mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 22:50:19 +00:00
261 lines
8.1 KiB
Rust
261 lines
8.1 KiB
Rust
use bevy::{
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prelude::*,
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sprite::collide_aabb::{collide, Collision},
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};
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fn main() {
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App::build()
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.add_default_plugins()
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.add_resource(Scoreboard { score: 0 })
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.add_resource(ClearColor(Color::rgb(0.7, 0.7, 0.7)))
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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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struct Brick;
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struct Wall;
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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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commands
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// camera
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.spawn(OrthographicCameraComponents::default())
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// paddle
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.spawn(SpriteComponents {
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material: materials.add(Color::rgb(0.2, 0.2, 0.8).into()),
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translation: Translation(Vec3::new(0.0, -250.0, 0.0)),
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sprite: Sprite {
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size: Vec2::new(120.0, 30.0),
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},
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..Default::default()
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})
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.with(Paddle { speed: 500.0 })
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// ball
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.spawn(SpriteComponents {
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material: materials.add(Color::rgb(0.8, 0.2, 0.2).into()),
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translation: Translation(Vec3::new(0.0, -100.0, 1.0)),
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sprite: Sprite {
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size: Vec2::new(30.0, 30.0),
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},
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..Default::default()
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})
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.with(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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.spawn(LabelComponents {
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label: Label {
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font: asset_server.load("assets/fonts/FiraSans-Bold.ttf").unwrap(),
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text: "Score:".to_string(),
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style: TextStyle {
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color: Color::rgb(0.2, 0.2, 0.8).into(),
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font_size: 40.0,
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},
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},
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node: Node::new(Anchors::TOP_LEFT, Margins::new(10.0, 50.0, 10.0, 50.0)),
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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(0.5, 0.5, 0.5).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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commands
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// left
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.spawn(SpriteComponents {
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material: wall_material,
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translation: Translation(Vec3::new(-bounds.x() / 2.0, 0.0, 0.0)),
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sprite: Sprite {
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size: Vec2::new(wall_thickness, bounds.y() + wall_thickness),
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},
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..Default::default()
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})
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.with(Wall)
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// right
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.spawn(SpriteComponents {
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material: wall_material,
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translation: Translation(Vec3::new(bounds.x() / 2.0, 0.0, 0.0)),
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sprite: Sprite {
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size: Vec2::new(wall_thickness, bounds.y() + wall_thickness),
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},
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..Default::default()
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})
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.with(Wall)
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// bottom
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.spawn(SpriteComponents {
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material: wall_material,
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translation: Translation(Vec3::new(0.0, -bounds.y() / 2.0, 0.0)),
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sprite: Sprite {
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size: Vec2::new(bounds.x() + wall_thickness, wall_thickness),
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},
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..Default::default()
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})
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.with(Wall)
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// top
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.spawn(SpriteComponents {
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material: wall_material,
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translation: Translation(Vec3::new(0.0, bounds.y() / 2.0, 0.0)),
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sprite: Sprite {
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size: Vec2::new(bounds.x() + wall_thickness, wall_thickness),
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},
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..Default::default()
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})
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.with(Wall);
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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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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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commands
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// brick
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.spawn(SpriteComponents {
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material: materials.add(Color::rgb(0.2, 0.2, 0.8).into()),
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sprite: Sprite { size: brick_size },
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translation: Translation(brick_position),
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..Default::default()
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})
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.with(Brick);
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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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query: &mut Query<(&Paddle, &mut Translation)>,
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) {
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for (paddle, translation) in &mut query.iter() {
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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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*translation.0.x_mut() += time.delta_seconds * direction * paddle.speed;
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}
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}
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fn ball_movement_system(
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time: Res<Time>,
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mut ball_query: Query<(&Ball, &mut Translation)>,
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) {
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for (ball, translation) in &mut ball_query.iter() {
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translation.0 += ball.velocity * time.delta_seconds;
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}
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}
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fn scoreboard_system(
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scoreboard: Res<Scoreboard>,
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mut query: Query<&mut Label>,
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) {
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for mut label in &mut query.iter() {
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label.text = format!("Score: {}", scoreboard.score);
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}
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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, &Translation, &Sprite)>,
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mut paddle_query: Query<(&Paddle, &Translation, &Sprite)>,
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mut brick_query: Query<(Entity, &Brick, &Translation, &Sprite)>,
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mut wall_query: Query<(&Wall, &Translation, &Sprite)>,
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) {
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for (ball, translation, sprite) in &mut ball_query.iter() {
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let ball_position = translation.0;
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let ball_size = sprite.size;
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let velocity = &mut ball.velocity;
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let mut collision = None;
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// check collision with walls
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for (_wall, translation, sprite) in &mut wall_query.iter() {
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if collision.is_some() {
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break;
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}
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collision = collide(ball_position, ball_size, translation.0, sprite.size);
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}
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// check collision with paddle(s)
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for (_paddle, translation, sprite) in &mut paddle_query.iter() {
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if collision.is_some() {
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break;
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}
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collision = collide(ball_position, ball_size, translation.0, sprite.size);
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}
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// check collision with bricks
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for (brick_entity, _brick, translation, sprite) in &mut brick_query.iter() {
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if collision.is_some() {
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break;
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}
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collision = collide(ball_position, ball_size, translation.0, sprite.size);
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if collision.is_some() {
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scoreboard.score += 1;
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commands.despawn(brick_entity);
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}
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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 collision
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match collision {
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Some(Collision::Left) => reflect_x = velocity.x() > 0.0,
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Some(Collision::Right) => reflect_x = velocity.x() < 0.0,
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Some(Collision::Top) => reflect_y = velocity.y() < 0.0,
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Some(Collision::Bottom) => reflect_y = velocity.y() > 0.0,
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None => {}
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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_mut() = -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_mut() = -velocity.y();
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}
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}
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}
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