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21b4b127d8
| Author | SHA1 | Date | |
|---|---|---|---|
| 21b4b127d8 | |||
| e5d531bbde | |||
| 801ca56d8b |
@@ -4,3 +4,5 @@
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Отчетные проекты:
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- [Умный дом](smart-house/README.md)
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- [Умный дом WEB](smart-house-web/README.md)
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- [Игра "Змейка"](snake-game/README.md) -- проектная работа
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@@ -0,0 +1,2 @@
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/target/
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/*.log
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Generated
+6036
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@@ -0,0 +1,34 @@
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[package]
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name = "snake-game"
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description = "Rust implementation of Snake Game"
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version = "0.1.0"
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edition = "2024"
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[dependencies]
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bevy = "0.18"
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tracing = "0.1"
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tracing-subscriber = "0.3"
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rand = "0.10"
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# for examples
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rand_chacha = "0.10"
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[profile.dev]
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opt-level = 0
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[profile.dev.package."*"]
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opt-level = 3
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debug = false
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[profile.release]
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opt-level = "z"
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lto = "fat"
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codegen-units = 1
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debug-assertions = false
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panic = "abort"
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overflow-checks = false
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incremental = false
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strip = "symbols"
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[features]
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default = ["bevy/dynamic_linking"]
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@@ -0,0 +1,20 @@
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# Игра "Змейка"
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Проектная работа по курсу **Rust Developer. Professional** образовательной платформы [OTUS](https://otus.ru/).
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## Запуск
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Сразу после запуска игра будет на паузе. Чтобы начать игру нужно снять её с паузы клавишей "Пробел".
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## Управление
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| Действие | Клавиша |
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| --------------------------- | ---------------------- |
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| Поворот головы вправо | `->` (Стрелка вправо) |
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| Поворот головы влево | `<-` (Стрелка влево) |
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| Возврат направления (прямо) | `^` (Стрелка вверх) |
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| Пауза | `Space` (Пробел) |
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| Ускорить игру | `=` (Равно) |
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| Замедлить игру | `-` (Минус) |
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## Правила
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Нужно следить за тем, чтоб змея не врезалась в границы поля или сама в себя. Поедая жёлтые кубики (еду) змея удлинняется. Цель игры - вырастить змею как можно длиннее.
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@@ -0,0 +1,72 @@
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/// Эксперименты в ходе прохождения туториала:
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/// https://github.com/fogarecious/bevy_tutorial
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use bevy::{prelude::*, winit::WinitSettings};
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use tracing::Level;
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fn main() {
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App::new()
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// .add_plugins(MinimalPlugins)
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.add_plugins(
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DefaultPlugins
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.build()
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.set(bevy::log::LogPlugin {
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level: Level::INFO,
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filter: "wgpu_hal=warn,bevy_learning=trace".to_string(),
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// fmt_layer: |_| snake_game::define_log_layer(),
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..Default::default()
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})
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.set(TaskPoolPlugin {
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task_pool_options: TaskPoolOptions::with_num_threads(1),
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}),
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)
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.insert_resource(WinitSettings::desktop_app())
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.insert_resource(ClearColor(Color::srgb(0.3, 0.6, 0.8)))
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.add_systems(Startup, setup)
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.add_systems(PostStartup, (print_all_entities, inspect))
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.run();
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}
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fn setup(mut commands: Commands, _window: Query<&Window>, _world: &World) {
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let _window = _window.single().unwrap();
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let _root = commands
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.spawn((
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Sprite::from_color(Color::srgb(1., 1., 1.), Vec2::new(100., 100.)),
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Transform {
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translation: vec3(0., 0., 0.),
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// scale: Vec3::new(1., 1., 1.),
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..Default::default()
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},
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))
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.id();
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let _red = commands
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.spawn((
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Sprite::from_color(Color::srgb(1., 0., 0.), Vec2::new(30., 30.)),
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Transform {
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translation: vec3(-20., 30., 0.),
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..Default::default()
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},
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ChildOf(_root),
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))
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.id();
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let _blue = commands
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.spawn((
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Sprite::from_color(Color::srgb(0., 0., 1.), Vec2::new(20., 20.)),
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Transform {
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translation: vec3(20., 30., 0.),
