mirror of
https://github.com/bevyengine/bevy
synced 2024-11-23 05:03:47 +00:00
81b53d15d4
Resolves #1253 #1562 This makes the Commands apis consistent with World apis. This moves to a "type state" pattern (like World) where the "current entity" is stored in an `EntityCommands` builder. In general this tends to cuts down on indentation and line count. It comes at the cost of needing to type `commands` more and adding more semicolons to terminate expressions. I also added `spawn_bundle` to Commands because this is a common enough operation that I think its worth providing a shorthand.
270 lines
9 KiB
Rust
270 lines
9 KiB
Rust
use bevy::{
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prelude::*,
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render::pass::ClearColor,
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sprite::collide_aabb::{collide, Collision},
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};
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/// An implementation of the classic game "Breakout"
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fn main() {
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App::build()
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.add_plugins(DefaultPlugins)
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.insert_resource(Scoreboard { score: 0 })
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.insert_resource(ClearColor(Color::rgb(0.9, 0.9, 0.9)))
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.add_startup_system(setup.system())
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.add_system(paddle_movement_system.system())
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.add_system(ball_collision_system.system())
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.add_system(ball_movement_system.system())
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.add_system(scoreboard_system.system())
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.run();
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}
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struct Paddle {
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speed: f32,
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}
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struct Ball {
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velocity: Vec3,
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}
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struct Scoreboard {
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score: usize,
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}
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enum Collider {
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Solid,
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Scorable,
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Paddle,
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}
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fn setup(
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mut commands: Commands,
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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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// Add the game's entities to our world
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// cameras
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commands.spawn_bundle(OrthographicCameraBundle::new_2d());
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commands.spawn_bundle(UiCameraBundle::default());
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// paddle
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commands
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.spawn_bundle(SpriteBundle {
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material: materials.add(Color::rgb(0.5, 0.5, 1.0).into()),
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transform: Transform::from_xyz(0.0, -215.0, 0.0),
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sprite: Sprite::new(Vec2::new(120.0, 30.0)),
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..Default::default()
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})
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.insert(Paddle { speed: 500.0 })
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.insert(Collider::Paddle);
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// ball
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commands
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.spawn_bundle(SpriteBundle {
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material: materials.add(Color::rgb(1.0, 0.5, 0.5).into()),
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transform: Transform::from_xyz(0.0, -50.0, 1.0),
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sprite: Sprite::new(Vec2::new(30.0, 30.0)),
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..Default::default()
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})
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.insert(Ball {
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velocity: 400.0 * Vec3::new(0.5, -0.5, 0.0).normalize(),
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});
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// scoreboard
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commands.spawn_bundle(TextBundle {
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text: Text {
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sections: vec![
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TextSection {
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value: "Score: ".to_string(),
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style: TextStyle {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 40.0,
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color: Color::rgb(0.5, 0.5, 1.0),
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},
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},
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TextSection {
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value: "".to_string(),
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style: TextStyle {
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font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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font_size: 40.0,
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color: Color::rgb(1.0, 0.5, 0.5),
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},
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},
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],
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..Default::default()
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},
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style: Style {
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position_type: PositionType::Absolute,
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position: Rect {
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top: Val::Px(5.0),
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left: Val::Px(5.0),
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..Default::default()
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},
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..Default::default()
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},
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..Default::default()
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});
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// Add walls
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let wall_material = materials.add(Color::rgb(0.8, 0.8, 0.8).into());
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let wall_thickness = 10.0;
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let bounds = Vec2::new(900.0, 600.0);
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// left
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commands
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.spawn_bundle(SpriteBundle {
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material: wall_material.clone(),
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transform: Transform::from_xyz(-bounds.x / 2.0, 0.0, 0.0),
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sprite: Sprite::new(Vec2::new(wall_thickness, bounds.y + wall_thickness)),
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..Default::default()
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})
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.insert(Collider::Solid);
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// right
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commands
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.spawn_bundle(SpriteBundle {
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material: wall_material.clone(),
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transform: Transform::from_xyz(bounds.x / 2.0, 0.0, 0.0),
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sprite: Sprite::new(Vec2::new(wall_thickness, bounds.y + wall_thickness)),
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..Default::default()
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})
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.insert(Collider::Solid);
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// bottom
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commands
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.spawn_bundle(SpriteBundle {
