Проектная работа - WIP
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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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