Проектная работа - WIP

This commit is contained in:
9 changed files with 193 additions and 198 deletions
-26
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@@ -21,32 +21,6 @@ pub fn print_all_entities_by_press_enter(input: Res<ButtonInput<KeyCode>>, mut c
}
}
/// регулировка скорости игры
pub fn time_speed(input: Res<ButtonInput<KeyCode>>, mut time: ResMut<Time<Virtual>>) {
if input.just_pressed(KeyCode::Equal) {
let mut speed = time.relative_speed();
speed *= 2.0;
time.set_relative_speed(speed);
trace!("time speed set x2.0");
} else if input.just_pressed(KeyCode::Minus) {
let mut speed = time.relative_speed();
speed *= 0.5;
time.set_relative_speed(speed);
trace!("time speed set x0.5");
} else if input.just_pressed(KeyCode::Backspace) {
time.set_relative_speed(1.0);
trace!("time speed reset");
} else if input.just_pressed(KeyCode::Space) {
if time.is_paused() {
time.unpause();
trace!("unpause game");
} else {
time.pause();
trace!("pause game");
}
}
}
/// Замедлить время и поставить на паузу
pub fn set_initial_time_speed_to_slow_and_pause(mut time: ResMut<Time<Virtual>>) {
time.set_relative_speed(1.0 / 8.0);
+3 -3
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@@ -12,9 +12,9 @@ pub use snake_path::SnakePath;
mod position;
pub use position::Position;
pub const GRID_SIZE: u8 = 48;
pub const HEAD_SIZE: u8 = (GRID_SIZE as f32 * 1.1) as u8;
pub const SNAKE_VELOCITY: u8 = (GRID_SIZE as f32 / 1.0) as u8;
pub const GRID_SIZE: u8 = 32;
pub const HEAD_SIZE: u8 = (GRID_SIZE as f32 * 1.1).ceil() as u8;
pub const SNAKE_VELOCITY: u8 = (GRID_SIZE as f32 / 0.33).ceil() as u8;
pub const FIELD_SIZE: u8 = 20;
/// Голова змеи
+74
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@@ -0,0 +1,74 @@
use bevy::prelude::*;
use crate::{domain::*, tools::split_by_grid};
/// Общая механика движения
fn moving(
velocity: &f32,
time: &Time<Fixed>,
direction: &mut Direction,
mut transform: &mut Transform,
entity: Entity,
commands: &mut Commands,
switch_direction: impl FnOnce(Position) -> Option<Direction>,
) {
// первая часть движения - до границы сетки
let delta = velocity * time.delta_secs();
let src = direction.get_coord(&transform);
let sign = direction.get_change_sign();
let dst = src + sign * delta;
let mut splited = split_by_grid(src, dst, GRID_SIZE as f32).into_iter();
let first = splited.next().unwrap_or((0.0, 0.0));
direction.set_coord(&mut transform, first.0);
// вторая часть движения - после границы сетки
if let Some(second) = splited.next() {
let delta = second.1.abs();
let pos = Position::from(&*transform);
if let Some(dir) = switch_direction(pos) {
trace!("set new direction for {entity} in {pos} --> {dir}");
*direction = dir;
}
let src = direction.get_coord(&*transform);
let sign = direction.get_change_sign();
let dst = src + sign * delta;
direction.set_coord(&mut transform, dst);
// создать событие прохождения границы сетки
commands.entity(entity).trigger(|e| GridBarier::new(e, pos, (&*direction).clone()));
}
}
/// Система движения головы змеи
pub fn head_moving(
query: Query<(&mut Transform, &mut Direction, &Velocity, &Head, Entity)>,
time: Res<Time<Fixed>>,
mut snake_path: ResMut<SnakePath>,
mut commands: Commands,
) {
let _span = trace_span!("head_moving").entered();
for (mut transform, mut direction, Velocity(velocity), head, entity) in query.into_iter() {
let next_dir = head.0.clone();
let snake_path = &mut snake_path;
let switch_direction = move |pos: Position| {
snake_path.insert(pos.clone(), next_dir.clone());
Some(next_dir)
};
moving(velocity, &time, &mut direction, &mut transform, entity, &mut commands, switch_direction);
}
}
/// Система движения тела змеи
pub fn snake_moving(
query: Query<(&mut Transform, &mut Direction, &Velocity, Entity), (With<Tail>, Without<Head>)>,
time: Res<Time<Fixed>>,
snake_path: Res<SnakePath>,
