Проектная работа - WIP
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@@ -1,10 +1,7 @@
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use bevy::prelude::*;
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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(HelloPlugin)
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.run();
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App::new().add_plugins(DefaultPlugins).add_plugins(HelloPlugin).run();
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}
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#[derive(Component)]
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@@ -99,11 +99,7 @@ fn draw(
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) {
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if *i == 0 {
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// Generate a random color on first run.
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*draw_color = Color::linear_rgb(
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seeded_rng.0.random(),
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seeded_rng.0.random(),
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seeded_rng.0.random(),
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);
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*draw_color = Color::linear_rgb(seeded_rng.0.random(), seeded_rng.0.random(), seeded_rng.0.random());
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}
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// Get the image from Bevy's asset storage.
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@@ -126,17 +122,11 @@ fn draw(
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// If the old color is our current color, change our drawing color.
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let tolerance = 1.0 / 255.0;
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if old_color.distance(&draw_color) <= tolerance {
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*draw_color = Color::linear_rgb(
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seeded_rng.0.random(),
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seeded_rng.0.random(),
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seeded_rng.0.random(),
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);
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*draw_color = Color::linear_rgb(seeded_rng.0.random(), seeded_rng.0.random(), seeded_rng.0.random());
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}
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// Set the new color, but keep old alpha value from image.
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image
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.set_color_at(x, y, draw_color.with_alpha(old_color.alpha()))
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.unwrap();
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image.set_color_at(x, y, draw_color.with_alpha(old_color.alpha())).unwrap();
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*i += 1;
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}
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@@ -14,10 +14,7 @@ fn main() {
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// Observers are systems that run when an event is "triggered". This observer runs whenever
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// `ExplodeMines` is triggered.
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.add_observer(
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|explode_mines: On<ExplodeMines>,
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mines: Query<&Mine>,
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index: Res<SpatialIndex>,
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mut commands: Commands| {
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|explode_mines: On<ExplodeMines>, mines: Query<&Mine>, index: Res<SpatialIndex>, mut commands: Commands| {
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// Access resources
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for entity in index.get_nearby(explode_mines.pos) {
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// Run queries
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@@ -47,10 +44,7 @@ struct Mine {
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impl Mine {
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fn random(rand: &mut ChaCha8Rng) -> Self {
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Mine {
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pos: Vec2::new(
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(rand.random::<f32>() - 0.5) * 1200.0,
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(rand.random::<f32>() - 0.5) * 600.0,
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),
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pos: Vec2::new((rand.random::<f32>() - 0.5) * 1200.0, (rand.random::<f32>() - 0.5) * 600.0),
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size: 4.0 + rand.random::<f32>() * 16.0,
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}
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}
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@@ -116,20 +110,14 @@ fn setup(mut commands: Commands) {
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fn on_add_mine(add: On<Add, Mine>, query: Query<&Mine>, mut index: ResMut<SpatialIndex>) {
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let mine = query.get(add.entity).unwrap();
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let tile = (
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(mine.pos.x / CELL_SIZE).floor() as i32,
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(mine.pos.y / CELL_SIZE).floor() as i32,
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);
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let tile = ((mine.pos.x / CELL_SIZE).floor() as i32, (mine.pos.y / CELL_SIZE).floor() as i32);
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index.map.entry(tile).or_default().insert(add.entity);
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}
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// Remove despawned mines from our index
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fn on_remove_mine(remove: On<Remove, Mine>, query: Query<&Mine>, mut index: ResMut<SpatialIndex>) {
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let mine = query.get(remove.entity).unwrap();
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let tile = (
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(mine.pos.x / CELL_SIZE).floor() as i32,
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(mine.pos.y / CELL_SIZE).floor() as i32,
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);
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let tile = ((mine.pos.x / CELL_SIZE).floor() as i32, (mine.pos.y / CELL_SIZE).floor() as i32);
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index.map.entry(tile).and_modify(|set| {
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set.remove(&remove.entity);
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});
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@@ -153,11 +141,7 @@ fn explode_mine(explode: On<Explode>, query: Query<&Mine>, mut commands: Command
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// Draw a circle for each mine using `Gizmos`
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fn draw_shapes(mut gizmos: Gizmos, mines: Query<&Mine>) {
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for mine in &mines {
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gizmos.circle_2d(
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mine.pos,
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mine.size,
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Color::hsl((mine.size - 4.0) / 16.0 * 360.0, 1.0, 0.8),
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);
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gizmos.circle_2d(mine.pos, mine.size, Color::hsl((mine.size - 4.0) / 16.0 * 360.0, 1.0, 0.8));
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}
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}
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@@ -194,10 +178,7 @@ const CELL_SIZE: f32 = 64.0;
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impl SpatialIndex {
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// Lookup all entities within adjacent cells of our spatial index
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fn get_nearby(&self, pos: Vec2) -> Vec<Entity> {
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let tile = (
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(pos.x / CELL_SIZE).floor() as i32,
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(pos.y / CELL_SIZE).floor() as i32,
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);
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let tile = ((pos.x / CELL_SIZE).floor() as i32, (pos.y / CELL_SIZE).floor() as i32);
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let mut nearby = Vec::new();
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for x in -1..2 {
