mirror of
https://github.com/bevyengine/bevy
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f487407e07
This adds "high level camera driven rendering" to Bevy. The goal is to give users more control over what gets rendered (and where) without needing to deal with render logic. This will make scenarios like "render to texture", "multiple windows", "split screen", "2d on 3d", "3d on 2d", "pass layering", and more significantly easier. Here is an [example of a 2d render sandwiched between two 3d renders (each from a different perspective)](https://gist.github.com/cart/4fe56874b2e53bc5594a182fc76f4915): ![image](https://user-images.githubusercontent.com/2694663/168411086-af13dec8-0093-4a84-bdd4-d4362d850ffa.png) Users can now spawn a camera, point it at a RenderTarget (a texture or a window), and it will "just work". Rendering to a second window is as simple as spawning a second camera and assigning it to a specific window id: ```rust // main camera (main window) commands.spawn_bundle(Camera2dBundle::default()); // second camera (other window) commands.spawn_bundle(Camera2dBundle { camera: Camera { target: RenderTarget::Window(window_id), ..default() }, ..default() }); ``` Rendering to a texture is as simple as pointing the camera at a texture: ```rust commands.spawn_bundle(Camera2dBundle { camera: Camera { target: RenderTarget::Texture(image_handle), ..default() }, ..default() }); ``` Cameras now have a "render priority", which controls the order they are drawn in. If you want to use a camera's output texture as a texture in the main pass, just set the priority to a number lower than the main pass camera (which defaults to `0`). ```rust // main pass camera with a default priority of 0 commands.spawn_bundle(Camera2dBundle::default()); commands.spawn_bundle(Camera2dBundle { camera: Camera { target: RenderTarget::Texture(image_handle.clone()), priority: -1, ..default() }, ..default() }); commands.spawn_bundle(SpriteBundle { texture: image_handle, ..default() }) ``` Priority can also be used to layer to cameras on top of each other for the same RenderTarget. This is what "2d on top of 3d" looks like in the new system: ```rust commands.spawn_bundle(Camera3dBundle::default()); commands.spawn_bundle(Camera2dBundle { camera: Camera { // this will render 2d entities "on top" of the default 3d camera's render priority: 1, ..default() }, ..default() }); ``` There is no longer the concept of a global "active camera". Resources like `ActiveCamera<Camera2d>` and `ActiveCamera<Camera3d>` have been replaced with the camera-specific `Camera::is_active` field. This does put the onus on users to manage which cameras should be active. Cameras are now assigned a single render graph as an "entry point", which is configured on each camera entity using the new `CameraRenderGraph` component. The old `PerspectiveCameraBundle` and `OrthographicCameraBundle` (generic on camera marker components like Camera2d and Camera3d) have been replaced by `Camera3dBundle` and `Camera2dBundle`, which set 3d and 2d default values for the `CameraRenderGraph` and projections. ```rust // old 3d perspective camera commands.spawn_bundle(PerspectiveCameraBundle::default()) // new 3d perspective camera commands.spawn_bundle(Camera3dBundle::default()) ``` ```rust // old 2d orthographic camera commands.spawn_bundle(OrthographicCameraBundle::new_2d()) // new 2d orthographic camera commands.spawn_bundle(Camera2dBundle::default()) ``` ```rust // old 3d orthographic camera commands.spawn_bundle(OrthographicCameraBundle::new_3d()) // new 3d orthographic camera commands.spawn_bundle(Camera3dBundle { projection: OrthographicProjection { scale: 3.0, scaling_mode: ScalingMode::FixedVertical, ..default() }.into(), ..default() }) ``` Note that `Camera3dBundle` now uses a new `Projection` enum instead of hard coding the projection into the type. There are a number of motivators for this change: the render graph is now a part of the bundle, the way "generic bundles" work in the rust type system prevents nice `..default()` syntax, and changing projections at runtime is much easier with an enum (ex for editor scenarios). I'm open to discussing this choice, but I'm relatively certain we will all come to the same conclusion here. Camera2dBundle and Camera3dBundle are much clearer than being generic on marker components / using non-default constructors. If you want to run a custom render graph on a camera, just set the `CameraRenderGraph` component: ```rust commands.spawn_bundle(Camera3dBundle { camera_render_graph: CameraRenderGraph::new(some_render_graph_name), ..default() }) ``` Just note that if the graph requires data from specific components to work (such as `Camera3d` config, which is provided in the `Camera3dBundle`), make sure the relevant components have been added. Speaking of using components to configure graphs / passes, there are a number of new configuration options: ```rust commands.spawn_bundle(Camera3dBundle { camera_3d: Camera3d { // overrides the default global clear color clear_color: ClearColorConfig::Custom(Color::RED), ..default() }, ..default() }) commands.spawn_bundle(Camera3dBundle { camera_3d: Camera3d { // disables clearing clear_color: ClearColorConfig::None, ..default() }, ..default() }) ``` Expect to see more of the "graph configuration Components on Cameras" pattern in the future. By popular demand, UI no longer requires a dedicated camera. `UiCameraBundle` has been removed. `Camera2dBundle` and `Camera3dBundle` now both default to rendering UI as part of their own render graphs. To disable UI rendering for a camera, disable it using the CameraUi component: ```rust commands .spawn_bundle(Camera3dBundle::default()) .insert(CameraUi { is_enabled: false, ..default() }) ``` ## Other Changes * The separate clear pass has been removed. We should revisit this for things like sky rendering, but I think this PR should "keep it simple" until we're ready to properly support that (for code complexity and performance reasons). We can come up with the right design for a modular clear pass in a followup pr. * I reorganized bevy_core_pipeline into Core2dPlugin and Core3dPlugin (and core_2d / core_3d modules). Everything is pretty much the same as before, just logically separate. I've moved relevant types (like Camera2d, Camera3d, Camera3dBundle, Camera2dBundle) into their relevant modules, which is what motivated this reorganization. * I adapted the `scene_viewer` example (which relied on the ActiveCameras behavior) to the new system. I also refactored bits and pieces to be a bit simpler. * All of the examples have been ported to the new camera approach. `render_to_texture` and `multiple_windows` are now _much_ simpler. I removed `two_passes` because it is less relevant with the new approach. If someone wants to add a new "layered custom pass with CameraRenderGraph" example, that might fill a similar niche. But I don't feel much pressure to add that in this pr. * Cameras now have `target_logical_size` and `target_physical_size` fields, which makes finding the size of a camera's render target _much_ simpler. As a result, the `Assets<Image>` and `Windows` parameters were removed from `Camera::world_to_screen`, making that operation much more ergonomic. * Render order ambiguities between cameras with the same target and the same priority now produce a warning. This accomplishes two goals: 1. Now that there is no "global" active camera, by default spawning two cameras will result in two renders (one covering the other). This would be a silent performance killer that would be hard to detect after the fact. By detecting ambiguities, we can provide a helpful warning when this occurs. 2. Render order ambiguities could result in unexpected / unpredictable render results. Resolving them makes sense. ## Follow Up Work * Per-Camera viewports, which will make it possible to render to a smaller area inside of a RenderTarget (great for something like splitscreen) * Camera-specific MSAA config (should use the same "overriding" pattern used for ClearColor) * Graph Based Camera Ordering: priorities are simple, but they make complicated ordering constraints harder to express. We should consider adopting a "graph based" camera ordering model with "before" and "after" relationships to other cameras (or build it "on top" of the priority system). * Consider allowing graphs to run subgraphs from any nest level (aka a global namespace for graphs). Right now the 2d and 3d graphs each need their own UI subgraph, which feels "fine" in the short term. But being able to share subgraphs between other subgraphs seems valuable. * Consider splitting `bevy_core_pipeline` into `bevy_core_2d` and `bevy_core_3d` packages. Theres a shared "clear color" dependency here, which would need a new home.
425 lines
14 KiB
Rust
425 lines
14 KiB
Rust
//! A simplified implementation of the classic game "Breakout".
