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a695f52ca1
7
Cargo.lock
generated
7
Cargo.lock
generated
@ -2950,6 +2950,7 @@ dependencies = [
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"rand",
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"serde",
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"serde_json",
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"svg",
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]
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[[package]]
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@ -3145,6 +3146,12 @@ version = "0.10.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "73473c0e59e6d5812c5dfe2a064a6444949f089e20eec9a2e5506596494e4623"
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[[package]]
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name = "svg"
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version = "0.13.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "e715e0c3fc987f4c435dc7189641fd9caa6919a74675ace605c38e201d278001"
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[[package]]
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name = "svg_fmt"
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version = "0.4.1"
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@ -19,8 +19,8 @@ name = "ui"
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path = "src/ui.rs"
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[[bin]]
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name = "fd-calc"
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path = "src/fd.rs"
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name = "tools"
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path = "src/tools_cli.rs"
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# Set the default for crate.
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[profile.dev]
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@ -48,6 +48,7 @@ nalgebra = "0.32.2"
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kiddo = "0.2.5"
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anyhow = "1.0.69"
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itertools = "0.10.5"
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svg = "0.13.0"
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[build-dependencies]
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cbindgen = "0.24.3"
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@ -100,15 +100,20 @@ impl<R: Rng, P: Position, S: Storage<P>, W: Walker<P>, Sp: Spawner<P>, St: Stick
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let distance = next_position.abs();
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if distance > self.kill_circle {
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println!("HE");
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self.active_particle = None;
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} else if !self.space.is_occupied(&next_position) {
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if self.sticker.should_stick(&mut self.rng, &self.space, &next_position) {
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println!("STY");
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self.deposit(&next_position);
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self.active_particle = None;
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return;
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} else {
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println!("MV");
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self.active_particle.replace(next_position);
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}
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} else {
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println!("Err");
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}
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}
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@ -23,7 +23,7 @@ impl P2 {
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let (x, y) = (
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radius * theta.sin(),
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radius * theta.sin(),
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radius * theta.cos(),
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);
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P2 { x, y }
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@ -28,7 +28,7 @@ impl GriddedPosition for HexPosition {
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(-1, 0), (-1, 1), (0, 1),
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];
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self.clone() + HexPosition { q: OFFSETS[neighbour_index].0, r: OFFSETS[neighbour_index].0 }
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self.clone() + HexPosition { q: OFFSETS[neighbour_index].0, r: OFFSETS[neighbour_index].1 }
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}
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fn linear_index(&self, grid_size: u32) -> usize {
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@ -14,7 +14,9 @@ impl VectorStorage {
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impl<P: GriddedPosition> Storage<P> for VectorStorage {
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fn is_occupied(&self, position: &P) -> bool {
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return self.backing[position.linear_index(self.grid_size)];
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let i = position.linear_index(self.grid_size);
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println!("{i}");
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return self.backing[i];
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}
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fn deposit(&mut self, position: &P) {
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@ -1,55 +1,44 @@
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#![feature(generic_const_exprs)]
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#![feature(let_chains)]
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mod system;
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mod cli;
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use std::fs::File;
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use std::os::unix::fs::symlink;
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use bevy::tasks::ParallelSlice;
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use crate::system::spaces::square_grid::{Grid2D, Grid3D};
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use itertools::{Itertools, MinMaxResult};
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use clap::Parser;
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use crate::BoxCountCli;
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use crate::cli::cli::OutputFormat;
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use crate::system::{GriddedPosition, Position};
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use crate::system::model::HistoryLine;
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use crate::tools::read;
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fn box_count_2d(data: &Vec<Grid2D>, size: u32) -> usize {
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fn bb(data: &Vec<Grid2D>) -> ((i32, i32), (i32, i32)) {
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let x = data
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.iter().minmax_by(|a, b| a.x.cmp(&b.x));
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let y = data
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.iter().minmax_by(|a, b| a.x.cmp(&b.x));
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match (x, y) {
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(MinMaxResult::MinMax(min_x, max_x), MinMaxResult::MinMax(min_y, max_y)) => {
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((min_x.x, min_y.y), (max_x.x, max_y.y))
