mirror of
https://github.com/bevyengine/bevy
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599e5e4e76
# Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
460 lines
15 KiB
Rust
460 lines
15 KiB
Rust
//! A simplified implementation of the classic game "Breakout".
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use bevy::{
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math::bounding::{Aabb2d, BoundingCircle, BoundingVolume, IntersectsVolume},
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prelude::*,
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sprite::MaterialMesh2dBundle,
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};
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mod stepping;
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// These constants are defined in `Transform` units.
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// Using the default 2D camera they correspond 1:1 with screen pixels.
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const PADDLE_SIZE: Vec3 = Vec3::new(120.0, 20.0, 0.0);
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const GAP_BETWEEN_PADDLE_AND_FLOOR: f32 = 60.0;
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const PADDLE_SPEED: f32 = 500.0;
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// How close can the paddle get to the wall
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const PADDLE_PADDING: f32 = 10.0;
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// We set the z-value of the ball to 1 so it renders on top in the case of overlapping sprites.
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const BALL_STARTING_POSITION: Vec3 = Vec3::new(0.0, -50.0, 1.0);
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const BALL_DIAMETER: f32 = 30.;
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const BALL_SPEED: f32 = 400.0;
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const INITIAL_BALL_DIRECTION: Vec2 = Vec2::new(0.5, -0.5);
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const WALL_THICKNESS: f32 = 10.0;
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// x coordinates
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const LEFT_WALL: f32 = -450.;
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const RIGHT_WALL: f32 = 450.;
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// y coordinates
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const BOTTOM_WALL: f32 = -300.;
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const TOP_WALL: f32 = 300.;
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const BRICK_SIZE: Vec2 = Vec2::new(100., 30.);
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// These values are exact
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const GAP_BETWEEN_PADDLE_AND_BRICKS: f32 = 270.0;
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const GAP_BETWEEN_BRICKS: f32 = 5.0;
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// These values are lower bounds, as the number of bricks is computed
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const GAP_BETWEEN_BRICKS_AND_CEILING: f32 = 20.0;
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const GAP_BETWEEN_BRICKS_AND_SIDES: f32 = 20.0;
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const SCOREBOARD_FONT_SIZE: f32 = 40.0;
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const SCOREBOARD_TEXT_PADDING: Val = Val::Px(5.0);
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const BACKGROUND_COLOR: Color = Color::srgb(0.9, 0.9, 0.9);
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const PADDLE_COLOR: Color = Color::srgb(0.3, 0.3, 0.7);
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const BALL_COLOR: Color = Color::srgb(1.0, 0.5, 0.5);
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const BRICK_COLOR: Color = Color::srgb(0.5, 0.5, 1.0);
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const WALL_COLOR: Color = Color::srgb(0.8, 0.8, 0.8);
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const TEXT_COLOR: Color = Color::srgb(0.5, 0.5, 1.0);
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const SCORE_COLOR: Color = Color::srgb(1.0, 0.5, 0.5);
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugins(
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stepping::SteppingPlugin::default()
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.add_schedule(Update)
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.add_schedule(FixedUpdate)
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.at(Val::Percent(35.0), Val::Percent(50.0)),
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)
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.insert_resource(Scoreboard { score: 0 })
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.insert_resource(ClearColor(BACKGROUND_COLOR))
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.add_event::<CollisionEvent>()
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.add_systems(Startup, setup)
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// Add our gameplay simulation systems to the fixed timestep schedule
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// which runs at 64 Hz by default
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.add_systems(
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FixedUpdate,
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(
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apply_velocity,
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move_paddle,
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check_for_collisions,
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play_collision_sound,
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)
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// `chain`ing systems together runs them in order
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.chain(),
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)
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.add_systems(Update, (update_scoreboard, bevy::window::close_on_esc))
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.run();
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}
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#[derive(Component)]
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struct Paddle;
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#[derive(Component)]
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struct Ball;
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#[derive(Component, Deref, DerefMut)]
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struct Velocity(Vec2);
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#[derive(Component)]
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struct Collider;
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#[derive(Event, Default)]
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struct CollisionEvent;
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#[derive(Component)]
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struct Brick;
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#[derive(Resource)]
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struct CollisionSound(Handle<AudioSource>);
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// This bundle is a collection of the components that define a "wall" in our game
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#[derive(Bundle)]
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struct WallBundle {
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// You can nest bundles inside of other bundles like this
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// Allowing you to compose their functionality
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sprite_bundle: SpriteBundle,
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collider: Collider,
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}
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/// Which side of the arena is this wall located on?
