use bevy::{ prelude::*, render::pass::ClearColor, sprite::collide_aabb::{collide, Collision}, }; /// An implementation of the classic game "Breakout" fn main() { App::build() .add_default_plugins() .add_resource(Scoreboard { score: 0 }) .add_resource(ClearColor(Color::rgb(0.7, 0.7, 0.7))) .add_startup_system(setup.system()) .add_system(paddle_movement_system.system()) .add_system(ball_collision_system.system()) .add_system(ball_movement_system.system()) .add_system(scoreboard_system.system()) .run(); } struct Paddle { speed: f32, } struct Ball { velocity: Vec3, } struct Scoreboard { score: usize, } enum Collider { Solid, Scorable, } fn setup( mut commands: Commands, mut materials: ResMut>, asset_server: Res, ) { // Add the game's entities to our world commands // cameras .spawn(Camera2dComponents::default()) .spawn(UiCameraComponents::default()) // paddle .spawn(SpriteComponents { material: materials.add(Color::rgb(0.2, 0.2, 0.8).into()), translation: Translation(Vec3::new(0.0, -215.0, 0.0)), sprite: Sprite { size: Vec2::new(120.0, 30.0), }, ..Default::default() }) .with(Paddle { speed: 500.0 }) .with(Collider::Solid) // ball .spawn(SpriteComponents { material: materials.add(Color::rgb(0.8, 0.2, 0.2).into()), translation: Translation(Vec3::new(0.0, -50.0, 1.0)), sprite: Sprite { size: Vec2::new(30.0, 30.0), }, ..Default::default() }) .with(Ball { velocity: 400.0 * Vec3::new(0.5, -0.5, 0.0).normalize(), }) // scoreboard .spawn(TextComponents { text: Text { font: asset_server.load("assets/fonts/FiraSans-Bold.ttf").unwrap(), value: "Score:".to_string(), style: TextStyle { color: Color::rgb(0.2, 0.2, 0.8), font_size: 40.0, }, }, 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(0.5, 0.5, 0.5).into()); let wall_thickness = 10.0; let bounds = Vec2::new(900.0, 600.0); commands // left .spawn(SpriteComponents { material: wall_material, translation: Translation(Vec3::new(-bounds.x() / 2.0, 0.0, 0.0)), sprite: Sprite { size: Vec2::new(wall_thickness, bounds.y() + wall_thickness), }, ..Default::default() }) .with(Collider::Solid) // right .spawn(SpriteComponents { material: wall_material, translation: Translation(Vec3::new(bounds.x() / 2.0, 0.0, 0.0)), sprite: Sprite { size: Vec2::new(wall_thickness, bounds.y() + wall_thickness), }, ..Default::default() }) .with(Collider::Solid) // bottom .spawn(SpriteComponents { material: wall_material, translation: Translation(Vec3::new(0.0, -bounds.y() / 2.0, 0.0)), sprite: Sprite { size: Vec2::new(bounds.x() + wall_thickness, wall_thickness), }, ..Default::default() }) .with(Collider::Solid) // top .spawn(SpriteComponents { material: wall_material, translation: Translation(Vec3::new(0.0, bounds.y() / 2.0, 0.0)), sprite: Sprite { size: Vec2::new(bounds.x() + wall_thickness, wall_thickness), }, ..Default::default() }) .with(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); 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; commands // brick .spawn(SpriteComponents { material: materials.add(Color::rgb(0.2, 0.2, 0.8).into()), sprite: Sprite { size: brick_size }, translation: Translation(brick_position), ..Default::default() }) .with(Collider::Scorable); } } } fn paddle_movement_system( time: Res