mut commands: Commands,
) {
let _span = trace_span!("snake_moving").entered();
for (mut transform, mut direction, Velocity(velocity), entity) in query.into_iter() {
let snake_path = &snake_path;
let switch_direction = move |pos: Position| snake_path.get(&pos).cloned();
moving(velocity, &time, &mut direction, &mut transform, entity, &mut commands, switch_direction);
}
}
+9 -9
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@@ -22,21 +22,21 @@ impl Plugin for SnakeGame {
app.add_systems(Startup, crate::startup::setup_time);
app.add_systems(Startup, crate::startup::startup);
app.add_systems(Update, crate::gameplay::head_rotation);
app.add_systems(Update, crate::update::head_rotation);
app.add_systems(Update, crate::update::time_speed);
app.add_systems(PostUpdate, crate::gameplay::check_bounds_colisions);
app.add_systems(PostUpdate, crate::gameplay::check_tail_colisions);
app.add_systems(PostUpdate, crate::gameplay::check_meal_collisions);
app.add_systems(PostUpdate, crate::post_update::check_bounds_colisions);
app.add_systems(PostUpdate, crate::post_update::check_tail_colisions);
app.add_systems(PostUpdate, crate::post_update::check_meal_collisions);
app.add_systems(FixedUpdate, crate::gameplay::head_moving);
app.add_systems(FixedUpdate, crate::gameplay::snake_moving);
app.add_systems(FixedUpdate, crate::fixed_update::head_moving);
app.add_systems(FixedUpdate, crate::fixed_update::snake_moving);
// DEBUG:
// app.add_systems(PostStartup, crate::debug::print_all_entities);
app.add_systems(Startup, crate::debug::set_initial_time_speed_to_slow_and_pause);
// app.add_systems(PostStartup, crate::debug::print_all_entities);
app.add_systems(Update, crate::debug::grow_up_on_tab);
app.add_systems(Update, crate::debug::print_all_entities_by_press_enter);
app.add_systems(Update, crate::debug::time_speed);
// app.add_systems(Update, crate::debug::print_all_entities_by_press_enter);
}
}
-157
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@@ -1,157 +0,0 @@
use bevy::prelude::*;
use crate::{
domain::{Collision, Direction, FIELD_SIZE, GRID_SIZE, GridBarier, Head, Meal, Position, SnakePath, Tail, Velocity},
tools::split_by_grid,
};
/// Система поворота головы змеи
pub fn head_rotation(
input: Res<ButtonInput<KeyCode>>, //
query: Single<(&mut Transform, &mut Head, &Direction)>,
) {
let _span = trace_span!("head_rotation").entered();
if input.just_pressed(KeyCode::ArrowLeft) {
let (mut transform, mut head, direction) = query.into_inner();
let translation = transform.translation.clone();
let cur_pos = Position::from(&*transform);
let mut new_direction = direction.clone();
new_direction.rotate_left();
head.0 = new_direction;
transform.rotation = new_direction.orientation();
trace!("running {direction} at {cur_pos} {translation}: go {new_direction}");
} else if input.just_pressed(KeyCode::ArrowRight) {
let (mut transform, mut head, direction) = query.into_inner();
let translation = transform.translation.clone();
let cur_pos = Position::from(&*transform);
let mut new_direction = direction.clone();
new_direction.rotate_right();
head.0 = new_direction;
transform.rotation = new_direction.orientation();
trace!("running {direction} at {cur_pos} {translation}: go {new_direction}");
} else if input.just_pressed(KeyCode::ArrowUp) {
let (mut transform, mut head, direction) = query.into_inner();
let translation = transform.translation.clone();
let cur_pos = Position::from(&*transform);
head.0 = direction.clone();
transform.rotation = direction.orientation();
trace!("running {direction} at {cur_pos} {translation}: go {direction}");
}
}
/// Общая механика движения
fn moving(
velocity: &f32,
time: &Time<Fixed>,
direction: &mut Direction,
mut transform: &mut Transform,
entity: Entity,
commands: &mut Commands,
switch_direction: impl FnOnce(Position) -> Option<Direction>,
) {