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enum WallLocation {
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Left,
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Right,
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Bottom,
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Top,
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}
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impl WallLocation {
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fn position(&self) -> Vec2 {
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match self {
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WallLocation::Left => Vec2::new(LEFT_WALL, 0.),
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WallLocation::Right => Vec2::new(RIGHT_WALL, 0.),
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WallLocation::Bottom => Vec2::new(0., BOTTOM_WALL),
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WallLocation::Top => Vec2::new(0., TOP_WALL),
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}
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}
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fn size(&self) -> Vec2 {
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let arena_height = TOP_WALL - BOTTOM_WALL;
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let arena_width = RIGHT_WALL - LEFT_WALL;
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// Make sure we haven't messed up our constants
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assert!(arena_height > 0.0);
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assert!(arena_width > 0.0);
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match self {
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WallLocation::Left | WallLocation::Right => {
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Vec2::new(WALL_THICKNESS, arena_height + WALL_THICKNESS)
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}
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WallLocation::Bottom | WallLocation::Top => {
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Vec2::new(arena_width + WALL_THICKNESS, WALL_THICKNESS)
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}
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}
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}
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}
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impl WallBundle {
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// This "builder method" allows us to reuse logic across our wall entities,
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// making our code easier to read and less prone to bugs when we change the logic
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fn new(location: WallLocation) -> WallBundle {
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WallBundle {
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sprite_bundle: SpriteBundle {
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transform: Transform {
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// We need to convert our Vec2 into a Vec3, by giving it a z-coordinate
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// This is used to determine the order of our sprites
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translation: location.position().extend(0.0),
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// The z-scale of 2D objects must always be 1.0,
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// or their ordering will be affected in surprising ways.
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// See https://github.com/bevyengine/bevy/issues/4149
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scale: location.size().extend(1.0),
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..default()
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},
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sprite: Sprite {
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color: WALL_COLOR,
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..default()
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},
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..default()
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},
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collider: Collider,
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}
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}
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}
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// This resource tracks the game's score
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#[derive(Resource)]
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struct Scoreboard {
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score: usize,
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}
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#[derive(Component)]
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struct ScoreboardUi;
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// Add the game's entities to our world
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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asset_server: Res<AssetServer>,
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) {
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// Camera
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commands.spawn(Camera2dBundle::default());
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// Sound
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let ball_collision_sound = asset_server.load("sounds/breakout_collision.ogg");
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commands.insert_resource(CollisionSound(ball_collision_sound));
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// Paddle
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let paddle_y = BOTTOM_WALL + GAP_BETWEEN_PADDLE_AND_FLOOR;
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commands.spawn((
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SpriteBundle {
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transform: Transform {
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translation: Vec3::new(0.0, paddle_y, 0.0),
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scale: PADDLE_SIZE,
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..default()
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},
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sprite: Sprite {
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color: PADDLE_COLOR,
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..default()
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},
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..default()
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},
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Paddle,
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Collider,
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));
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// Ball
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commands.spawn((
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MaterialMesh2dBundle {