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},
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_ => panic!("Cannot determine bounding box")
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}
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}
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fn box_count_2d(data: &Vec<Grid2D>, box_number: u32) -> usize {
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let n = data.len();
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let x_min = data
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.iter()
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.min_by(|Grid2D { x: x1, y: y1 }, Grid2D { x: x2, y: y2 }| x1.cmp(x2))
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.unwrap().x;
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let x_max = data
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.iter()
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.max_by(|Grid2D { x: x1, y: y1 }, Grid2D { x: x2, y: y2 }| x1.cmp(x2))
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.unwrap().x;
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let y_min = data
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.iter()
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.min_by(|Grid2D { x: x1, y: y1 }, Grid2D { x: x2, y: y2 }| y1.cmp(y2))
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.unwrap().y;
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let y_max = data
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.iter()
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.max_by(|Grid2D { x: x1, y: y1 }, Grid2D { x: x2, y: y2 }| y1.cmp(y2))
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.unwrap().y;
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let ((x_min, x_max), (y_min, y_max)) = bb(data);
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let x_range = (x_max - x_min) as f64;
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let y_range = (y_max - y_min) as f64;
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let w: f64 = x_range / (size as f64);
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// let n_x = size;
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// let n_y = (y_range / w).ceil() as u32;
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let w: f64 = x_range / (box_number as f64);
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let grid_points = data.iter()
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data.iter()
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.map(|Grid2D { x, y }| [((x - x_min) as f64 / w) as u32, ((y - y_min) as f64 / w) as u32])
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.collect::<Vec<_>>();
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return grid_points.iter()
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.unique()
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.count();
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.count()
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}
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fn box_count_3d(data: &Vec<Grid3D>, size: u32) -> usize {
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@ -121,33 +110,6 @@ fn box_count_nd<const N: usize>(data: &Vec<[f32; N]>, size: u32) -> usize {
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.count();
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}
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#[derive(Parser)]
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struct FDArgs {
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format: OutputFormat,
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path: std::path::PathBuf,
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}
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fn main() {
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let args = FDArgs::parse();
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let qa = match args.format {
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OutputFormat::FullDataJson => {
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serde_json::from_reader::<_, Vec<HistoryLine<Grid3D>>>(File::open(args.path).unwrap())
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.expect("Failed to read json")
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.iter()
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.map(|l| l.position.clone())
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.collect::<Vec<_>>()
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}
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OutputFormat::Positions => {
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csv::Reader::from_path(args.path).unwrap().deserialize::<Grid3D>()
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.collect::<Result<Vec<Grid3D>, _>>()
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.unwrap()
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}
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};
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assert_eq!(qa.iter().unique().collect::<Vec<_>>().len(), qa.len());
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for size in 1..250 {
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println!("[{}, {:?}],", size, box_count_3d(&qa, size));
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}
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pub fn main(cli: &BoxCountCli) {
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let particles = read(&cli.path, cli.format);
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}
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29
src/tools/mod.rs
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29
src/tools/mod.rs
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@ -0,0 +1,29 @@
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use std::path::Path;
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use serde::de::DeserializeOwned;
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use crate::cli::cli::OutputFormat;
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use crate::system::model::HistoryLine;
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use crate::system::Position;
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pub mod boxcount;
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pub mod render;
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pub fn read<T: Position>(path: &Path, format: OutputFormat) -> Vec<T> where T: DeserializeOwned {
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match format {
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OutputFormat::FullDataJson => read_json(path),
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OutputFormat::Positions => read_csv(path)
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}
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}
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pub fn read_json<T: Position>(path: &Path) -> Vec<T> where T: DeserializeOwned {
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serde_json::from_reader::<_, Vec<HistoryLine<T>>>(File::open(path).expect("Failed to open file"))
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.expect("Failed to read json")
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.iter()
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.map(|l| (l.position.clone()))
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.collect::<Vec<_>>()
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}
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pub fn read_csv<T: Position>(path: &Path) -> Vec<T> where T: DeserializeOwned {
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csv::Reader::from_path(path).expect("Failed to read positions csv").deserialize::<T>()
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.collect::<Result<Vec<T>, _>>()
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.unwrap()
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}