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..Default::default()
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},
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ChildOf(_root),
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))
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.id();
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commands.spawn(Camera2d);
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}
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fn print_all_entities(mut commands: Commands, query: Query<Entity>) {
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for entity in query {
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commands.entity(entity).log_components();
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}
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}
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fn inspect(mut _commands: Commands, _query: Query<Entity>) {}
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@@ -0,0 +1,49 @@
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use bevy::prelude::*;
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fn main() {
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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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struct Person;
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#[derive(Component)]
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struct Name(String);
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#[derive(Resource)]
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struct GreetTimer(Timer);
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fn add_people(mut commands: Commands) {
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commands.spawn((Person, Name("Elaina Proctor".to_string())));
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commands.spawn((Person, Name("Renzo Hume".to_string())));
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commands.spawn((Person, Name("Zaina Nieves".to_string())));
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}
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fn greet_people(time: Res<Time>, mut timer: ResMut<GreetTimer>, query: Query<&Name, With<Person>>) {
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// update uor timer with the time elapsed since the last update
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// if that causes the timer to finish, we say hello to everyone
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if timer.0.tick(time.delta()).just_finished() {
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for name in &query {
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info!("hello {}!", name.0);
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}
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}
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}
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fn update_people(mut query: Query<&mut Name, With<Person>>) {
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for mut name in &mut query {
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if name.0 == "Elaina Proctor" {
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name.0 = "Elaina Hume".to_string();
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break; // We don't need to change any other names.
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}
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}
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}
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pub struct HelloPlugin;
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impl Plugin for HelloPlugin {
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fn build(&self, app: &mut App) {
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app.insert_resource(GreetTimer(Timer::from_seconds(2.0, TimerMode::Repeating)));
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app.add_systems(Startup, add_people);
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app.add_systems(Update, (update_people, greet_people).chain());
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}
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}
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@@ -0,0 +1,132 @@
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//! Example of how to draw to a texture from the CPU.
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//!
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//! You can set the values of individual pixels to whatever you want.
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//! Bevy provides user-friendly APIs that work with [`Color`]
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//! values and automatically perform any necessary conversions and encoding
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//! into the texture's native pixel format.
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use bevy::asset::RenderAssetUsages;
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use bevy::color::{color_difference::EuclideanDistance, palettes::css};
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use bevy::prelude::*;
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use bevy::render::render_resource::{Extent3d, TextureDimension, TextureFormat};
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use rand::{RngExt, SeedableRng};
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use rand_chacha::ChaCha8Rng;
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const IMAGE_WIDTH: u32 = 256;
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const IMAGE_HEIGHT: u32 = 256;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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// In this example, we will use a fixed timestep to draw a pattern on the screen
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// one pixel at a time, so the pattern will gradually emerge over time, and
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// the speed at which it appears is not tied to the framerate.
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// Let's make the fixed update very fast, so it doesn't take too long. :)
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.insert_resource(Time::<Fixed>::from_hz(1024.0))
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.add_systems(Startup, setup)
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.add_systems(FixedUpdate, draw)
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.run();
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}
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/// Store the image handle that we will draw to, here.
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#[derive(Resource)]
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struct MyProcGenImage(Handle<Image>);
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#[derive(Resource)]
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struct SeededRng(ChaCha8Rng);
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fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
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commands.spawn(Camera2d);
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// Create an image that we are going to draw into
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let mut image = Image::new_fill(
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// 2D image of size 256x256
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Extent3d {
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width: IMAGE_WIDTH,
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height: IMAGE_HEIGHT,
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depth_or_array_layers: 1,
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},
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TextureDimension::D2,
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// Initialize it with a beige color
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&(css::BEIGE.to_u8_array()),
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// Use the same encoding as the color we set
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TextureFormat::Rgba8UnormSrgb,
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RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD,
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);
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// To make it extra fancy, we can set the Alpha of each pixel,
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// so that it fades out in a circular fashion.
