mirror of
https://github.com/bevyengine/bevy
synced 2025-02-16 22:18:33 +00:00
# Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
415 lines
14 KiB
Rust
415 lines
14 KiB
Rust
//! A simplified implementation of the classic game "Breakout".
|
|
|
|
use bevy::{
|
|
prelude::*,
|
|
sprite::collide_aabb::{collide, Collision},
|
|
sprite::MaterialMesh2dBundle,
|
|
};
|
|
|
|
// These constants are defined in `Transform` units.
|
|
// Using the default 2D camera they correspond 1:1 with screen pixels.
|
|
const PADDLE_SIZE: Vec3 = Vec3::new(120.0, 20.0, 0.0);
|
|
const GAP_BETWEEN_PADDLE_AND_FLOOR: f32 = 60.0;
|
|
const PADDLE_SPEED: f32 = 500.0;
|
|
// How close can the paddle get to the wall
|
|
const PADDLE_PADDING: f32 = 10.0;
|
|
|
|
// We set the z-value of the ball to 1 so it renders on top in the case of overlapping sprites.
|
|
const BALL_STARTING_POSITION: Vec3 = Vec3::new(0.0, -50.0, 1.0);
|
|
const BALL_SIZE: Vec3 = Vec3::new(30.0, 30.0, 0.0);
|
|
const BALL_SPEED: f32 = 400.0;
|
|
const INITIAL_BALL_DIRECTION: Vec2 = Vec2::new(0.5, -0.5);
|
|
|
|
const WALL_THICKNESS: f32 = 10.0;
|
|
// x coordinates
|
|
const LEFT_WALL: f32 = -450.;
|
|
const RIGHT_WALL: f32 = 450.;
|
|
// y coordinates
|
|
const BOTTOM_WALL: f32 = -300.;
|
|
const TOP_WALL: f32 = 300.;
|
|
|
|
const BRICK_SIZE: Vec2 = Vec2::new(100., 30.);
|
|
// These values are exact
|
|
const GAP_BETWEEN_PADDLE_AND_BRICKS: f32 = 270.0;
|
|
const GAP_BETWEEN_BRICKS: f32 = 5.0;
|
|
// These values are lower bounds, as the number of bricks is computed
|
|
const GAP_BETWEEN_BRICKS_AND_CEILING: f32 = 20.0;
|
|
const GAP_BETWEEN_BRICKS_AND_SIDES: f32 = 20.0;
|
|
|
|
const SCOREBOARD_FONT_SIZE: f32 = 40.0;
|
|
const SCOREBOARD_TEXT_PADDING: Val = Val::Px(5.0);
|
|
|
|
const BACKGROUND_COLOR: Color = Color::rgb(0.9, 0.9, 0.9);
|
|
const PADDLE_COLOR: Color = Color::rgb(0.3, 0.3, 0.7);
|
|
const BALL_COLOR: Color = Color::rgb(1.0, 0.5, 0.5);
|
|
const BRICK_COLOR: Color = Color::rgb(0.5, 0.5, 1.0);
|
|
const WALL_COLOR: Color = Color::rgb(0.8, 0.8, 0.8);
|
|
const TEXT_COLOR: Color = Color::rgb(0.5, 0.5, 1.0);
|
|
const SCORE_COLOR: Color = Color::rgb(1.0, 0.5, 0.5);
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.insert_resource(Scoreboard { score: 0 })
|
|
.insert_resource(ClearColor(BACKGROUND_COLOR))
|
|
.add_event::<CollisionEvent>()
|
|
.add_systems(Startup, setup)
|
|
// Add our gameplay simulation systems to the fixed timestep schedule
|
|
// which runs at 64 Hz by default
|
|
.add_systems(
|
|
FixedUpdate,
|
|
(
|
|
apply_velocity,
|
|
move_paddle,
|
|
check_for_collisions,
|
|
play_collision_sound,
|
|
)
|
|
// `chain`ing systems together runs them in order
|
|
.chain(),
|
|
)
|
|
.add_systems(Update, (update_scoreboard, bevy::window::close_on_esc))
|
|
.run();
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct Paddle;
|
|
|
|
#[derive(Component)]
|
|
struct Ball;
|
|
|
|
#[derive(Component, Deref, DerefMut)]
|
|
struct Velocity(Vec2);
|
|
|
|
#[derive(Component)]
|
|
struct Collider;
|
|
|
|
#[derive(Event, Default)]
|
|
struct CollisionEvent;
|
|
|
|
#[derive(Component)]
|
|
struct Brick;
|
|
|
|
#[derive(Resource)]
|
|
struct CollisionSound(Handle<AudioSource>);
|
|
|
|
// This bundle is a collection of the components that define a "wall" in our game
|
|
#[derive(Bundle)]
|
|
struct WallBundle {
|
|
// You can nest bundles inside of other bundles like this
|
|
// Allowing you to compose their functionality
|
|
sprite_bundle: SpriteBundle,
|
|
collider: Collider,
|
|
}
|
|
|
|
/// Which side of the arena is this wall located on?