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use bevy::{
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math::{const_vec2, const_vec3},
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prelude::*,
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sprite::collide_aabb::{collide, Collision},
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time::FixedTimestep,
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};
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// Defines the amount of time that should elapse between each physics step.
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const TIME_STEP: f32 = 1.0 / 60.0;
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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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// The `const_vec3!` macros are needed as functions that operate on floats cannot be constant in Rust.
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const PADDLE_SIZE: Vec3 = const_vec3!([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 = const_vec3!([0.0, -50.0, 1.0]);
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const BALL_SIZE: Vec3 = const_vec3!([30.0, 30.0, 0.0]);
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const BALL_SPEED: f32 = 400.0;
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const INITIAL_BALL_DIRECTION: Vec2 = const_vec2!([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 = const_vec2!([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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.insert_resource(Scoreboard { score: 0 })
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.insert_resource(ClearColor(BACKGROUND_COLOR))
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.add_startup_system(setup)
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.add_event::<CollisionEvent>()
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.add_system_set(
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SystemSet::new()
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.with_run_criteria(FixedTimestep::step(TIME_STEP as f64))
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.with_system(check_for_collisions)
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.with_system(move_paddle.before(check_for_collisions))
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.with_system(apply_velocity.before(check_for_collisions))
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.with_system(play_collision_sound.after(check_for_collisions)),
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)
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.add_system(update_scoreboard)
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.add_system(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(Default)]
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struct CollisionEvent;
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#[derive(Component)]
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struct Brick;
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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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#[bundle]
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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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struct Scoreboard {
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score: usize,
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}
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// Add the game's entities to our world
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// Camera
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commands.spawn_bundle(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
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.spawn()
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.insert(Paddle)
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.insert_bundle(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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.insert(Collider);
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// Ball
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commands
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.spawn()
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.insert(Ball)
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.insert_bundle(SpriteBundle {
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transform: Transform {
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scale: BALL_SIZE,
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translation: BALL_STARTING_POSITION,
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..default()
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},
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sprite: Sprite {
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color: BALL_COLOR,
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..default()
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},
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..default()
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})
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.insert(Velocity(INITIAL_BALL_DIRECTION.normalize() * BALL_SPEED));
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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: SCOREBOARD_FONT_SIZE,
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color: TEXT_COLOR,
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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: SCOREBOARD_FONT_SIZE,
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color: SCORE_COLOR,
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},
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},
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],
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..default()
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},
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style: Style {
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position_type: PositionType::Absolute,
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position: UiRect {
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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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..default()
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},
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..default()
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});
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// Walls
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commands.spawn_bundle(WallBundle::new(WallLocation::Left));
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commands.spawn_bundle(WallBundle::new(WallLocation::Right));
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commands.spawn_bundle(WallBundle::new(WallLocation::Bottom));
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commands.spawn_bundle(WallBundle::new(WallLocation::Top));
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// Bricks
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// Negative scales result in flipped sprites / meshes,
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// which is definitely not what we want here
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assert!(BRICK_SIZE.x > 0.0);
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assert!(BRICK_SIZE.y > 0.0);
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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
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.spawn()
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.insert(Brick)
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.insert_bundle(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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.insert(Collider);
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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<Input<KeyCode>>,
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mut query: Query<&mut Transform, With<Paddle>>,
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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::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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// Calculate the new horizontal paddle position based on player input
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let new_paddle_position = paddle_transform.translation.x + direction * PADDLE_SPEED * TIME_STEP;
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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)>) {
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for (mut transform, velocity) in query.iter_mut() {
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transform.translation.x += velocity.x * TIME_STEP;
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transform.translation.y += velocity.y * TIME_STEP;
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}
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}
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fn update_scoreboard(scoreboard: Res<Scoreboard>, mut query: Query<&mut Text>) {
|
|
let mut text = query.single_mut();
|
|
text.sections[1].value = format!("{}", scoreboard.score);
|
|
}
|
|
|
|
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.iter() {
|
|
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(
|
|
collision_events: EventReader<CollisionEvent>,
|
|
audio: Res<Audio>,
|
|
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();
|
|
audio.play(sound.0.clone());
|
|
}
|
|
}
|