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for y in 0..IMAGE_HEIGHT {
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for x in 0..IMAGE_WIDTH {
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let center = Vec2::new(IMAGE_WIDTH as f32 / 2.0, IMAGE_HEIGHT as f32 / 2.0);
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let max_radius = IMAGE_HEIGHT.min(IMAGE_WIDTH) as f32 / 2.0;
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let r = Vec2::new(x as f32, y as f32).distance(center);
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let a = 1.0 - (r / max_radius).clamp(0.0, 1.0);
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// Here we will set the A value by accessing the raw data bytes.
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// (it is the 4th byte of each pixel, as per our `TextureFormat`)
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// Find our pixel by its coordinates
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let pixel_bytes = image.pixel_bytes_mut(UVec3::new(x, y, 0)).unwrap();
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// Convert our f32 to u8
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pixel_bytes[3] = (a * u8::MAX as f32) as u8;
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}
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}
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// Add it to Bevy's assets, so it can be used for rendering
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// this will give us a handle we can use
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// (to display it in a sprite, or as part of UI, etc.)
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let handle = images.add(image);
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// Create a sprite entity using our image
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commands.spawn(Sprite::from_image(handle.clone()));
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commands.insert_resource(MyProcGenImage(handle));
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// We're seeding the PRNG here to make this example deterministic for testing purposes.
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// This isn't strictly required in practical use unless you need your app to be deterministic.
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let seeded_rng = ChaCha8Rng::seed_from_u64(19878367467712);
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commands.insert_resource(SeededRng(seeded_rng));
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}
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/// Every fixed update tick, draw one more pixel to make a spiral pattern
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fn draw(
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my_handle: Res<MyProcGenImage>,
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mut images: ResMut<Assets<Image>>,
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// Used to keep track of where we are
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mut i: Local<u32>,
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mut draw_color: Local<Color>,
|
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mut seeded_rng: ResMut<SeededRng>,
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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(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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let image = images.get_mut(&my_handle.0).expect("Image not found");
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// Compute the position of the pixel to draw.
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let center = Vec2::new(IMAGE_WIDTH as f32 / 2.0, IMAGE_HEIGHT as f32 / 2.0);
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let max_radius = IMAGE_HEIGHT.min(IMAGE_WIDTH) as f32 / 2.0;
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let rot_speed = 0.0123;
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let period = 0.12345;
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let r = ops::sin(*i as f32 * period) * max_radius;
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let xy = Vec2::from_angle(*i as f32 * rot_speed) * r + center;
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let (x, y) = (xy.x as u32, xy.y as u32);
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// Get the old color of that pixel.
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let old_color = image.get_color_at(x, y).unwrap();
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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(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.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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@@ -0,0 +1,192 @@
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use bevy::{
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platform::collections::{HashMap, HashSet},
|
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prelude::*,
|
||||
};
|
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use rand::{RngExt, SeedableRng};
|
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use rand_chacha::ChaCha8Rng;
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|
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fn main() {
|
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App::new()
|
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.add_plugins(DefaultPlugins)
|
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.init_resource::<SpatialIndex>()
|
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.add_systems(Startup, setup)
|
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.add_systems(Update, (draw_shapes, handle_click))
|
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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>, 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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let mine = mines.get(entity).unwrap();
|
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if mine.pos.distance(explode_mines.pos) < mine.size + explode_mines.radius {
|
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// And queue commands, including triggering additional events
|
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// Here we trigger the `Explode` event for entity `e`
|
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commands.trigger(Explode { entity });
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}
|
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}
|
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},
|
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)
|
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// This observer runs whenever the `Mine` component is added to an entity, and places it in a simple spatial index.
|
||||
.add_observer(on_add_mine)
|
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// This observer runs whenever the `Mine` component is removed from an entity (including despawning it)
|
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// and removes it from the spatial index.
|
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.add_observer(on_remove_mine)
|
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.run();
|
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}
|
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|
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#[derive(Component)]
|
||||
struct Mine {
|
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pos: Vec2,
|
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size: f32,
|
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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((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,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// This is a normal [`Event`]. Any observer that watches for it will run when it is triggered.