|
|
enum WallLocation {
|
|
Left,
|
|
Right,
|
|
Bottom,
|
|
Top,
|
|
}
|
|
|
|
impl WallLocation {
|
|
fn position(&self) -> Vec2 {
|
|
match self {
|
|
WallLocation::Left => Vec2::new(LEFT_WALL, 0.),
|
|
WallLocation::Right => Vec2::new(RIGHT_WALL, 0.),
|
|
WallLocation::Bottom => Vec2::new(0., BOTTOM_WALL),
|
|
WallLocation::Top => Vec2::new(0., TOP_WALL),
|
|
}
|
|
}
|
|
|
|
fn size(&self) -> Vec2 {
|
|
let arena_height = TOP_WALL - BOTTOM_WALL;
|
|
let arena_width = RIGHT_WALL - LEFT_WALL;
|
|
// Make sure we haven't messed up our constants
|
|
assert!(arena_height > 0.0);
|
|
assert!(arena_width > 0.0);
|
|
|
|
match self {
|
|
WallLocation::Left | WallLocation::Right => {
|
|
Vec2::new(WALL_THICKNESS, arena_height + WALL_THICKNESS)
|
|
}
|
|
WallLocation::Bottom | WallLocation::Top => {
|
|
Vec2::new(arena_width + WALL_THICKNESS, WALL_THICKNESS)
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
impl WallBundle {
|
|
// This "builder method" allows us to reuse logic across our wall entities,
|
|
// making our code easier to read and less prone to bugs when we change the logic
|
|
fn new(location: WallLocation) -> WallBundle {
|
|
WallBundle {
|
|
sprite_bundle: SpriteBundle {
|
|
transform: Transform {
|
|
// We need to convert our Vec2 into a Vec3, by giving it a z-coordinate
|
|
// This is used to determine the order of our sprites
|
|
translation: location.position().extend(0.0),
|
|
// The z-scale of 2D objects must always be 1.0,
|
|
// or their ordering will be affected in surprising ways.
|
|
// See https://github.com/bevyengine/bevy/issues/4149
|
|
scale: location.size().extend(1.0),
|
|
..default()
|
|
},
|
|
sprite: Sprite {
|
|
color: WALL_COLOR,
|
|
..default()
|
|
},
|
|
..default()
|
|
},
|
|
collider: Collider,
|
|
}
|
|
}
|
|
}
|
|
|
|
// This resource tracks the game's score
|
|
#[derive(Resource)]
|
|
struct Scoreboard {
|
|
score: usize,
|
|
}
|
|
|
|
// Add the game's entities to our world
|
|
fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<ColorMaterial>>,
|
|
asset_server: Res<AssetServer>,
|
|
) {
|
|
// Camera
|
|
commands.spawn(Camera2dBundle::default());
|
|
|
|
// Sound
|
|
let ball_collision_sound = asset_server.load("sounds/breakout_collision.ogg");
|
|
commands.insert_resource(CollisionSound(ball_collision_sound));
|
|
|
|
// Paddle
|
|
let paddle_y = BOTTOM_WALL + GAP_BETWEEN_PADDLE_AND_FLOOR;
|
|
|
|
commands.spawn((
|
|
SpriteBundle {
|
|
transform: Transform {
|
|
translation: Vec3::new(0.0, paddle_y, 0.0),
|
|
scale: PADDLE_SIZE,
|
|
..default()
|
|
},
|
|
sprite: Sprite {
|
|
color: PADDLE_COLOR,
|
|
..default()
|
|
},
|
|
..default()
|
|
},
|
|
Paddle,
|
|
Collider,
|
|
));
|
|
|
|
// Ball
|
|
commands.spawn((
|
|
MaterialMesh2dBundle {
|
|
mesh: meshes.add(shape::Circle::default().into()).into(),
|
|
material: materials.add(ColorMaterial::from(BALL_COLOR)),
|
|
transform: Transform::from_translation(BALL_STARTING_POSITION).with_scale(BALL_SIZE),
|
|
..default()
|
|
},
|
|
Ball,
|
|
Velocity(INITIAL_BALL_DIRECTION.normalize() * BALL_SPEED),
|
|
));
|
|
|
|
// Scoreboard
|
|
commands.spawn(
|
|
TextBundle::from_sections([