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109
src/tools/render.rs
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109
src/tools/render.rs
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@ -0,0 +1,109 @@
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#![feature(generic_const_exprs)]
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#![feature(let_chains)]
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use std::fs::File;
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use std::path::PathBuf;
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use anyhow::Context;
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use crate::cli::cli::OutputFormat;
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use crate::system::model::HistoryLine;
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use crate::system::spaces::square_grid::Grid2D;
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use clap::Parser;
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use serde::de::DeserializeOwned;
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use serde::Deserialize;
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use svg::Node;
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use svg::node::element::Rectangle;
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use crate::system::Position;
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use crate::system::spaces::hexagonal::HexPosition;
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#[derive(Debug, Parser)]
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struct Args {
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format: OutputFormat,
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path: PathBuf,
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output: PathBuf,
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}
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trait ToSvg {
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fn to_svg(&self, size: i32) -> Box<dyn Node>;
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}
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impl ToSvg for Grid2D {
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fn to_svg(&self, size: i32) -> Box<dyn Node> {
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Box::new(Rectangle::new()
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.set("fill", "rgb(0, 0, 0)")
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.set("width", size)
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.set("height", size)
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.set("x", self.x * size)
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.set("y", self.y * size))
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}
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}
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impl ToSvg for HexPosition {
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fn to_svg(&self, size: i32) -> Box<dyn Node> {
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let points = [
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[25.045, 128.0], [256.0, 0.0], [486.955, 128.0], [486.955, 384.0], [256.0, 512.0], [25.045, 384.0]
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];
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let size = size as f32;
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let b = points.map(|x| [
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(x[0] / 512.0) * (size),
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(x[1] / 512.0) * (size)]
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);
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let c = b.map(|p| format!("{},{}", p[0], p[1])).join(" ");
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let [x, y] = self.to_cartesian();
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Box::new(Rectangle::new()
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.set("fill", "rgb(0, 0, 0)")
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.set("x", x * size)
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.set("y", y * size))
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}
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}
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fn read_json<T: Position>(args: &Args) -> Vec<T> where T: DeserializeOwned {
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serde_json::from_reader::<_, Vec<HistoryLine<T>>>(File::open(&args.path).expect("Failed to open file"))
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.expect("Failed to read json")
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.iter()
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.map(|l| (l.position.clone()))
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.collect::<Vec<_>>()
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}
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fn read_csv<T: Position>(args: &Args) -> Vec<T> where T: DeserializeOwned {
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csv::Reader::from_path(&args.path).expect("Failed to read positions csv").deserialize::<T>()
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.collect::<Result<Vec<T>, _>>()
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.unwrap()
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}
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fn main() {
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let args = Args::parse();
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dbg!(&args);
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let positions: Vec<Grid2D> = match args.format {
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OutputFormat::FullDataJson => read_json::<Grid2D>(&args),
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OutputFormat::Positions => read_csv::<Grid2D>(&args),
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};
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let size: i32 = 800;
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let max_x = positions.iter().max_by(|a, b| a.x.abs().cmp(&b.x.abs())).unwrap().x.abs();
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let max_y = positions.iter().max_by(|a, b| a.y.abs().cmp(&b.y.abs())).unwrap().y.abs();
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let max_size = max_x.max(max_y) * size;
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let mut svg = svg::Document::new()
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.set("width", max_size * size)
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.set("height", max_size * size)
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.set("viewBox", format!("{} {} {} {}", -max_size, -max_size, max_size * 2, max_size * 2));
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svg.append(Rectangle::new()
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.set("fill", "white")
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.set("width", max_size * 2)
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.set("height", max_size * 2)
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.set("x", -max_size)
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.set("y", -max_size)
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);
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for position in positions {
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svg.append(position.to_svg(size));
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}
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svg::write(File::create(args.output).unwrap(), &svg).unwrap();
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}
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48
src/tools_cli.rs
Normal file
48
src/tools_cli.rs
Normal file
@ -0,0 +1,48 @@
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#![feature(generic_const_exprs)]
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#![feature(let_chains)]