|
||||
#[derive(Event)]
|
||||
struct ExplodeMines {
|
||||
pos: Vec2,
|
||||
radius: f32,
|
||||
}
|
||||
|
||||
/// An [`EntityEvent`] is a specialized type of [`Event`] that can target a specific entity. In addition to
|
||||
/// running normal "top level" observers when it is triggered (which target _any_ entity that Explodes), it will
|
||||
/// also run any observers that target the _specific_ entity for that event.
|
||||
#[derive(EntityEvent)]
|
||||
struct Explode {
|
||||
entity: Entity,
|
||||
}
|
||||
|
||||
fn setup(mut commands: Commands) {
|
||||
commands.spawn(Camera2d);
|
||||
commands.spawn((
|
||||
Text::new(
|
||||
"Click on a \"Mine\" to trigger it.\n\
|
||||
When it explodes it will trigger all overlapping mines.",
|
||||
),
|
||||
Node {
|
||||
position_type: PositionType::Absolute,
|
||||
top: px(12),
|
||||
left: px(12),
|
||||
..default()
|
||||
},
|
||||
));
|
||||
|
||||
let mut rng = ChaCha8Rng::seed_from_u64(19878367467713);
|
||||
|
||||
commands
|
||||
.spawn(Mine::random(&mut rng))
|
||||
// Observers can watch for events targeting a specific entity.
|
||||
// This will create a new observer that runs whenever the Explode event
|
||||
// is triggered for this spawned entity.
|
||||
.observe(explode_mine);
|
||||
|
||||
// We want to spawn a bunch of mines. We could just call the code above for each of them.
|
||||
// That would create a new observer instance for every Mine entity. Having duplicate observers
|
||||
// generally isn't worth worrying about as the overhead is low. But if you want to be maximally efficient,
|
||||
// you can reuse observers across entities.
|
||||
//
|
||||
// First, observers are actually just entities with the Observer component! The `observe()` functions
|
||||
// you've seen so far in this example are just shorthand for manually spawning an observer.
|
||||
let mut observer = Observer::new(explode_mine);
|
||||
|
||||
// As we spawn entities, we can make this observer watch each of them:
|
||||
for _ in 0..1000 {
|
||||
let entity = commands.spawn(Mine::random(&mut rng)).id();
|
||||
observer.watch_entity(entity);
|
||||
}
|
||||
|
||||
// By spawning the Observer component, it becomes active!
|
||||
commands.spawn(observer);
|
||||
}
|
||||
|
||||
fn on_add_mine(add: On<Add, Mine>, query: Query<&Mine>, mut index: ResMut<SpatialIndex>) {
|
||||
let mine = query.get(add.entity).unwrap();
|
||||
let tile = ((mine.pos.x / CELL_SIZE).floor() as i32, (mine.pos.y / CELL_SIZE).floor() as i32);
|
||||
index.map.entry(tile).or_default().insert(add.entity);
|
||||
}
|
||||
|
||||
// Remove despawned mines from our index
|
||||
fn on_remove_mine(remove: On<Remove, Mine>, query: Query<&Mine>, mut index: ResMut<SpatialIndex>) {
|
||||
let mine = query.get(remove.entity).unwrap();
|
||||
let tile = ((mine.pos.x / CELL_SIZE).floor() as i32, (mine.pos.y / CELL_SIZE).floor() as i32);
|
||||
index.map.entry(tile).and_modify(|set| {
|
||||
set.remove(&remove.entity);
|
||||
});
|
||||
}
|
||||
|
||||
fn explode_mine(explode: On<Explode>, query: Query<&Mine>, mut commands: Commands) {
|
||||
// Explode is an EntityEvent. `explode.entity` is the entity that Explode was triggered for.
|
||||
let Ok(mut entity) = commands.get_entity(explode.entity) else {
|
||||
return;
|
||||
};
|
||||
info!("Boom! {} exploded.", explode.entity);
|
||||
entity.despawn();
|
||||
let mine = query.get(explode.entity).unwrap();
|
||||
// Trigger another explosion cascade.