|
|
TextSection::new(
|
|
"Score: ",
|
|
TextStyle {
|
|
font_size: SCOREBOARD_FONT_SIZE,
|
|
color: TEXT_COLOR,
|
|
..default()
|
|
},
|
|
),
|
|
TextSection::from_style(TextStyle {
|
|
font_size: SCOREBOARD_FONT_SIZE,
|
|
color: SCORE_COLOR,
|
|
..default()
|
|
}),
|
|
])
|
|
.with_style(Style {
|
|
position_type: PositionType::Absolute,
|
|
top: SCOREBOARD_TEXT_PADDING,
|
|
left: SCOREBOARD_TEXT_PADDING,
|
|
..default()
|
|
}),
|
|
);
|
|
|
|
// Walls
|
|
commands.spawn(WallBundle::new(WallLocation::Left));
|
|
commands.spawn(WallBundle::new(WallLocation::Right));
|
|
commands.spawn(WallBundle::new(WallLocation::Bottom));
|
|
commands.spawn(WallBundle::new(WallLocation::Top));
|
|
|
|
// Bricks
|
|
let total_width_of_bricks = (RIGHT_WALL - LEFT_WALL) - 2. * GAP_BETWEEN_BRICKS_AND_SIDES;
|
|
let bottom_edge_of_bricks = paddle_y + GAP_BETWEEN_PADDLE_AND_BRICKS;
|
|
let total_height_of_bricks = TOP_WALL - bottom_edge_of_bricks - GAP_BETWEEN_BRICKS_AND_CEILING;
|
|
|
|
assert!(total_width_of_bricks > 0.0);
|
|
assert!(total_height_of_bricks > 0.0);
|
|
|
|
// Given the space available, compute how many rows and columns of bricks we can fit
|
|
let n_columns = (total_width_of_bricks / (BRICK_SIZE.x + GAP_BETWEEN_BRICKS)).floor() as usize;
|
|
let n_rows = (total_height_of_bricks / (BRICK_SIZE.y + GAP_BETWEEN_BRICKS)).floor() as usize;
|
|
let n_vertical_gaps = n_columns - 1;
|
|
|
|
// Because we need to round the number of columns,
|
|
// the space on the top and sides of the bricks only captures a lower bound, not an exact value
|
|
let center_of_bricks = (LEFT_WALL + RIGHT_WALL) / 2.0;
|
|
let left_edge_of_bricks = center_of_bricks
|
|
// Space taken up by the bricks
|
|
- (n_columns as f32 / 2.0 * BRICK_SIZE.x)
|
|
// Space taken up by the gaps
|
|
- n_vertical_gaps as f32 / 2.0 * GAP_BETWEEN_BRICKS;
|
|
|
|
// In Bevy, the `translation` of an entity describes the center point,
|
|
// not its bottom-left corner
|
|
let offset_x = left_edge_of_bricks + BRICK_SIZE.x / 2.;
|
|
let offset_y = bottom_edge_of_bricks + BRICK_SIZE.y / 2.;
|
|
|
|
for row in 0..n_rows {
|
|
for column in 0..n_columns {
|
|
let brick_position = Vec2::new(
|
|
offset_x + column as f32 * (BRICK_SIZE.x + GAP_BETWEEN_BRICKS),
|
|
offset_y + row as f32 * (BRICK_SIZE.y + GAP_BETWEEN_BRICKS),
|
|
);
|
|
|
|
// brick
|
|
commands.spawn((
|
|
SpriteBundle {
|
|
sprite: Sprite {
|
|
color: BRICK_COLOR,
|
|
..default()
|
|
},
|
|
transform: Transform {
|
|
translation: brick_position.extend(0.0),
|
|
scale: Vec3::new(BRICK_SIZE.x, BRICK_SIZE.y, 1.0),
|
|
..default()
|
|
},
|
|
..default()
|
|
},
|
|
Brick,
|
|
Collider,
|
|
));
|
|
}
|
|
}
|
|
}
|
|
|
|
fn move_paddle(
|
|
keyboard_input: Res<ButtonInput<KeyCode>>,
|
|
mut query: Query<&mut Transform, With<Paddle>>,
|
|
time: Res<Time>,
|
|
) {
|
|
let mut paddle_transform = query.single_mut();
|
|
let mut direction = 0.0;
|
|
|
|
if keyboard_input.pressed(KeyCode::ArrowLeft) {
|
|
direction -= 1.0;
|
|
}
|
|
|
|
if keyboard_input.pressed(KeyCode::ArrowRight) {
|
|
direction += 1.0;
|
|
}
|
|
|
|
// Calculate the new horizontal paddle position based on player input
