ball` collides with `wall`. The returned `Collision` is the
// side of `wall` that `ball` hit.
fn collide_with_side(ball: BoundingCircle, wall: Aabb2d) -> Option<Collision> {
if !ball.intersects(&wall) {
// Returns `Some` if `ball` collides with `bounding_box`.
// The returned `Collision` is the side of `bounding_box` that `ball` hit.
fn ball_collision(ball: BoundingCircle, bounding_box: Aabb2d) -> Option<Collision> {
if !ball.intersects(&bounding_box) {
return None;
}
let closest = wall.closest_point(ball.center());
let closest = bounding_box.closest_point(ball.center());
let offset = ball.center() - closest;
let side = if offset.x.abs() > offset.y.abs() {
if offset.x < 0. {