|
||||
commands.trigger(ExplodeMines {
|
||||
pos: mine.pos,
|
||||
radius: mine.size,
|
||||
});
|
||||
}
|
||||
|
||||
// Draw a circle for each mine using `Gizmos`
|
||||
fn draw_shapes(mut gizmos: Gizmos, mines: Query<&Mine>) {
|
||||
for mine in &mines {
|
||||
gizmos.circle_2d(mine.pos, mine.size, Color::hsl((mine.size - 4.0) / 16.0 * 360.0, 1.0, 0.8));
|
||||
}
|
||||
}
|
||||
|
||||
// Trigger `ExplodeMines` at the position of a given click
|
||||
fn handle_click(
|
||||
mouse_button_input: Res<ButtonInput<MouseButton>>,
|
||||
camera: Single<(&Camera, &GlobalTransform)>,
|
||||
windows: Query<&Window>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
let Ok(windows) = windows.single() else {
|
||||
return;
|
||||
};
|
||||
|
||||
let (camera, camera_transform) = *camera;
|
||||
if let Some(pos) = windows
|
||||
.cursor_position()
|
||||
.and_then(|cursor| camera.viewport_to_world(camera_transform, cursor).ok())
|
||||
.map(|ray| ray.origin.truncate())
|
||||
&& mouse_button_input.just_pressed(MouseButton::Left)
|
||||
{
|
||||
commands.trigger(ExplodeMines { pos, radius: 1.0 });
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Resource, Default)]
|
||||
struct SpatialIndex {
|
||||
map: HashMap<(i32, i32), HashSet<Entity>>,
|
||||
}
|
||||
|
||||
/// Cell size has to be bigger than any `TriggerMine::radius`
|
||||
const CELL_SIZE: f32 = 64.0;
|
||||
|
||||
impl SpatialIndex {
|
||||
// Lookup all entities within adjacent cells of our spatial index
|
||||
fn get_nearby(&self, pos: Vec2) -> Vec<Entity> {
|
||||
let tile = ((pos.x / CELL_SIZE).floor() as i32, (pos.y / CELL_SIZE).floor() as i32);
|
||||
let mut nearby = Vec::new();
|
||||
for x in -1..2 {
|
||||
for y in -1..2 {
|
||||
if let Some(mines) = self.map.get(&(tile.0 + x, tile.1 + y)) {
|
||||
nearby.extend(mines.iter());
|
||||
}
|
||||
}
|
||||
}
|
||||
nearby
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,197 @@
|
||||
use bevy::math::bounding::{Aabb2d, BoundingCircle, BoundingVolume, IntersectsVolume};
|
||||
use bevy::prelude::*;
|
||||
|
||||
fn main() {
|
||||
App::new()
|
||||
.add_plugins(DefaultPlugins)
|
||||
.insert_resource(ClearColor(Color::srgb(0.8, 0.8, 1.0)))
|
||||
.add_systems(Startup, setup)
|
||||
.add_systems(FixedUpdate, (move_paddle, apply_velocity, check_for_collisions))
|
||||
.run();
|
||||
}
|
||||
|
||||
const PADDLE_GAP_Y: f32 = 50.0;
|
||||
const PADDLE_COLOR: Color = Color::srgb(0.5, 0.5, 1.0);
|
||||
const PADDLE_SIZE: Vec2 = Vec2::new(120.0, 20.0);
|
||||
const PADDLE_SPEED: f32 = 500.0;
|
||||
const PADDLE_PADDING: f32 = 10.0;
|
||||
|
||||
const LEFT_WALL: f32 = -600.0;
|
||||
const RIGHT_WALL: f32 = 600.0;
|
||||
const BOTTOM_WALL: f32 = -300.0;
|
||||
const TOP_WALL: f32 = 300.0;
|
||||
const WALL_WIDTH: f32 = 20.0;
|
||||
|
||||
const BALL_START_POS: Vec2 = Vec2::new(0.0, -100.0);
|
||||
const BALL_COLOR: Color = Color::srgb(0.2, 0.5, 0.2);
|
||||
const BALL_DIAMETER: f32 = 20.0;
|
||||
const INIT_BALL_SPEED: Vec2 = Vec2::new(100.0, 100.0);
|
||||
|
||||
#[derive(Component)]
|
||||
struct Paddle;
|
||||
|
||||
#[derive(Component)]
|
||||
struct Ball;
|
||||
|
||||
#[derive(Component)]
|
||||
struct Collider;
|
||||
|
||||
