mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 15:14:50 +00:00
5c52d0aeee
# Objective Add interactive system debugging capabilities to bevy, providing step/break/continue style capabilities to running system schedules. * Original implementation: #8063 - `ignore_stepping()` everywhere was too much complexity * Schedule-config & Resource discussion: #8168 - Decided on selective adding of Schedules & Resource-based control ## Solution Created `Stepping` Resource. This resource can be used to enable stepping on a per-schedule basis. Systems within schedules can be individually configured to: * AlwaysRun: Ignore any stepping state and run every frame * NeverRun: Never run while stepping is enabled - this allows for disabling of systems while debugging * Break: If we're running the full frame, stop before this system is run Stepping provides two modes of execution that reflect traditional debuggers: * Step-based: Only execute one system at a time * Continue/Break: Run all systems, but stop before running a system marked as Break ### Demo https://user-images.githubusercontent.com/857742/233630981-99f3bbda-9ca6-4cc4-a00f-171c4946dc47.mov Breakout has been modified to use Stepping. The game runs normally for a couple of seconds, then stepping is enabled and the game appears to pause. A list of Schedules & Systems appears with a cursor at the first System in the list. The demo then steps forward full frames using the spacebar until the ball is about to hit a brick. Then we step system by system as the ball impacts a brick, showing the cursor moving through the individual systems. Finally the demo switches back to frame stepping as the ball changes course. ### Limitations Due to architectural constraints in bevy, there are some cases systems stepping will not function as a user would expect. #### Event-driven systems Stepping does not support systems that are driven by `Event`s as events are flushed after 1-2 frames. Although game systems are not running while stepping, ignored systems are still running every frame, so events will be flushed. This presents to the user as stepping the event-driven system never executes the system. It does execute, but the events have already been flushed. This can be resolved by changing event handling to use a buffer for events, and only dropping an event once all readers have read it. The work-around to allow these systems to properly execute during stepping is to have them ignore stepping: `app.add_systems(event_driven_system.ignore_stepping())`. This was done in the breakout example to ensure sound played even while stepping. #### Conditional Systems When a system is stepped, it is given an opportunity to run. If the conditions of the system say it should not run, it will not. Similar to Event-driven systems, if a system is conditional, and that condition is only true for a very small time window, then stepping the system may not execute the system. This includes depending on any sort of external clock. This exhibits to the user as the system not always running when it is stepped. A solution to this limitation is to ensure any conditions are consistent while stepping is enabled. For example, all systems that modify any state the condition uses should also enable stepping. #### State-transition Systems Stepping is configured on the per-`Schedule` level, requiring the user to have a `ScheduleLabel`. To support state-transition systems, bevy generates needed schedules dynamically. Currently it’s very difficult (if not impossible, I haven’t verified) for the user to get the labels for these schedules. Without ready access to the dynamically generated schedules, and a resolution for the `Event` lifetime, **stepping of the state-transition systems is not supported** --- ## Changelog - `Schedule::run()` updated to consult `Stepping` Resource to determine which Systems to run each frame - Added `Schedule.label` as a `BoxedSystemLabel`, along with supporting `Schedule::set_label()` and `Schedule::label()` methods - `Stepping` needed to know which `Schedule` was running, and prior to this PR, `Schedule` didn't track its own label - Would have preferred to add `Schedule::with_label()` and remove `Schedule::new()`, but this PR touches enough already - Added calls to `Schedule.set_label()` to `App` and `World` as needed - Added `Stepping` resource - Added `Stepping::begin_frame()` system to `MainSchedulePlugin` - Run before `Main::run_main()` - Notifies any `Stepping` Resource a new render frame is starting ## Migration Guide - Add a call to `Schedule::set_label()` for any custom `Schedule` - This is only required if the `Schedule` will be stepped --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
460 lines
15 KiB
Rust
460 lines
15 KiB
Rust
//! A simplified implementation of the classic game "Breakout".
