Проектная работа - WIP
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@@ -19,6 +19,7 @@ pub enum Direction {
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}
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impl Direction {
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/// Поворот налево
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pub fn rotate_left(&mut self) {
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*self = match self {
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Direction::Up => Direction::Left,
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@@ -28,6 +29,7 @@ impl Direction {
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};
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}
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/// Поворот направо
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pub fn rotate_right(&mut self) {
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*self = match self {
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Direction::Up => Direction::Right,
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@@ -37,12 +39,27 @@ impl Direction {
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};
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}
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pub fn vector(&self) -> Vec2 {
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/// Получить значение кооринаты соответствующей направлению движения
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pub fn get_coord(&self, vec: &Transform) -> f32 {
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match self {
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Direction::Up => vec2(0., 1.),
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Direction::Right => vec2(1., 0.),
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Direction::Down => vec2(0., -1.),
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Direction::Left => vec2(-1., 0.),
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Direction::Up | Direction::Down => vec.translation.y,
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Direction::Left | Direction::Right => vec.translation.x,
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}
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}
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/// Получить знак изменения соответствующий направлению движения
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pub fn get_change_sign(&self) -> f32 {
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match self {
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Direction::Up | Direction::Right => 1.0,
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Direction::Down | Direction::Left => -1.0,
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}
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}
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/// Установить значение кооринаты соответствующей направлению движения
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pub fn set_coord(&self, vec: &mut Transform, value: f32) {
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match self {
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Direction::Up | Direction::Down => vec.translation.y = value,
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Direction::Left | Direction::Right => vec.translation.x = value,
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}
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}
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}
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+17
-20
@@ -23,26 +23,19 @@ pub fn head_rotation(
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pub fn moving(time: Res<Time>, query: Query<(&mut Transform, &mut Inert, &Direction, &Velocity)>) {
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for (mut transform, mut inert, direction, Velocity(velocity)) in query.into_iter() {
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let delta = velocity * time.delta_secs();
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if inert.0 == *direction {
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let inert_vec = inert.0.vector();
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let delta_vec = inert_vec * delta;
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transform.translation += delta_vec.extend(0.0);
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} else {
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let inert_vec = inert.0.vector();
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let delta_vec = inert_vec * delta;
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let ovf_vec = vec2(
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get_overflow(GRID_SIZE as f32, transform.translation.x, delta_vec.x),
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get_overflow(GRID_SIZE as f32, transform.translation.y, delta_vec.y),
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);
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transform.translation += delta_vec.extend(0.0);
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if ovf_vec.x != 0. && ovf_vec.y != 0. {
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transform.translation -= ovf_vec.extend(0.0);
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let delta = ovf_vec.x + ovf_vec.y;
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let inert_vec = direction.vector();
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let delta_vec = inert_vec * delta;
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transform.translation += delta_vec.extend(0.0);
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}
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let src = inert.0.get_coord(&transform);
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let sign = inert.0.get_change_sign();
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let dst = src + sign * delta;
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let mut splited = split_by_grid(src, dst, GRID_SIZE as f32).into_iter();
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let first = splited.next().unwrap_or((0.0, 0.0));
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inert.0.set_coord(&mut transform, first.0);
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if let Some(second) = splited.next() {
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let delta = second.1.abs();
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inert.0 = *direction;
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let src = inert.0.get_coord(&transform);
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let sign = inert.0.get_change_sign();
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let dst = src + sign * delta;
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inert.0.set_coord(&mut transform, dst);
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}
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}
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}
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@@ -86,7 +79,7 @@ fn find_grid_bound(old: f32, new: f32, grid: f32) -> f32 {
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/// Разбиение изменения координаты по границам сетки
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fn split_by_grid(src: f32, dst: f32, grid: f32) -> Vec<(f32, f32)> {
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if grid <= 0.0 {
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return Vec::default();
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return vec![(dst, dst - src)];
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};
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let old_grid = src / grid;
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@@ -206,5 +199,9 @@ mod test {
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split_by_grid(-2.0, -6.0, 5.0),
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vec![(-5.0, -3.0), (-6.0, -1.0)]
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);
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// сценарии с нулевой сеткой
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assert_eq!(split_by_grid(1.0, 4.0, 0.0), vec![(4.0, 3.0)]);
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assert_eq!(split_by_grid(4.0, 1.0, 0.0), vec![(1.0, -3.0)]);
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}
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}
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@@ -1,8 +1,8 @@
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use std::time::Duration;
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use bevy::{prelude::*, winit::WinitSettings};
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use bevy::{ecs::spawn, prelude::*, winit::WinitSettings};
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use crate::domain::{Direction, FRAMES_PER_SECOND, Inert, SNAKE_VELOCITY, Velocity};
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use crate::domain::{Direction, FRAMES_PER_SECOND, GRID_SIZE, Inert, SNAKE_VELOCITY, Velocity};
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/// Инициализация игрового мира
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pub fn startup(mut commands: Commands, mut winit: ResMut<WinitSettings>) {
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@@ -51,5 +51,25 @@ pub fn startup(mut commands: Commands, mut winit: ResMut<WinitSettings>) {
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},
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ChildOf(head),
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));
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for x in -20..=20 {
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commands.spawn((
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Sprite::from_color(Color::srgb(1.0, 1.0, 0.5), vec2(1.0, 2000.0)),
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Transform {
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translation: vec3(x as f32 * GRID_SIZE as f32, 0.0, -1.0),
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..Default::default()
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},
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));
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}
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for y in -20..=20 {
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commands.spawn((
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Sprite::from_color(Color::srgb(1.0, 1.0, 0.5), vec2(2000.0, 1.0)),
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Transform {
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translation: vec3(0.0, y as f32 * GRID_SIZE as f32, -1.0),
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..Default::default()
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},
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));
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}
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commands.spawn(Camera2d);
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}
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