fn setup(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<ColorMaterial>>) {
|
||||
commands.spawn(Camera2d);
|
||||
|
||||
let paddle_y = BOTTOM_WALL + PADDLE_GAP_Y;
|
||||
commands.spawn((
|
||||
Sprite::from_color(PADDLE_COLOR, Vec2::ONE),
|
||||
Transform {
|
||||
translation: Vec3::new(0.0, paddle_y, 0.0),
|
||||
scale: PADDLE_SIZE.extend(1.0),
|
||||
..Default::default()
|
||||
},
|
||||
Paddle,
|
||||
Collider,
|
||||
));
|
||||
|
||||
commands.spawn((
|
||||
Mesh2d(meshes.add(Circle::default())),
|
||||
MeshMaterial2d(materials.add(BALL_COLOR)),
|
||||
Transform {
|
||||
translation: BALL_START_POS.extend(0.0),
|
||||
scale: Vec3::splat(BALL_DIAMETER),
|
||||
..Default::default()
|
||||
},
|
||||
Velocity(INIT_BALL_SPEED),
|
||||
Ball,
|
||||
));
|
||||
|
||||
commands.spawn(Wall::new(WallLocation::Left));
|
||||
commands.spawn(Wall::new(WallLocation::Right));
|
||||
commands.spawn(Wall::new(WallLocation::Top));
|
||||
commands.spawn(Wall::new(WallLocation::Bottom));
|
||||
}
|
||||
|
||||
fn move_paddle(input: Res<ButtonInput<KeyCode>>, time: Res<Time>, mut paddle_transform: Single<&mut Transform, With<Paddle>>) {
|
||||
let direction = if input.pressed(KeyCode::ArrowLeft) {
|
||||
-1.0
|
||||
} else if input.pressed(KeyCode::ArrowRight) {
|
||||
1.0
|
||||
} else {
|
||||
0.0
|
||||
};
|
||||
|
||||
let new_pos = paddle_transform.translation.x + direction * PADDLE_SPEED * time.delta_secs();
|
||||
|
||||
const LEFT_BOUND: f32 = LEFT_WALL + WALL_WIDTH / 2.0 + PADDLE_SIZE.x / 2.0 + PADDLE_PADDING;
|
||||
const RIGHT_BOUND: f32 = RIGHT_WALL - WALL_WIDTH / 2.0 - PADDLE_SIZE.x / 2.0 - PADDLE_PADDING;
|
||||
|
||||
paddle_transform.translation.x = new_pos.clamp(LEFT_BOUND, RIGHT_BOUND);
|
||||
}
|
||||
|
||||
#[derive(Component, Deref, DerefMut)]
|
||||
struct Velocity(Vec2);
|
||||
|
||||
fn apply_velocity(time: Res<Time>, mut query: Query<(&mut Transform, &Velocity)>) {
|
||||
for (mut transform, velocity) in &mut query {
|
||||
transform.translation += velocity.extend(0.0) * time.delta_secs();
|
||||
}
|
||||
}
|
||||
|
||||
fn check_for_collisions(ball_query: Single<(&mut Velocity, &Transform), With<Ball>>, collider_query: Query<&Transform, With<Collider>>) {
|
||||
let (mut ball_velocity, ball_transform) = ball_query.into_inner();
|
||||
|
||||
for collider_transform in &collider_query {
|
||||
let collision = ball_collision(
|
||||
BoundingCircle::new(ball_transform.translation.truncate(), BALL_DIAMETER / 2.0),
|
||||
Aabb2d::new(collider_transform.translation.truncate(), collider_transform.scale.truncate() / 2.0),
|
||||
);
|
||||
|
||||
if let Some(collision) = collision {
|
||||
let mut reflect_x = false;
|
||||
let mut reflect_y = false;
|
||||
|
||||
match collision {
|
||||
Collision::Left => reflect_x = ball_velocity.x > 0.0,
|
||||
Collision::Right => reflect_x = ball_velocity.x < 0.0,
|
||||
Collision::Top => reflect_y = ball_velocity.y < 0.0,
|
||||
Collision::Bottom => reflect_y = ball_velocity.y > 0.0,
|
||||
};
|
||||
|
||||
if reflect_x {
|
||||
ball_velocity.x *= -1.0;
|
||||
}
|
||||
|
||||
if reflect_y {
|
||||
ball_velocity.y *= -1.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
enum Collision {
|
||||
Left,
|
||||