// первая часть движения - до границы сетки
let delta = velocity * time.delta_secs();
let src = direction.get_coord(&transform);
let sign = direction.get_change_sign();
let dst = src + sign * delta;
let mut splited = split_by_grid(src, dst, GRID_SIZE as f32).into_iter();
let first = splited.next().unwrap_or((0.0, 0.0));
direction.set_coord(&mut transform, first.0);
// вторая часть движения - после границы сетки
if let Some(second) = splited.next() {
let delta = second.1.abs();
let pos = Position::from(&*transform);
if let Some(dir) = switch_direction(pos) {
trace!("set new direction for {entity} in {pos} --> {dir}");
*direction = dir;
}
let src = direction.get_coord(&*transform);
let sign = direction.get_change_sign();
let dst = src + sign * delta;
direction.set_coord(&mut transform, dst);
// создать событие прохождения границы сетки
commands.entity(entity).trigger(|e| GridBarier::new(e, pos, (&*direction).clone()));
}
}
/// Система движения головы змеи
pub fn head_moving(
query: Query<(&mut Transform, &mut Direction, &Velocity, &Head, Entity)>,
time: Res<Time<Fixed>>,
mut snake_path: ResMut<SnakePath>,
mut commands: Commands,
) {
let _span = trace_span!("head_moving").entered();
for (mut transform, mut direction, Velocity(velocity), head, entity) in query.into_iter() {
let next_dir = head.0.clone();
let snake_path = &mut snake_path;
let switch_direction = move |pos: Position| {
snake_path.insert(pos.clone(), next_dir.clone());
Some(next_dir)
};
moving(velocity, &time, &mut direction, &mut transform, entity, &mut commands, switch_direction);
}
}
/// Система движения тела змеи
pub fn snake_moving(
query: Query<(&mut Transform, &mut Direction, &Velocity, Entity), (With<Tail>, Without<Head>)>,
time: Res<Time<Fixed>>,
snake_path: Res<SnakePath>,
mut commands: Commands,
) {
let _span = trace_span!("snake_moving").entered();
for (mut transform, mut direction, Velocity(velocity), entity) in query.into_iter() {
let snake_path = &snake_path;
let switch_direction = move |pos: Position| snake_path.get(&pos).cloned();
moving(velocity, &time, &mut direction, &mut transform, entity, &mut commands, switch_direction);
}
}
/// Система отслеживания столкновений с границей
pub fn check_bounds_colisions(
head: Single<(&Transform,), (With<Head>,)>,
mut commands: Commands, //
) {
let (head_transform,) = head.into_inner();
let (x, y) = (head_transform.translation.x, head_transform.translation.y);
const SIDE: f32 = (FIELD_SIZE as f32 / 2.0) * GRID_SIZE as f32;
if x < -SIDE || x > SIDE || y < -SIDE || y > SIDE {
commands.trigger(Collision::Bounds);
};
}
/// Система отслеживания столкновений c хвостом
pub fn check_tail_colisions(
head: Single<(&Transform, Entity), (With<Head>,)>,
query: Query<(&Transform, &Velocity, &Tail)>,
mut commands: Commands, //
) {
let (head_transform, head_entity) = head.into_inner();
for (tail_transform, velocity, tail) in query.into_iter() {
if velocity.0 == 0.0 || tail.0 == head_entity {
continue;
}
let distance = head_transform.translation.distance(tail_transform.translation);
if distance < GRID_SIZE as f32 {
commands.trigger(Collision::Tail);
}
}
}
/// Система отслеживания столкновений с едой
pub fn check_meal_collisions(
head: Single<(&Transform,), (With<Head>,)>,
query: Query<(&Transform, Entity), (With<Meal>,)>,
mut commands: Commands, //
) {
let (head_transform,) = head.into_inner();
for (meal_transform, meal_entity) in query.into_iter() {
let distance = head_transform.translation.distance(meal_transform.translation);
if distance < GRID_SIZE as f32 {
commands.trigger(Collision::Meal(meal_entity));
}
}
}
+3 -1
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@@ -1,10 +1,12 @@
mod core;
mod debug;
mod domain;
mod fixed_update;
mod game;
mod gameplay;
mod observers;
mod post_update;
mod startup;
mod tools;
mod update;
pub use game::SnakeGame;
