Проектная работа - WIP

This commit is contained in:
3 changed files with 124 additions and 103 deletions
+3 -100
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@@ -2,6 +2,9 @@ use bevy::prelude::*;
use crate::domain::{Direction, GRID_SIZE, GridBarier, Head, Inert, SnakePath, Velocity};
mod tools;
use tools::*;
/// Система поворота головы змеи
pub fn head_rotation(
input: Res<ButtonInput<KeyCode>>,
@@ -49,103 +52,3 @@ pub fn moving(
}
}
}
/// Разбиение изменения координаты по границам сетки
fn split_by_grid(src: f32, dst: f32, grid: f32) -> Vec<(f32, f32)> {
if grid <= 0.0 {
return vec![(dst, dst - src)];
};
let old_grid = src / grid;
let new_grid = dst / grid;
let old_grid_right = old_grid.ceil();
let new_grid_right = new_grid.ceil();
let mut output = Vec::with_capacity(2);
if src < dst {
let mut src: f32 = src;
for step in old_grid_right as i32..new_grid_right as i32 {
let step = step as f32 * grid;
if step != src {
output.push((step, step - src));
}
src = step;
}
output.push((dst, dst - src));
} else {
let mut dst: f32 = dst;
for step in new_grid_right as i32..old_grid_right as i32 {
let step = step as f32 * grid;
if step != dst {
output.push((dst, dst - step));
}
dst = step;
}
output.push((dst, dst - src));
output.reverse();
}
output
}
#[cfg(test)]
mod test {
use crate::gameplay::*;
#[test]
fn test_split_by_grid() {
// движение вправо
assert_eq!(split_by_grid(1.0, 4.0, 5.0), vec![(4.0, 3.0)]);
assert_eq!(split_by_grid(3.0, 5.0, 5.0), vec![(5.0, 2.0)]);
assert_eq!(split_by_grid(3.0, 6.0, 5.0), vec![(5.0, 2.0), (6.0, 1.0)]);
assert_eq!(split_by_grid(3.0, 10.0, 5.0), vec![(5.0, 2.0), (10.0, 5.0)]);
assert_eq!(
split_by_grid(3.0, 11.0, 5.0),
vec![(5.0, 2.0), (10.0, 5.0), (11.0, 1.0)]
);
assert_eq!(split_by_grid(-2.0, 3.0, 5.0), vec![(0.0, 2.0), (3.0, 3.0)]);
assert_eq!(
split_by_grid(-6.0, 7.0, 5.0),
vec![(-5.0, 1.0), (0.0, 5.0), (5.0, 5.0), (7.0, 2.0)]
);
assert_eq!(
split_by_grid(-6.0, -2.0, 5.0),
vec![(-5.0, 1.0), (-2.0, 3.0)]
);
// движение влево
assert_eq!(split_by_grid(4.0, 1.0, 5.0), vec![(1.0, -3.0)]);
assert_eq!(split_by_grid(5.0, 3.0, 5.0), vec![(3.0, -2.0)]);
assert_eq!(split_by_grid(6.0, 3.0, 5.0), vec![(5.0, -1.0), (3.0, -2.0)]);
assert_eq!(
split_by_grid(10.0, 3.0, 5.0),
vec![(5.0, -5.0), (3.0, -2.0)]
);
assert_eq!(
split_by_grid(11.0, 3.0, 5.0),
vec![(10.0, -1.0), (5.0, -5.0), (3.0, -2.0)]
);
assert_eq!(
split_by_grid(3.0, -2.0, 5.0),
vec![(0.0, -3.0), (-2.0, -2.0)]
);
assert_eq!(
split_by_grid(7.0, -6.0, 5.0),
vec![(5.0, -2.0), (0.0, -5.0), (-5.0, -5.0), (-6.0, -1.0)]
);
assert_eq!(
split_by_grid(-2.0, -6.0, 5.0),
vec![(-5.0, -3.0), (-6.0, -1.0)]
);
// сценарии с нулевой сеткой
assert_eq!(split_by_grid(1.0, 4.0, 0.0), vec![(4.0, 3.0)]);
assert_eq!(split_by_grid(4.0, 1.0, 0.0), vec![(1.0, -3.0)]);
// Сценарии со стартом в узле сетки
assert_eq!(split_by_grid(0.0, 1.5, 5.0), vec![(1.5, 1.5)]);
assert_eq!(split_by_grid(5.0, 7.0, 5.0), vec![(7.0, 2.0)]);
assert_eq!(split_by_grid(0.0, -1.5, 5.0), vec![(-1.5, -1.5)]);
assert_eq!(split_by_grid(5.0, 3.0, 5.0), vec![(3.0, -2.0)]);
}
}
+99
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@@ -0,0 +1,99 @@
/// Разбиение изменения координаты по границам сетки
pub fn split_by_grid(src: f32, dst: f32, grid: f32) -> Vec<(f32, f32)> {
if grid <= 0.0 {
return vec![(dst, dst - src)];
};
let old_grid = src / grid;
let new_grid = dst / grid;
let old_grid_right = old_grid.ceil();
let new_grid_right = new_grid.ceil();
let mut output = Vec::with_capacity(2);
if src < dst {
let mut src: f32 = src;
for step in old_grid_right as i32..new_grid_right as i32 {