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use bevy::{
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math::bounding::{Aabb2d, BoundingCircle, BoundingVolume, IntersectsVolume},
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prelude::*,
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sprite::MaterialMesh2dBundle,
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};
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mod stepping;
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// These constants are defined in `Transform` units.
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// Using the default 2D camera they correspond 1:1 with screen pixels.
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const PADDLE_SIZE: Vec3 = Vec3::new(120.0, 20.0, 0.0);
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const GAP_BETWEEN_PADDLE_AND_FLOOR: f32 = 60.0;
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const PADDLE_SPEED: f32 = 500.0;
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// How close can the paddle get to the wall
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const PADDLE_PADDING: f32 = 10.0;
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// We set the z-value of the ball to 1 so it renders on top in the case of overlapping sprites.
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const BALL_STARTING_POSITION: Vec3 = Vec3::new(0.0, -50.0, 1.0);
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const BALL_DIAMETER: f32 = 30.;
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const BALL_SPEED: f32 = 400.0;
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const INITIAL_BALL_DIRECTION: Vec2 = Vec2::new(0.5, -0.5);
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const WALL_THICKNESS: f32 = 10.0;
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// x coordinates
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const LEFT_WALL: f32 = -450.;
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const RIGHT_WALL: f32 = 450.;
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// y coordinates
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const BOTTOM_WALL: f32 = -300.;
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const TOP_WALL: f32 = 300.;
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const BRICK_SIZE: Vec2 = Vec2::new(100., 30.);
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// These values are exact
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const GAP_BETWEEN_PADDLE_AND_BRICKS: f32 = 270.0;
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const GAP_BETWEEN_BRICKS: f32 = 5.0;
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// These values are lower bounds, as the number of bricks is computed
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const GAP_BETWEEN_BRICKS_AND_CEILING: f32 = 20.0;
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const GAP_BETWEEN_BRICKS_AND_SIDES: f32 = 20.0;
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const SCOREBOARD_FONT_SIZE: f32 = 40.0;
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const SCOREBOARD_TEXT_PADDING: Val = Val::Px(5.0);
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const BACKGROUND_COLOR: Color = Color::rgb(0.9, 0.9, 0.9);
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const PADDLE_COLOR: Color = Color::rgb(0.3, 0.3, 0.7);
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const BALL_COLOR: Color = Color::rgb(1.0, 0.5, 0.5);
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const BRICK_COLOR: Color = Color::rgb(0.5, 0.5, 1.0);
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const WALL_COLOR: Color = Color::rgb(0.8, 0.8, 0.8);
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const TEXT_COLOR: Color = Color::rgb(0.5, 0.5, 1.0);
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const SCORE_COLOR: Color = Color::rgb(1.0, 0.5, 0.5);
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugins(
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stepping::SteppingPlugin::default()
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.add_schedule(Update)
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.add_schedule(FixedUpdate)
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.at(Val::Percent(35.0), Val::Percent(50.0)),
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)
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.insert_resource(Scoreboard { score: 0 })
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.insert_resource(ClearColor(BACKGROUND_COLOR))
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.add_event::<CollisionEvent>()
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.add_systems(Startup, setup)
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// Add our gameplay simulation systems to the fixed timestep schedule
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// which runs at 64 Hz by default
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.add_systems(
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FixedUpdate,
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(
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apply_velocity,
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move_paddle,
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check_for_collisions,
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play_collision_sound,
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)
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// `chain`ing systems together runs them in order
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.chain(),
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)
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.add_systems(Update, (update_scoreboard, bevy::window::close_on_esc))
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.run();
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}
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#[derive(Component)]
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struct Paddle;
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#[derive(Component)]
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struct Ball;
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#[derive(Component, Deref, DerefMut)]
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struct Velocity(Vec2);
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#[derive(Component)]
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struct Collider;
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#[derive(Event, Default)]
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struct CollisionEvent;
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#[derive(Component)]
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struct Brick;
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#[derive(Resource)]
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struct CollisionSound(Handle<AudioSource>);
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// This bundle is a collection of the components that define a "wall" in our game
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#[derive(Bundle)]
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struct WallBundle {
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// You can nest bundles inside of other bundles like this
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// Allowing you to compose their functionality
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sprite_bundle: SpriteBundle,
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collider: Collider,
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}
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/// Which side of the arena is this wall located on?
