bevy/examples/game/breakout.rs
Carter Anderson 11b41206eb Add upstream bevy_ecs and prepare for custom-shaders merge (#2815)
This updates the `pipelined-rendering` branch to use the latest `bevy_ecs` from `main`. This accomplishes a couple of goals:

1. prepares for upcoming `custom-shaders` branch changes, which were what drove many of the recent bevy_ecs changes on `main`
2. prepares for the soon-to-happen merge of `pipelined-rendering` into `main`. By including bevy_ecs changes now, we make that merge simpler / easier to review. 

I split this up into 3 commits:

1. **add upstream bevy_ecs**: please don't bother reviewing this content. it has already received thorough review on `main` and is a literal copy/paste of the relevant folders (the old folders were deleted so the directories are literally exactly the same as `main`).
2. **support manual buffer application in stages**: this is used to enable the Extract step. we've already reviewed this once on the `pipelined-rendering` branch, but its worth looking at one more time in the new context of (1).
3. **support manual archetype updates in QueryState**: same situation as (2).
2021-09-14 06:14:19 +00:00

270 lines
8.8 KiB
Rust

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)
.add_system_set(
SystemSet::new()
.with_run_criteria(FixedTimestep::step(TIME_STEP as f64))
.with_system(paddle_movement_system)
.with_system(ball_collision_system)
.with_system(ball_movement_system),
)
.add_system(scoreboard_system)
.add_system(bevy::input::system::exit_on_esc_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<Assets<ColorMaterial>>,
asset_server: Res<AssetServer>,
) {
// 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<Input<KeyCode>>,
mut query: Query<(&Paddle, &mut Transform)>,
) {
let (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)>) {
let (ball, mut transform) = ball_query.single_mut();
transform.translation += ball.velocity * TIME_STEP;
}
fn scoreboard_system(scoreboard: Res<Scoreboard>, mut query: Query<&mut Text>) {
let mut text = query.single_mut();
text.sections[1].value = format!("{}", scoreboard.score);
}
fn ball_collision_system(
mut commands: Commands,
mut scoreboard: ResMut<Scoreboard>,
mut ball_query: Query<(&mut Ball, &Transform, &Sprite)>,
collider_query: Query<(Entity, &Collider, &Transform, &Sprite)>,
) {
let (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;
}
}
}
}