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for y in -1..2 {
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@@ -1,4 +1,3 @@
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use bevy::math::bounding::{Aabb2d, BoundingCircle, BoundingVolume, IntersectsVolume};
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use bevy::prelude::*;
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@@ -7,10 +6,7 @@ fn main() {
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.add_plugins(DefaultPlugins)
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.insert_resource(ClearColor(Color::srgb(0.8, 0.8, 1.0)))
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.add_systems(Startup, setup)
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.add_systems(
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FixedUpdate,
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(move_paddle, apply_velocity, check_for_collisions),
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)
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.add_systems(FixedUpdate, (move_paddle, apply_velocity, check_for_collisions))
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.run();
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}
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@@ -40,11 +36,7 @@ struct Ball;
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#[derive(Component)]
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struct Collider;
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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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) {
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fn setup(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<ColorMaterial>>) {
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commands.spawn(Camera2d);
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let paddle_y = BOTTOM_WALL + PADDLE_GAP_Y;
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@@ -77,11 +69,7 @@ fn setup(
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commands.spawn(Wall::new(WallLocation::Bottom));
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}
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fn move_paddle(
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input: Res<ButtonInput<KeyCode>>,
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time: Res<Time>,
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mut paddle_transform: Single<&mut Transform, With<Paddle>>,
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) {
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fn move_paddle(input: Res<ButtonInput<KeyCode>>, time: Res<Time>, mut paddle_transform: Single<&mut Transform, With<Paddle>>) {
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let direction = if input.pressed(KeyCode::ArrowLeft) {
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-1.0
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} else if input.pressed(KeyCode::ArrowRight) {
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@@ -107,19 +95,13 @@ fn apply_velocity(time: Res<Time>, mut query: Query<(&mut Transform, &Velocity)>
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}
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}
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fn check_for_collisions(
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ball_query: Single<(&mut Velocity, &Transform), With<Ball>>,
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collider_query: Query<&Transform, With<Collider>>,
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) {
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fn check_for_collisions(ball_query: Single<(&mut Velocity, &Transform), With<Ball>>, collider_query: Query<&Transform, With<Collider>>) {
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let (mut ball_velocity, ball_transform) = ball_query.into_inner();
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for collider_transform in &collider_query {
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let collision = ball_collision(
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BoundingCircle::new(ball_transform.translation.truncate(), BALL_DIAMETER / 2.0),
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Aabb2d::new(
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collider_transform.translation.truncate(),
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collider_transform.scale.truncate() / 2.0,
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),
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Aabb2d::new(collider_transform.translation.truncate(), collider_transform.scale.truncate() / 2.0),
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);
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if let Some(collision) = collision {
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@@ -160,11 +142,7 @@ fn ball_collision(circle: BoundingCircle, rect: Aabb2d) -> Option<Collision> {
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let offset = circle.center() - closest;
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let side = if offset.x.abs() > offset.y.abs() {
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if offset.x < 0.0 {
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Collision::Left
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} else {
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Collision::Right
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}
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if offset.x < 0.0 { Collision::Left } else { Collision::Right }
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} else if offset.y > 0.0 {
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Collision::Top
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} else {
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@@ -212,12 +190,8 @@ impl WallLocation {
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fn size(&self) -> Vec2 {
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match self {
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WallLocation::Left | WallLocation::Right => {
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Vec2::new(WALL_WIDTH, TOP_WALL - BOTTOM_WALL)
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}
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WallLocation::Top | WallLocation::Bottom => {
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Vec2::new(RIGHT_WALL - LEFT_WALL, WALL_WIDTH)
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}
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WallLocation::Left | WallLocation::Right => Vec2::new(WALL_WIDTH, TOP_WALL - BOTTOM_WALL),
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WallLocation::Top | WallLocation::Bottom => Vec2::new(RIGHT_WALL - LEFT_WALL, WALL_WIDTH),
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}
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}
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}
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@@ -47,21 +47,15 @@ fn runner(mut app: App) -> AppExit {
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}
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"f" => {
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println!("FAST: setting relative speed to 2x");
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app.world_mut()
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.resource_mut::<Time<Virtual>>()
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.set_relative_speed(2.0);
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app.world_mut().resource_mut::<Time<Virtual>>().set_relative_speed(2.0);
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}
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"n" => {
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println!("NORMAL: setting relative speed to 1x");
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app.world_mut()
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.resource_mut::<Time<Virtual>>()
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.set_relative_speed(1.0);
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app.world_mut().resource_mut::<Time<Virtual>>().set_relative_speed(1.0);
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}
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"s" => {
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println!("SLOW: setting relative speed to 0.5x");
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app.world_mut()
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.resource_mut::<Time<Virtual>>()
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.set_relative_speed(0.5);
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app.world_mut().resource_mut::<Time<Virtual>>().set_relative_speed(0.5);
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}
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"p" => {
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println!("PAUSE: pausing virtual clock");
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