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use std::fs::File;
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use std::path::{Path, PathBuf};
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use anyhow::Context;
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use crate::cli::cli::OutputFormat;
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use crate::system::model::HistoryLine;
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use crate::system::spaces::square_grid::Grid2D;
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use clap::{Parser, Command, Args, Subcommand};
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use serde::de::DeserializeOwned;
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use serde::Deserialize;
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use svg::Node;
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use svg::node::element::Rectangle;
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use crate::system::Position;
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use crate::system::spaces::hexagonal::HexPosition;
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mod system;
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mod cli;
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mod tools;
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#[derive(Debug, Parser)]
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enum ToolsCli {
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Render(RenderCli),
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BoxCount(BoxCountCli)
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}
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#[derive(Debug, Args)]
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struct RenderCli {
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}
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#[derive(Debug, Args)]
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struct BoxCountCli {
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#[arg(value_enum, short, long, default_value_t = OutputFormat::Positions)]
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format: OutputFormat,
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path: PathBuf,
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}
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fn main() {
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let args = ToolsCli::parse();
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dbg!(&args);
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match args {
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ToolsCli::Render(_) => {}
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ToolsCli::BoxCount(cli) => tools::boxcount::main(&cli),
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}
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}
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338
src/ui.rs
338
src/ui.rs
@ -2,36 +2,20 @@
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use bevy::{
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prelude::*,
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sprite::collide_aabb::{collide, Collision},
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sprite::MaterialMesh2dBundle,
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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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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_SIZE: Vec3 = Vec3::new(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 = 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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const PARTICLE_SIZE: Vec2 = Vec2::new(10., 10.);
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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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@ -39,227 +23,36 @@ const GAP_BETWEEN_BRICKS: f32 = 5.0;
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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);
|
||||
|
||||
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_startup_system(setup)
|
||||
.add_event::<CollisionEvent>()
|
||||
// Add our gameplay simulation systems to the fixed timestep schedule
|
||||
.add_systems(
|
||||
(
|
||||
check_for_collisions,
|
||||
apply_velocity.before(check_for_collisions),
|
||||
move_paddle
|
||||
.before(check_for_collisions)
|
||||
.after(apply_velocity),
|
||||
play_collision_sound.after(check_for_collisions),
|
||||
)
|
||||
.in_schedule(CoreSchedule::FixedUpdate),
|
||||
)
|
||||
// Configure how frequently our gameplay systems are run
|
||||
.insert_resource(FixedTime::new_from_secs(TIME_STEP))
|
||||
.add_system(update_scoreboard)
|
||||
.add_system(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(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: asset_server.load("fonts/FiraSans-Bold.ttf"),
|
||||
font_size: SCOREBOARD_FONT_SIZE,
|
||||
color: TEXT_COLOR,
|
||||
},
|
||||
),
|
||||
TextSection::from_style(TextStyle {
|
||||
font: asset_server.load("fonts/FiraMono-Medium.ttf"),
|
||||
font_size: SCOREBOARD_FONT_SIZE,
|
||||
color: SCORE_COLOR,
|
||||
}),
|
||||
])
|
||||
.with_style(Style {
|
||||
position_type: PositionType::Absolute,
|
||||
position: UiRect {
|
||||
top: SCOREBOARD_TEXT_PADDING,
|
||||
left: SCOREBOARD_TEXT_PADDING,
|
||||
..default()
|
||||
},
|
||||
..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
|
||||
// Negative scales result in flipped sprites / meshes,
|
||||
// which is definitely not what we want here
|
||||
assert!(BRICK_SIZE.x > 0.0);
|
||||
assert!(BRICK_SIZE.y > 0.0);
|
||||
assert!(PARTICLE_SIZE.x > 0.0);
|
||||
assert!(PARTICLE_SIZE.y > 0.0);
|
||||
|
||||
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;
|
||||
@ -269,8 +62,8 @@ fn setup(
|
||||
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_columns = (total_width_of_bricks / (PARTICLE_SIZE.x + GAP_BETWEEN_BRICKS)).floor() as usize;
|
||||
let n_rows = (total_height_of_bricks / (PARTICLE_SIZE.y + GAP_BETWEEN_BRICKS)).floor() as usize;
|
||||
let n_vertical_gaps = n_columns - 1;
|
||||
|
||||
// Because we need to round the number of columns,
|
||||
@ -278,20 +71,20 @@ fn setup(
|
||||
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)
|
||||
- (n_columns as f32 / 2.0 * PARTICLE_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.;
|
||||
let offset_x = left_edge_of_bricks + PARTICLE_SIZE.x / 2.;
|
||||
let offset_y = bottom_edge_of_bricks + PARTICLE_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),
|
||||
offset_x + column as f32 * (PARTICLE_SIZE.x + GAP_BETWEEN_BRICKS),
|
||||
offset_y + row as f32 * (PARTICLE_SIZE.y + GAP_BETWEEN_BRICKS),
|
||||
);
|
||||
|
||||
// brick
|
||||
@ -303,120 +96,13 @@ fn setup(
|
||||
},
|
||||
transform: Transform {
|
||||
translation: brick_position.extend(0.0),
|
||||
scale: Vec3::new(BRICK_SIZE.x, BRICK_SIZE.y, 1.0),
|
||||
scale: Vec3::new(PARTICLE_SIZE.x, PARTICLE_SIZE.y, 1.0),
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
},
|
||||
Brick,
|
||||
Collider,
|
||||
));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn move_paddle(
|
||||
keyboard_input: Res<Input<KeyCode>>,
|
||||
mut query: Query<&mut Transform, With<Paddle>>,
|
||||
) {
|
||||
let mut paddle_transform = query.single_mut();
|
||||
let mut direction = 0.0;
|
||||
|
||||
if keyboard_input.pressed(KeyCode::Left) {
|
||||
direction -= 1.0;
|
||||
}
|
||||
|
||||
if keyboard_input.pressed(KeyCode::Right) {
|
||||
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_STEP;
|
||||
|
||||
// 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)>) {
|
||||
for (mut transform, velocity) in &mut query {
|
||||
transform.translation.x += velocity.x * TIME_STEP;
|
||||
transform.translation.y += velocity.y * TIME_STEP;
|
||||
}
|
||||
}
|
||||
|
||||
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 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());
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
Reference in New Issue
Block a user