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enum WallLocation {
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Left,
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Right,
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Bottom,
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Top,
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}
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impl WallLocation {
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fn position(&self) -> Vec2 {
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match self {
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WallLocation::Left => Vec2::new(LEFT_WALL, 0.),
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WallLocation::Right => Vec2::new(RIGHT_WALL, 0.),
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WallLocation::Bottom => Vec2::new(0., BOTTOM_WALL),
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WallLocation::Top => Vec2::new(0., TOP_WALL),
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}
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}
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fn size(&self) -> Vec2 {
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let arena_height = TOP_WALL - BOTTOM_WALL;
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let arena_width = RIGHT_WALL - LEFT_WALL;
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// Make sure we haven't messed up our constants
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assert!(arena_height > 0.0);
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assert!(arena_width > 0.0);
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match self {
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WallLocation::Left | WallLocation::Right => {
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Vec2::new(WALL_THICKNESS, arena_height + WALL_THICKNESS)
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}
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WallLocation::Bottom | WallLocation::Top => {
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Vec2::new(arena_width + WALL_THICKNESS, WALL_THICKNESS)
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}
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}
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}
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}
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impl WallBundle {
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// This "builder method" allows us to reuse logic across our wall entities,
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// making our code easier to read and less prone to bugs when we change the logic
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fn new(location: WallLocation) -> WallBundle {
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WallBundle {
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sprite_bundle: SpriteBundle {
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transform: Transform {
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// We need to convert our Vec2 into a Vec3, by giving it a z-coordinate
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// This is used to determine the order of our sprites
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translation: location.position().extend(0.0),
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// The z-scale of 2D objects must always be 1.0,
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// or their ordering will be affected in surprising ways.
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// See https://github.com/bevyengine/bevy/issues/4149
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scale: location.size().extend(1.0),
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..default()
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},
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sprite: Sprite {
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color: WALL_COLOR,
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..default()
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},
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..default()
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},
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collider: Collider,
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}
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}
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}
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// This resource tracks the game's score
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#[derive(Resource)]
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struct Scoreboard {
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score: usize,
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}
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#[derive(Component)]
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struct ScoreboardUi;
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// Add the game's entities to our world
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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asset_server: Res<AssetServer>,
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) {
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// Camera
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commands.spawn(Camera2dBundle::default());
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// Sound
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let ball_collision_sound = asset_server.load("sounds/breakout_collision.ogg");
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commands.insert_resource(CollisionSound(ball_collision_sound));
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// Paddle
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let paddle_y = BOTTOM_WALL + GAP_BETWEEN_PADDLE_AND_FLOOR;
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commands.spawn((
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SpriteBundle {
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transform: Transform {
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translation: Vec3::new(0.0, paddle_y, 0.0),
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scale: PADDLE_SIZE,
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..default()
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},
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sprite: Sprite {
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color: PADDLE_COLOR,
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..default()
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},
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..default()
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},
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Paddle,
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Collider,
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));
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// Ball
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commands.spawn((
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MaterialMesh2dBundle {
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mesh: meshes.add(shape::Circle::default()).into(),
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material: materials.add(BALL_COLOR),
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transform: Transform::from_translation(BALL_STARTING_POSITION)
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.with_scale(Vec2::splat(BALL_DIAMETER).extend(1.)),
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..default()
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},
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Ball,
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Velocity(INITIAL_BALL_DIRECTION.normalize() * BALL_SPEED),
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));
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// Scoreboard
