use bevy::{ core::FixedTimestep, prelude::*, render::pass::ClearColor, sprite::collide_aabb::{collide, Collision}, }; /// An implementation of the classic game "Breakout" const TIME_STEP: f32 = 1.0 / 60.0; fn main() { App::new() .add_plugins(DefaultPlugins) .insert_resource(Scoreboard { score: 0 }) .insert_resource(ClearColor(Color::rgb(0.9, 0.9, 0.9))) .add_startup_system(setup.system()) .add_system_set( SystemSet::new() .with_run_criteria(FixedTimestep::step(TIME_STEP as f64)) .with_system(paddle_movement_system.system()) .with_system(ball_collision_system.system()) .with_system(ball_movement_system.system()), ) .add_system(scoreboard_system.system()) .add_system(bevy::input::system::exit_on_esc_system.system()) .run(); } struct Paddle { speed: f32, } struct Ball { velocity: Vec3, } struct Scoreboard { score: usize, } enum Collider { Solid, Scorable, Paddle, } fn setup( mut commands: Commands, mut materials: ResMut>, asset_server: Res, ) { // Add the game's entities to our world // cameras commands.spawn_bundle(OrthographicCameraBundle::new_2d()); commands.spawn_bundle(UiCameraBundle::default()); // paddle commands .spawn_bundle(SpriteBundle { material: materials.add(Color::rgb(0.5, 0.5, 1.0).into()), transform: Transform::from_xyz(0.0, -215.0, 0.0), sprite: Sprite::new(Vec2::new(120.0, 30.0)), ..Default::default() }) .insert(Paddle { speed: 500.0 }) .insert(Collider::Paddle); // ball commands .spawn_bundle(SpriteBundle { material: materials.add(Color::rgb(1.0, 0.5, 0.5).into()), transform: Transform::from_xyz(0.0, -50.0, 1.0), sprite: Sprite::new(Vec2::new(30.0, 30.0)), ..Default::default() }) .insert(Ball { velocity: 400.0 * Vec3::new(0.5, -0.5, 0.0).normalize(), }); // scoreboard commands.spawn_bundle(TextBundle { text: Text { sections: vec![ TextSection { value: "Score: ".to_string(), style: TextStyle { font: asset_server.load("fonts/FiraSans-Bold.ttf"), font_size: 40.0, color: Color::rgb(0.5, 0.5, 1.0), }, }, TextSection { value: "".to_string(), style: TextStyle { font: asset_server.load("fonts/FiraMono-Medium.ttf"), font_size: 40.0, color: Color::rgb(1.0, 0.5, 0.5), }, }, ], ..Default::default() }, style: Style { position_type: PositionType::Absolute, position: Rect { top: Val::Px(5.0), left: Val::Px(5.0), ..Default::default() }, ..Default::default() }, ..Default::default() }); // Add walls let wall_material = materials.add(Color::rgb(0.8, 0.8, 0.8).into()); let wall_thickness = 10.0; let bounds = Vec2::new(900.0, 600.0); // left commands .spawn_bundle(SpriteBundle { material: wall_material.clone(), transform: Transform::from_xyz(-bounds.x / 2.0, 0.0, 0.0), sprite: Sprite::new(Vec2::new(wall_thickness, bounds.y + wall_thickness)), ..Default::default() }) .insert(Collider::Solid); // right commands .spawn_bundle(SpriteBundle { material: wall_material.clone(), transform: Transform::from_xyz(bounds.x / 2.0, 0.0, 0.0), sprite: Sprite::new(Vec2::new(wall_thickness, bounds.y + wall_thickness)), ..Default::default() }) .insert(Collider::Solid); // bottom commands .spawn_bundle(SpriteBundle { material: wall_material.clone(), transform: Transform::from_xyz(0.0, -bounds.y / 2.0, 0.0), sprite: Sprite::new(Vec2::new(bounds.x + wall_thickness, wall_thickness)), ..Default::default() }) .insert(Collider::Solid); // top commands .spawn_bundle(SpriteBundle { material: wall_material, transform: Transform::from_xyz(0.0, bounds.y / 2.0, 0.0), sprite: Sprite::new(Vec2::new(bounds.x + wall_thickness, wall_thickness)), ..Default::default() }) .insert(Collider::Solid); // Add bricks let brick_rows = 4; let brick_columns = 5; let brick_spacing = 20.0; let brick_size = Vec2::new(150.0, 30.0); let bricks_width = brick_columns as f32 * (brick_size.x + brick_spacing) - brick_spacing; // center the bricks and move them up a bit let bricks_offset = Vec3::new(-(bricks_width - brick_size.x) / 2.0, 100.0, 0.0); let brick_material = materials.add(Color::rgb(0.5, 0.5, 1.0).into()); for row in 0..brick_rows { let y_position = row as f32 * (brick_size.y + brick_spacing); for column in 0..brick_columns { let brick_position = Vec3::new( column as f32 * (brick_size.x + brick_spacing), y_position, 0.0, ) + bricks_offset; // brick commands .spawn_bundle(SpriteBundle { material: brick_material.clone(), sprite: Sprite::new(brick_size), transform: Transform::from_translation(brick_position), ..Default::default() }) .insert(Collider::Scorable); } } } fn paddle_movement_system( keyboard_input: Res>, mut query: Query<(&Paddle, &mut Transform)>, ) { if let Ok((paddle, mut transform)) = query.single_mut() { let mut direction = 0.0; if keyboard_input.pressed(KeyCode::Left) { direction -= 1.0; } if keyboard_input.pressed(KeyCode::Right) { direction += 1.0; } let translation = &mut transform.translation; // move the paddle horizontally translation.x += direction * paddle.speed * TIME_STEP; // bound the paddle within the walls translation.x = translation.x.min(380.0).max(-380.0); } } fn ball_movement_system(mut ball_query: Query<(&Ball, &mut Transform)>) { if let Ok((ball, mut transform)) = ball_query.single_mut() { transform.translation += ball.velocity * TIME_STEP; } } fn scoreboard_system(scoreboard: Res, mut query: Query<&mut Text>) { let mut text = query.single_mut().unwrap(); text.sections[0].value = format!("Score: {}", scoreboard.score); } fn ball_collision_system( mut commands: Commands, mut scoreboard: ResMut, mut ball_query: Query<(&mut Ball, &Transform, &Sprite)>, collider_query: Query<(Entity, &Collider, &Transform, &Sprite)>, ) { if let Ok((mut ball, ball_transform, sprite)) = ball_query.single_mut() { let ball_size = sprite.size; let velocity = &mut ball.velocity; // check collision with walls for (collider_entity, collider, transform, sprite) in collider_query.iter() { let collision = collide( ball_transform.translation, ball_size, transform.translation, sprite.size, ); if let Some(collision) = collision { // scorable colliders should be despawned and increment the scoreboard on collision if let Collider::Scorable = *collider { scoreboard.score += 1; commands.entity(collider_entity).despawn(); } // reflect the ball 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 match collision { Collision::Left => reflect_x = velocity.x > 0.0, Collision::Right => reflect_x = velocity.x < 0.0, Collision::Top => reflect_y = velocity.y < 0.0, Collision::Bottom => reflect_y = velocity.y > 0.0, } // reflect velocity on the x-axis if we hit something on the x-axis if reflect_x { velocity.x = -velocity.x; } // reflect velocity on the y-axis if we hit something on the y-axis if reflect_y { velocity.y = -velocity.y; } // break if this collide is on a solid, otherwise continue check whether a solid is // also in collision if let Collider::Solid = *collider { break; } } } } }