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material: wall_material.clone(),
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transform: Transform::from_xyz(0.0, -bounds.y / 2.0, 0.0),
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sprite: Sprite::new(Vec2::new(bounds.x + wall_thickness, wall_thickness)),
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..Default::default()
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})
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.insert(Collider::Solid);
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// top
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commands
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.spawn_bundle(SpriteBundle {
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material: wall_material,
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transform: Transform::from_xyz(0.0, bounds.y / 2.0, 0.0),
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sprite: Sprite::new(Vec2::new(bounds.x + wall_thickness, wall_thickness)),
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..Default::default()
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})
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.insert(Collider::Solid);
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// Add bricks
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let brick_rows = 4;
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let brick_columns = 5;
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let brick_spacing = 20.0;
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let brick_size = Vec2::new(150.0, 30.0);
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let bricks_width = brick_columns as f32 * (brick_size.x + brick_spacing) - brick_spacing;
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// center the bricks and move them up a bit
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let bricks_offset = Vec3::new(-(bricks_width - brick_size.x) / 2.0, 100.0, 0.0);
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let brick_material = materials.add(Color::rgb(0.5, 0.5, 1.0).into());
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for row in 0..brick_rows {
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let y_position = row as f32 * (brick_size.y + brick_spacing);
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for column in 0..brick_columns {
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let brick_position = Vec3::new(
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column as f32 * (brick_size.x + brick_spacing),
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y_position,
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0.0,
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) + bricks_offset;
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// brick
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commands
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.spawn_bundle(SpriteBundle {
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material: brick_material.clone(),
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sprite: Sprite::new(brick_size),
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transform: Transform::from_translation(brick_position),
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..Default::default()
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})
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.insert(Collider::Scorable);
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}
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}
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}
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fn paddle_movement_system(
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time: Res<Time>,
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keyboard_input: Res<Input<KeyCode>>,
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mut query: Query<(&Paddle, &mut Transform)>,
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) {
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if let Ok((paddle, mut transform)) = query.single_mut() {
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let mut direction = 0.0;
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if keyboard_input.pressed(KeyCode::Left) {
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direction -= 1.0;
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}
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if keyboard_input.pressed(KeyCode::Right) {
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direction += 1.0;
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}
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let translation = &mut transform.translation;
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// move the paddle horizontally
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translation.x += time.delta_seconds() * direction * paddle.speed;
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// bound the paddle within the walls
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translation.x = translation.x.min(380.0).max(-380.0);
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}
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}
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fn ball_movement_system(time: Res<Time>, mut ball_query: Query<(&Ball, &mut Transform)>) {
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// clamp the timestep to stop the ball from escaping when the game starts
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let delta_seconds = f32::min(0.2, time.delta_seconds());
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if let Ok((ball, mut transform)) = ball_query.single_mut() {
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transform.translation += ball.velocity * delta_seconds;
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}
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}
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fn scoreboard_system(scoreboard: Res<Scoreboard>, mut query: Query<&mut Text>) {
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let mut text = query.single_mut().unwrap();
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text.sections[0].value = format!("Score: {}", scoreboard.score);
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}
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fn ball_collision_system(
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mut commands: Commands,
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mut scoreboard: ResMut<Scoreboard>,
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mut ball_query: Query<(&mut Ball, &Transform, &Sprite)>,
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collider_query: Query<(Entity, &Collider, &Transform, &Sprite)>,
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) {
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if let Ok((mut ball, ball_transform, sprite)) = ball_query.single_mut() {
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let ball_size = sprite.size;
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let velocity = &mut ball.velocity;
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// check collision with walls
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for (collider_entity, collider, transform, sprite) in collider_query.iter() {
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let collision = collide(
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ball_transform.translation,
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ball_size,
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transform.translation,
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sprite.size,
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);
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if let Some(collision) = collision {
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// scorable colliders should be despawned and increment the scoreboard on collision
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if let Collider::Scorable = *collider {
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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 = velocity.x > 0.0,
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Collision::Right => reflect_x = velocity.x < 0.0,
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Collision::Top => reflect_y = velocity.y < 0.0,
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Collision::Bottom => reflect_y = 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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velocity.x = -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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velocity.y = -velocity.y;
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}
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// break if this collide is on a solid, otherwise continue check whether a solid is
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// also in collision
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if let Collider::Solid = *collider {
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break;
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}
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}
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}
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}
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}
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