let step = step as f32 * grid;
if step != src {
output.push((step, step - src));
}
src = step;
}
output.push((dst, dst - src));
} else {
let mut dst: f32 = dst;
for step in new_grid_right as i32..old_grid_right as i32 {
let step = step as f32 * grid;
if step != dst {
output.push((dst, dst - step));
}
dst = step;
}
output.push((dst, dst - src));
output.reverse();
}
output
}
#[cfg(test)]
mod test {
use crate::gameplay::*;
#[test]
fn test_split_by_grid() {
// движение вправо
assert_eq!(split_by_grid(1.0, 4.0, 5.0), vec![(4.0, 3.0)]);
assert_eq!(split_by_grid(3.0, 5.0, 5.0), vec![(5.0, 2.0)]);
assert_eq!(split_by_grid(3.0, 6.0, 5.0), vec![(5.0, 2.0), (6.0, 1.0)]);
assert_eq!(split_by_grid(3.0, 10.0, 5.0), vec![(5.0, 2.0), (10.0, 5.0)]);
assert_eq!(
split_by_grid(3.0, 11.0, 5.0),
vec![(5.0, 2.0), (10.0, 5.0), (11.0, 1.0)]
);
assert_eq!(split_by_grid(-2.0, 3.0, 5.0), vec![(0.0, 2.0), (3.0, 3.0)]);
assert_eq!(
split_by_grid(-6.0, 7.0, 5.0),
vec![(-5.0, 1.0), (0.0, 5.0), (5.0, 5.0), (7.0, 2.0)]
);
assert_eq!(
split_by_grid(-6.0, -2.0, 5.0),
vec![(-5.0, 1.0), (-2.0, 3.0)]
);
// движение влево
assert_eq!(split_by_grid(4.0, 1.0, 5.0), vec![(1.0, -3.0)]);
assert_eq!(split_by_grid(5.0, 3.0, 5.0), vec![(3.0, -2.0)]);
assert_eq!(split_by_grid(6.0, 3.0, 5.0), vec![(5.0, -1.0), (3.0, -2.0)]);
assert_eq!(
split_by_grid(10.0, 3.0, 5.0),
vec![(5.0, -5.0), (3.0, -2.0)]
);
assert_eq!(
split_by_grid(11.0, 3.0, 5.0),
vec![(10.0, -1.0), (5.0, -5.0), (3.0, -2.0)]
);
assert_eq!(
split_by_grid(3.0, -2.0, 5.0),
vec![(0.0, -3.0), (-2.0, -2.0)]
);
assert_eq!(
split_by_grid(7.0, -6.0, 5.0),
vec![(5.0, -2.0), (0.0, -5.0), (-5.0, -5.0), (-6.0, -1.0)]
);
assert_eq!(
split_by_grid(-2.0, -6.0, 5.0),
vec![(-5.0, -3.0), (-6.0, -1.0)]
);
// сценарии с нулевой сеткой
assert_eq!(split_by_grid(1.0, 4.0, 0.0), vec![(4.0, 3.0)]);
assert_eq!(split_by_grid(4.0, 1.0, 0.0), vec![(1.0, -3.0)]);
// Сценарии со стартом в узле сетки
assert_eq!(split_by_grid(0.0, 1.5, 5.0), vec![(1.5, 1.5)]);
assert_eq!(split_by_grid(5.0, 7.0, 5.0), vec![(7.0, 2.0)]);
assert_eq!(split_by_grid(0.0, -1.5, 5.0), vec![(-1.5, -1.5)]);
assert_eq!(split_by_grid(5.0, 3.0, 5.0), vec![(3.0, -2.0)]);
}
}
+22 -3
View File
@@ -37,7 +37,7 @@ fn spawn_snake(commands: &mut Commands) {
vec2(HEAD_SIZE as f32, HEAD_SIZE as f32),
),
Transform {
translation: vec3(0.0, 0.0, 1.0),
translation: vec3(0.0, 0.0, 0.0),
..Default::default()
},
))
@@ -48,7 +48,7 @@ fn spawn_snake(commands: &mut Commands) {
vec2(HEAD_SIZE as f32 * 0.3, HEAD_SIZE as f32 * 0.3),
),
Transform {
translation: vec3(HEAD_SIZE as f32 * -0.25, HEAD_SIZE as f32 * 0.25, 0.0),
translation: vec3(HEAD_SIZE as f32 * -0.25, HEAD_SIZE as f32 * 0.25, 1.0),
..Default::default()
},
ChildOf(head),
@@ -59,7 +59,7 @@ fn spawn_snake(commands: &mut Commands) {
vec2(HEAD_SIZE as f32 * 0.2, HEAD_SIZE as f32 * 0.2),
),
Transform {
translation: vec3(HEAD_SIZE as f32 * 0.25, HEAD_SIZE as f32 * 0.25, 0.0),
translation: vec3(HEAD_SIZE as f32 * 0.25, HEAD_SIZE as f32 * 0.25, 1.0),
..Default::default()
},
ChildOf(head),
@@ -93,6 +93,25 @@ fn spawn_snake(commands: &mut Commands) {
commands.entity(event.0).remove::<ObservedBy>();
},
);
commands
.entity(tail)
//
.observe(
|event: On<GridBarier>,
mut query: Query<(&mut Direction, &Transform)>,
snake_path: Res<SnakePath>| {
trace!("first observer working");
if let Ok((mut direction, transform)) = query.get_mut(event.0) {
if let Some(new_direction) = snake_path.pick(transform) {
*direction = new_direction;
}
}
},
)
.observe(|event: On<GridBarier>| {
trace!("second observer working");
});
}
/// Создать координатную сетку