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commands.spawn((
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ScoreboardUi,
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TextBundle::from_sections([
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TextSection::new(
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"Score: ",
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TextStyle {
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font_size: SCOREBOARD_FONT_SIZE,
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color: TEXT_COLOR,
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..default()
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},
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),
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TextSection::from_style(TextStyle {
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font_size: SCOREBOARD_FONT_SIZE,
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color: SCORE_COLOR,
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..default()
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}),
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])
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.with_style(Style {
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position_type: PositionType::Absolute,
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top: SCOREBOARD_TEXT_PADDING,
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left: SCOREBOARD_TEXT_PADDING,
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..default()
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}),
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));
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// Walls
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commands.spawn(WallBundle::new(WallLocation::Left));
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commands.spawn(WallBundle::new(WallLocation::Right));
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commands.spawn(WallBundle::new(WallLocation::Bottom));
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commands.spawn(WallBundle::new(WallLocation::Top));
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// Bricks
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let total_width_of_bricks = (RIGHT_WALL - LEFT_WALL) - 2. * GAP_BETWEEN_BRICKS_AND_SIDES;
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let bottom_edge_of_bricks = paddle_y + GAP_BETWEEN_PADDLE_AND_BRICKS;
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let total_height_of_bricks = TOP_WALL - bottom_edge_of_bricks - GAP_BETWEEN_BRICKS_AND_CEILING;
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assert!(total_width_of_bricks > 0.0);
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assert!(total_height_of_bricks > 0.0);
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// Given the space available, compute how many rows and columns of bricks we can fit
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let n_columns = (total_width_of_bricks / (BRICK_SIZE.x + GAP_BETWEEN_BRICKS)).floor() as usize;
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let n_rows = (total_height_of_bricks / (BRICK_SIZE.y + GAP_BETWEEN_BRICKS)).floor() as usize;
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let n_vertical_gaps = n_columns - 1;
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// Because we need to round the number of columns,
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// the space on the top and sides of the bricks only captures a lower bound, not an exact value
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let center_of_bricks = (LEFT_WALL + RIGHT_WALL) / 2.0;
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let left_edge_of_bricks = center_of_bricks
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// Space taken up by the bricks
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- (n_columns as f32 / 2.0 * BRICK_SIZE.x)
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// Space taken up by the gaps
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- n_vertical_gaps as f32 / 2.0 * GAP_BETWEEN_BRICKS;
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// In Bevy, the `translation` of an entity describes the center point,
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// not its bottom-left corner
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let offset_x = left_edge_of_bricks + BRICK_SIZE.x / 2.;
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let offset_y = bottom_edge_of_bricks + BRICK_SIZE.y / 2.;
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for row in 0..n_rows {
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for column in 0..n_columns {
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let brick_position = Vec2::new(
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offset_x + column as f32 * (BRICK_SIZE.x + GAP_BETWEEN_BRICKS),
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offset_y + row as f32 * (BRICK_SIZE.y + GAP_BETWEEN_BRICKS),
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);
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// brick
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commands.spawn((
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SpriteBundle {
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sprite: Sprite {
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color: BRICK_COLOR,
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..default()
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},
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transform: Transform {
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translation: brick_position.extend(0.0),
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scale: Vec3::new(BRICK_SIZE.x, BRICK_SIZE.y, 1.0),
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..default()
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},
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..default()
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},
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Brick,
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Collider,
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));
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}
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}
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}
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fn move_paddle(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut query: Query<&mut Transform, With<Paddle>>,
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time: Res<Time>,
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) {
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let mut paddle_transform = query.single_mut();
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let mut direction = 0.0;
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if keyboard_input.pressed(KeyCode::ArrowLeft) {
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direction -= 1.0;
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}
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if keyboard_input.pressed(KeyCode::ArrowRight) {
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direction += 1.0;
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}
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// Calculate the new horizontal paddle position based on player input
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let new_paddle_position =
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paddle_transform.translation.x + direction * PADDLE_SPEED * time.delta_seconds();
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// Update the paddle position,
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// making sure it doesn't cause the paddle to leave the arena
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let left_bound = LEFT_WALL + WALL_THICKNESS / 2.0 + PADDLE_SIZE.x / 2.0 + PADDLE_PADDING;