Right,
|
||||
Top,
|
||||
Bottom,
|
||||
}
|
||||
|
||||
fn ball_collision(circle: BoundingCircle, rect: Aabb2d) -> Option<Collision> {
|
||||
if !circle.intersects(&rect) {
|
||||
return None;
|
||||
}
|
||||
|
||||
let closest = rect.closest_point(circle.center());
|
||||
let offset = circle.center() - closest;
|
||||
|
||||
let side = if offset.x.abs() > offset.y.abs() {
|
||||
if offset.x < 0.0 { Collision::Left } else { Collision::Right }
|
||||
} else if offset.y > 0.0 {
|
||||
Collision::Top
|
||||
} else {
|
||||
Collision::Bottom
|
||||
};
|
||||
|
||||
Some(side)
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
#[require(Sprite, Transform)]
|
||||
struct Wall;
|
||||
|
||||
impl Wall {
|
||||
pub fn new(location: WallLocation) -> (Wall, Sprite, Transform, Collider) {
|
||||
(
|
||||
Wall,
|
||||
Sprite::from_color(Color::srgb(1.0, 0.4, 0.4), Vec2::ONE),
|
||||
Transform {
|
||||
translation: location.position().extend(0.0),
|
||||
scale: location.size().extend(1.0),
|
||||
..Default::default()
|
||||
},
|
||||
Collider,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
enum WallLocation {
|
||||
Left,
|
||||
Right,
|
||||
Top,
|
||||
Bottom,
|
||||
}
|
||||
|
||||
impl WallLocation {
|
||||
fn position(&self) -> Vec2 {
|
||||
match self {
|
||||
WallLocation::Left => Vec2::new(LEFT_WALL, 0.0),
|
||||
WallLocation::Right => Vec2::new(RIGHT_WALL, 0.0),
|
||||
WallLocation::Top => Vec2::new(0.0, TOP_WALL),
|
||||
WallLocation::Bottom => Vec2::new(0.0, BOTTOM_WALL),
|
||||
}
|
||||
}
|
||||
|
||||
fn size(&self) -> Vec2 {
|
||||
match self {
|
||||
WallLocation::Left | WallLocation::Right => Vec2::new(WALL_WIDTH, TOP_WALL - BOTTOM_WALL),
|
||||
WallLocation::Top | WallLocation::Bottom => Vec2::new(RIGHT_WALL - LEFT_WALL, WALL_WIDTH),
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,69 @@
|
||||
use bevy::prelude::*;
|
||||
|
||||
fn main() {
|
||||
App::new() //
|
||||
.add_plugins(DefaultPlugins)
|
||||
.add_systems(PreStartup, pre_startup)
|
||||
.add_systems(Startup, (startup, setup))
|
||||
.add_systems(PostStartup, post_startup)
|
||||
.add_systems(First, first)
|
||||
.add_systems(PreUpdate, pre_update)
|
||||
.add_systems(Update, (update, check_space_pressed))
|
||||
.add_systems(PostUpdate, post_update)
|
||||
.run();
|
||||
}
|
||||
|
||||
fn pre_startup() {
|
||||
info!("PreStartup");
|
||||
}
|
||||
|
||||
fn startup() {
|
||||
info!("Startup");
|
||||
}
|
||||
|
||||
fn post_startup() {
|
||||
info!("PostStartup");
|
||||
}
|
||||
|
||||
fn first() {
|
||||
info!("First");
|
||||
}
|
||||
|
||||
fn pre_update() {
|
||||
info!("PreUpdate");
|
||||
}
|
||||
|
||||
fn update() {
|
||||
info!("Update");
|
||||
}
|
||||
|
||||
fn post_update() {
|
||||
info!("PostUpdate");
|
||||
}
|
||||
|
||||
fn check_space_pressed(input: Res<ButtonInput<KeyCode>>, mut commands: Commands) {
|
||||
if input.just_pressed(KeyCode::Space) {
|
||||
commands.trigger(TestEvent0);
|
||||
}
|
||||
}
|
||||
|
||||
fn setup(mut commands: Commands) {
|
||||
commands.spawn((Observer::new(test_event_0_handler),));
|
||||
commands.spawn((Observer::new(test_event_1_handler),));
|
||||
}
|
||||
|
||||
#[derive(Event, Debug)]
|
||||
struct TestEvent0;
|
||||