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mesh: meshes.add(Circle::default()).into(),
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material: materials.add(BALL_COLOR),
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transform: Transform::from_translation(BALL_STARTING_POSITION)
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.with_scale(Vec2::splat(BALL_DIAMETER).extend(1.)),
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..default()
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},
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Ball,
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Velocity(INITIAL_BALL_DIRECTION.normalize() * BALL_SPEED),
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));
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// Scoreboard
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commands.spawn((
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ScoreboardUi,
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TextBundle::from_sections([
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TextSection::new(
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"Score: ",
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TextStyle {
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font_size: SCOREBOARD_FONT_SIZE,
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color: TEXT_COLOR,
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..default()
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},
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),
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TextSection::from_style(TextStyle {
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font_size: SCOREBOARD_FONT_SIZE,
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color: SCORE_COLOR,
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..default()
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}),
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])
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.with_style(Style {
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position_type: PositionType::Absolute,
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top: SCOREBOARD_TEXT_PADDING,
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left: SCOREBOARD_TEXT_PADDING,
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..default()
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}),
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));
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// Walls
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commands.spawn(WallBundle::new(WallLocation::Left));
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commands.spawn(WallBundle::new(WallLocation::Right));
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commands.spawn(WallBundle::new(WallLocation::Bottom));
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commands.spawn(WallBundle::new(WallLocation::Top));
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// Bricks
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let total_width_of_bricks = (RIGHT_WALL - LEFT_WALL) - 2. * GAP_BETWEEN_BRICKS_AND_SIDES;
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let bottom_edge_of_bricks = paddle_y + GAP_BETWEEN_PADDLE_AND_BRICKS;
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let total_height_of_bricks = TOP_WALL - bottom_edge_of_bricks - GAP_BETWEEN_BRICKS_AND_CEILING;
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assert!(total_width_of_bricks > 0.0);
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assert!(total_height_of_bricks > 0.0);
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// Given the space available, compute how many rows and columns of bricks we can fit
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let n_columns = (total_width_of_bricks / (BRICK_SIZE.x + GAP_BETWEEN_BRICKS)).floor() as usize;
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let n_rows = (total_height_of_bricks / (BRICK_SIZE.y + GAP_BETWEEN_BRICKS)).floor() as usize;
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let n_vertical_gaps = n_columns - 1;
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// Because we need to round the number of columns,
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// the space on the top and sides of the bricks only captures a lower bound, not an exact value
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let center_of_bricks = (LEFT_WALL + RIGHT_WALL) / 2.0;
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let left_edge_of_bricks = center_of_bricks
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// Space taken up by the bricks
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- (n_columns as f32 / 2.0 * BRICK_SIZE.x)
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// Space taken up by the gaps
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- n_vertical_gaps as f32 / 2.0 * GAP_BETWEEN_BRICKS;
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// In Bevy, the `translation` of an entity describes the center point,
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// not its bottom-left corner
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let offset_x = left_edge_of_bricks + BRICK_SIZE.x / 2.;
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let offset_y = bottom_edge_of_bricks + BRICK_SIZE.y / 2.;
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for row in 0..n_rows {
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for column in 0..n_columns {
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let brick_position = Vec2::new(
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offset_x + column as f32 * (BRICK_SIZE.x + GAP_BETWEEN_BRICKS),
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offset_y + row as f32 * (BRICK_SIZE.y + GAP_BETWEEN_BRICKS),
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);
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// brick
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commands.spawn((
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SpriteBundle {
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sprite: Sprite {
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color: BRICK_COLOR,
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..default()
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},
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transform: Transform {
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translation: brick_position.extend(0.0),
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scale: Vec3::new(BRICK_SIZE.x, BRICK_SIZE.y, 1.0),
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..default()
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},
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..default()
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},
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Brick,
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Collider,
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));
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}
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}