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let right_bound = RIGHT_WALL - WALL_THICKNESS / 2.0 - PADDLE_SIZE.x / 2.0 - PADDLE_PADDING;
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paddle_transform.translation.x = new_paddle_position.clamp(left_bound, right_bound);
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}
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fn apply_velocity(mut query: Query<(&mut Transform, &Velocity)>, time: Res<Time>) {
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for (mut transform, velocity) in &mut query {
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transform.translation.x += velocity.x * time.delta_seconds();
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transform.translation.y += velocity.y * time.delta_seconds();
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}
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}
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fn update_scoreboard(scoreboard: Res<Scoreboard>, mut query: Query<&mut Text, With<ScoreboardUi>>) {
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let mut text = query.single_mut();
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text.sections[1].value = scoreboard.score.to_string();
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}
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fn check_for_collisions(
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mut commands: Commands,
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mut scoreboard: ResMut<Scoreboard>,
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mut ball_query: Query<(&mut Velocity, &Transform), With<Ball>>,
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collider_query: Query<(Entity, &Transform, Option<&Brick>), With<Collider>>,
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mut collision_events: EventWriter<CollisionEvent>,
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) {
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let (mut ball_velocity, ball_transform) = ball_query.single_mut();
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// check collision with walls
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for (collider_entity, transform, maybe_brick) in &collider_query {
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let collision = collide_with_side(
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BoundingCircle::new(ball_transform.translation.truncate(), BALL_DIAMETER / 2.),
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Aabb2d::new(
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transform.translation.truncate(),
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transform.scale.truncate() / 2.,
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),
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);
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if let Some(collision) = collision {
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// Sends a collision event so that other systems can react to the collision
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collision_events.send_default();
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// Bricks should be despawned and increment the scoreboard on collision
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if maybe_brick.is_some() {
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scoreboard.score += 1;
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commands.entity(collider_entity).despawn();
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}
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// reflect the ball when it collides
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let mut reflect_x = false;
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let mut reflect_y = false;
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// only reflect if the ball's velocity is going in the opposite direction of the
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// collision
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match collision {
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Collision::Left => reflect_x = ball_velocity.x > 0.0,
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Collision::Right => reflect_x = ball_velocity.x < 0.0,
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Collision::Top => reflect_y = ball_velocity.y < 0.0,
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Collision::Bottom => reflect_y = ball_velocity.y > 0.0,
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}
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// reflect velocity on the x-axis if we hit something on the x-axis
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if reflect_x {
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ball_velocity.x = -ball_velocity.x;
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}
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// reflect velocity on the y-axis if we hit something on the y-axis
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if reflect_y {
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ball_velocity.y = -ball_velocity.y;
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}
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}
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}
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}
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fn play_collision_sound(
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mut commands: Commands,
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mut collision_events: EventReader<CollisionEvent>,
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sound: Res<CollisionSound>,
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) {
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// Play a sound once per frame if a collision occurred.
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if !collision_events.is_empty() {
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// This prevents events staying active on the next frame.
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collision_events.clear();
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commands.spawn(AudioBundle {
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source: sound.0.clone(),
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// auto-despawn the entity when playback finishes
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settings: PlaybackSettings::DESPAWN,
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});
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}
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}
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#[derive(Debug, PartialEq, Eq, Copy, Clone)]
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enum Collision {
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|
Left,
|
|
Right,
|
|
Top,
|
|
Bottom,
|
|
}
|
|
|
|
// Returns `Some` if `ball` collides with `wall`. The returned `Collision` is the
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|
// side of `wall` that `ball` hit.
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|
fn collide_with_side(ball: BoundingCircle, wall: Aabb2d) -> Option<Collision> {
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|
if !ball.intersects(&wall) {
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|
return None;
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|
}
|
|
|
|
let closest = wall.closest_point(ball.center());
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|
let offset = ball.center() - closest;
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|
let side = if offset.x.abs() > offset.y.abs() {
|
|
if offset.x < 0. {
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|
Collision::Left
|
|
} else {
|
|
Collision::Right
|
|
}
|
|
} else if offset.y > 0. {
|
|
Collision::Top
|
|
} else {
|
|
Collision::Bottom
|
|
};
|
|
|
|
Some(side)
|
|
}
|