|
|
let new_paddle_position =
|
|
paddle_transform.translation.x + direction * PADDLE_SPEED * time.delta_seconds();
|
|
|
|
// Update the paddle position,
|
|
// making sure it doesn't cause the paddle to leave the arena
|
|
let left_bound = LEFT_WALL + WALL_THICKNESS / 2.0 + PADDLE_SIZE.x / 2.0 + PADDLE_PADDING;
|
|
let right_bound = RIGHT_WALL - WALL_THICKNESS / 2.0 - PADDLE_SIZE.x / 2.0 - PADDLE_PADDING;
|
|
|
|
paddle_transform.translation.x = new_paddle_position.clamp(left_bound, right_bound);
|
|
}
|
|
|
|
fn apply_velocity(mut query: Query<(&mut Transform, &Velocity)>, time: Res<Time>) {
|
|
for (mut transform, velocity) in &mut query {
|
|
transform.translation.x += velocity.x * time.delta_seconds();
|
|
transform.translation.y += velocity.y * time.delta_seconds();
|
|
}
|
|
}
|
|
|
|
fn update_scoreboard(scoreboard: Res<Scoreboard>, mut query: Query<&mut Text>) {
|
|
let mut text = query.single_mut();
|
|
text.sections[1].value = scoreboard.score.to_string();
|
|
}
|
|
|
|
fn check_for_collisions(
|
|
mut commands: Commands,
|
|
mut scoreboard: ResMut<Scoreboard>,
|
|
mut ball_query: Query<(&mut Velocity, &Transform), With<Ball>>,
|
|
collider_query: Query<(Entity, &Transform, Option<&Brick>), With<Collider>>,
|
|
mut collision_events: EventWriter<CollisionEvent>,
|
|
) {
|
|
let (mut ball_velocity, ball_transform) = ball_query.single_mut();
|
|
let ball_size = ball_transform.scale.truncate();
|
|
|
|
// check collision with walls
|
|
for (collider_entity, transform, maybe_brick) in &collider_query {
|
|
let collision = collide(
|
|
ball_transform.translation,
|
|
ball_size,
|
|
transform.translation,
|
|
transform.scale.truncate(),
|
|
);
|
|
if let Some(collision) = collision {
|
|
// Sends a collision event so that other systems can react to the collision
|
|
collision_events.send_default();
|
|
|
|
// Bricks should be despawned and increment the scoreboard on collision
|
|
if maybe_brick.is_some() {
|
|
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 = ball_velocity.x > 0.0,
|
|
Collision::Right => reflect_x = ball_velocity.x < 0.0,
|
|
Collision::Top => reflect_y = ball_velocity.y < 0.0,
|
|
Collision::Bottom => reflect_y = ball_velocity.y > 0.0,
|
|
Collision::Inside => { /* do nothing */ }
|
|
}
|
|
|
|
// reflect velocity on the x-axis if we hit something on the x-axis
|
|
if reflect_x {
|
|
ball_velocity.x = -ball_velocity.x;
|
|
}
|
|
|
|
// reflect velocity on the y-axis if we hit something on the y-axis
|
|
if reflect_y {
|
|
ball_velocity.y = -ball_velocity.y;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fn play_collision_sound(
|
|
mut commands: Commands,
|
|
mut collision_events: EventReader<CollisionEvent>,
|
|
sound: Res<CollisionSound>,
|
|
) {
|
|
// Play a sound once per frame if a collision occurred.
|
|
if !collision_events.is_empty() {
|
|
// This prevents events staying active on the next frame.
|
|
collision_events.clear();
|
|
commands.spawn(AudioBundle {
|
|
source: sound.0.clone(),
|
|
// auto-despawn the entity when playback finishes
|
|
settings: PlaybackSettings::DESPAWN,
|
|
});
|
|
}
|
|
}
|