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}
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fn move_paddle(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut query: Query<&mut Transform, With<Paddle>>,
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time: Res<Time>,
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) {
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let mut paddle_transform = query.single_mut();
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let mut direction = 0.0;
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if keyboard_input.pressed(KeyCode::ArrowLeft) {
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direction -= 1.0;
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}
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if keyboard_input.pressed(KeyCode::ArrowRight) {
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direction += 1.0;
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}
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// Calculate the new horizontal paddle position based on player input
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let new_paddle_position =
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paddle_transform.translation.x + direction * PADDLE_SPEED * time.delta_seconds();
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// Update the paddle position,
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// making sure it doesn't cause the paddle to leave the arena
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let left_bound = LEFT_WALL + WALL_THICKNESS / 2.0 + PADDLE_SIZE.x / 2.0 + PADDLE_PADDING;
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let right_bound = RIGHT_WALL - WALL_THICKNESS / 2.0 - PADDLE_SIZE.x / 2.0 - PADDLE_PADDING;
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paddle_transform.translation.x = new_paddle_position.clamp(left_bound, right_bound);
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}
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fn apply_velocity(mut query: Query<(&mut Transform, &Velocity)>, time: Res<Time>) {
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for (mut transform, velocity) in &mut query {
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transform.translation.x += velocity.x * time.delta_seconds();
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transform.translation.y += velocity.y * time.delta_seconds();
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}
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}
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fn update_scoreboard(scoreboard: Res<Scoreboard>, mut query: Query<&mut Text, With<ScoreboardUi>>) {
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let mut text = query.single_mut();
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text.sections[1].value = scoreboard.score.to_string();
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}
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fn check_for_collisions(
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mut commands: Commands,
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mut scoreboard: ResMut<Scoreboard>,
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mut ball_query: Query<(&mut Velocity, &Transform), With<Ball>>,
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collider_query: Query<(Entity, &Transform, Option<&Brick>), With<Collider>>,
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mut collision_events: EventWriter<CollisionEvent>,
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) {
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let (mut ball_velocity, ball_transform) = ball_query.single_mut();
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// check collision with walls
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for (collider_entity, transform, maybe_brick) in &collider_query {
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let collision = collide_with_side(
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BoundingCircle::new(ball_transform.translation.truncate(), BALL_DIAMETER / 2.),
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Aabb2d::new(
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transform.translation.truncate(),
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transform.scale.truncate() / 2.,
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),
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);
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if let Some(collision) = collision {
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// Sends a collision event so that other systems can react to the collision
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collision_events.send_default();
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// Bricks should be despawned and increment the scoreboard on collision
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if maybe_brick.is_some() {
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scoreboard.score += 1;
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commands.entity(collider_entity).despawn();
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}
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// reflect the ball when it collides
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let mut reflect_x = false;
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let mut reflect_y = false;
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// only reflect if the ball's velocity is going in the opposite direction of the
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// collision
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match collision {
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Collision::Left => reflect_x = ball_velocity.x > 0.0,
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Collision::Right => reflect_x = ball_velocity.x < 0.0,
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Collision::Top => reflect_y = ball_velocity.y < 0.0,
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Collision::Bottom => reflect_y = ball_velocity.y > 0.0,
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}
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// reflect velocity on the x-axis if we hit something on the x-axis
|
|
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,
|
|
});
|
|
}
|
|
}
|
|
|
|
#[derive(Debug, PartialEq, Eq, Copy, Clone)]
|
|
enum Collision {
|
|
Left,
|
|
Right,
|
|
Top,
|
|
Bottom,
|
|
}
|
|
|
|
// Returns `Some` if `ball` collides with `wall`. The returned `Collision` is the
|
|
// side of `wall` that `ball` hit.
|
|
fn collide_with_side(ball: BoundingCircle, wall: Aabb2d) -> Option<Collision> {
|
|
if !ball.intersects(&wall) {
|
|
return None;
|
|
}
|
|
|
|
let closest = wall.closest_point(ball.center());
|
|
let offset = ball.center() - closest;
|
|
let side = if offset.x.abs() > offset.y.abs() {
|
|
if offset.x < 0. {
|
|
Collision::Left
|
|
} else {
|
|
Collision::Right
|
|
}
|
|
} else if offset.y > 0. {
|
|
Collision::Top
|
|
} else {
|
|
Collision::Bottom
|
|
};
|
|
|
|
Some(side)
|
|
}
|