+49
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@@ -0,0 +1,49 @@
use bevy::prelude::*;
use crate::domain::*;
/// Система отслеживания столкновений с границей
pub fn check_bounds_colisions(
head: Single<(&Transform,), (With<Head>,)>,
mut commands: Commands, //
) {
let (head_transform,) = head.into_inner();
let (x, y) = (head_transform.translation.x, head_transform.translation.y);
const SIDE: f32 = (FIELD_SIZE as f32 / 2.0) * GRID_SIZE as f32;
if x < -SIDE || x > SIDE || y < -SIDE || y > SIDE {
commands.trigger(Collision::Bounds);
};
}
/// Система отслеживания столкновений c хвостом
pub fn check_tail_colisions(
head: Single<(&Transform, Entity), (With<Head>,)>,
query: Query<(&Transform, &Velocity, &Tail)>,
mut commands: Commands, //
) {
let (head_transform, head_entity) = head.into_inner();
for (tail_transform, velocity, tail) in query.into_iter() {
if velocity.0 == 0.0 || tail.0 == head_entity {
continue;
}
let distance = head_transform.translation.distance(tail_transform.translation);
if distance < GRID_SIZE as f32 {
commands.trigger(Collision::Tail);
}
}
}
/// Система отслеживания столкновений с едой
pub fn check_meal_collisions(
head: Single<(&Transform,), (With<Head>,)>,
query: Query<(&Transform, Entity), (With<Meal>,)>,
mut commands: Commands, //
) {
let (head_transform,) = head.into_inner();
for (meal_transform, meal_entity) in query.into_iter() {
let distance = head_transform.translation.distance(meal_transform.translation);
if distance < GRID_SIZE as f32 {
commands.trigger(Collision::Meal(meal_entity));
}
}
}
+2 -2
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@@ -31,8 +31,8 @@ pub fn startup(mut commands: Commands) {
// DEBUG:
commands.spawn(Observer::new(crate::debug::trace_collisions));
commands.spawn(Observer::new(crate::debug::trace_snake_moving));
// commands.spawn(Observer::new(crate::debug::trace_collisions));
// commands.spawn(Observer::new(crate::debug::trace_snake_moving));
crate::debug::spawn_grid(&mut commands);
crate::debug::spawn_some_meal(&mut commands);
+53
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@@ -0,0 +1,53 @@
use bevy::prelude::*;
use crate::domain::{Direction, Head};
/// Система поворота головы змеи
pub fn head_rotation(
input: Res<ButtonInput<KeyCode>>, //
query: Single<(&mut Transform, &mut Head, &Direction)>,
) {
if input.just_pressed(KeyCode::ArrowLeft) {
let (mut transform, mut head, direction) = query.into_inner();
let mut new_direction = direction.clone();
new_direction.rotate_left();
head.0 = new_direction;
transform.rotation = new_direction.orientation();
} else if input.just_pressed(KeyCode::ArrowRight) {
let (mut transform, mut head, direction) = query.into_inner();
let mut new_direction = direction.clone();
new_direction.rotate_right();
head.0 = new_direction;
transform.rotation = new_direction.orientation();
} else if input.just_pressed(KeyCode::ArrowUp) {
let (mut transform, mut head, direction) = query.into_inner();
head.0 = direction.clone();
transform.rotation = direction.orientation();
}
}
/// Регулировка скорости игры
pub fn time_speed(input: Res<ButtonInput<KeyCode>>, mut time: ResMut<Time<Virtual>>) {
if input.just_pressed(KeyCode::Equal) {
let mut speed = time.relative_speed();
speed *= 2.0;
time.set_relative_speed(speed);
trace!("time speed set x2.0: {}", time.relative_speed());
} else if input.just_pressed(KeyCode::Minus) {
let mut speed = time.relative_speed();
speed *= 0.5;
time.set_relative_speed(speed);
trace!("time speed set x0.5: {}", time.relative_speed());
} else if input.just_pressed(KeyCode::Backspace) {
time.set_relative_speed(1.0);
trace!("time speed reset: {}", time.relative_speed());
} else if input.just_pressed(KeyCode::Space) {
if time.is_paused() {
time.unpause();
trace!("unpause game");
} else {
time.pause();
trace!("pause game");
}
}
}