|
||||
#[derive(Event, Debug)]
|
||||
struct TestEvent1;
|
||||
|
||||
fn test_event_0_handler(event: On<TestEvent0>, mut commands: Commands) {
|
||||
info!("handle {:?}", event.event());
|
||||
commands.trigger(TestEvent1);
|
||||
}
|
||||
|
||||
fn test_event_1_handler(event: On<TestEvent1>, mut commands: Commands) {
|
||||
info!("handle {:?}", event.event());
|
||||
commands.trigger(TestEvent0);
|
||||
}
|
||||
@@ -0,0 +1,145 @@
|
||||
//! This example illustrates how to use [`States`] for high-level app control flow.
|
||||
//! States are a powerful but intuitive tool for controlling which logic runs when.
|
||||
//! You can have multiple independent states, and the [`OnEnter`] and [`OnExit`] schedules
|
||||
//! can be used to great effect to ensure that you handle setup and teardown appropriately.
|
||||
//!
|
||||
//! In this case, we're transitioning from a `Menu` state to an `InGame` state.
|
||||
|
||||
use bevy::prelude::*;
|
||||
|
||||
fn main() {
|
||||
let mut app = App::new();
|
||||
app.add_plugins(DefaultPlugins)
|
||||
.init_state::<AppState>() // Alternatively we could use .insert_state(AppState::Menu)
|
||||
.add_systems(Startup, setup)
|
||||
// This system runs when we enter `AppState::Menu`, during the `StateTransition` schedule.
|
||||
// All systems from the exit schedule of the state we're leaving are run first,
|
||||
// and then all systems from the enter schedule of the state we're entering are run second.
|
||||
.add_systems(OnEnter(AppState::Menu), setup_menu)
|
||||
// By contrast, update systems are stored in the `Update` schedule. They simply
|
||||
// check the value of the `State<T>` resource to see if they should run each frame.
|
||||
.add_systems(Update, menu.run_if(in_state(AppState::Menu)))
|
||||
.add_systems(OnExit(AppState::Menu), cleanup_menu)
|
||||
.add_systems(OnEnter(AppState::InGame), setup_game)
|
||||
.add_systems(Update, (movement, change_color).run_if(in_state(AppState::InGame)));
|
||||
|
||||
// #[cfg(feature = "bevy_dev_tools")]
|
||||
// app.add_systems(Update, bevy::dev_tools::states::log_transitions::<AppState>);
|
||||
// #[cfg(not(feature = "bevy_dev_tools"))]
|
||||
// warn!("Enable feature bevy_dev_tools to log state transitions");
|
||||
|
||||
app.run();
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
|
||||
enum AppState {
|
||||
#[default]
|
||||
Menu,
|
||||
InGame,
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
struct MenuData {
|
||||
button_entity: Entity,
|
||||
}
|
||||
|
||||
const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
|
||||
const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
|
||||
const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
|
||||
|
||||
fn setup(mut commands: Commands) {
|
||||
commands.spawn(Camera2d);
|
||||
}
|
||||
|
||||
fn setup_menu(mut commands: Commands) {
|
||||
let button_entity = commands
|
||||
.spawn((
|
||||
Node {
|
||||
// center button
|
||||
width: percent(100),
|
||||
height: percent(100),
|
||||
justify_content: JustifyContent::Center,
|
||||
align_items: AlignItems::Center,
|
||||
..default()
|
||||
},
|
||||
children![(
|
||||
Button,
|
||||
Node {
|
||||
width: px(150),
|
||||
height: px(65),
|
||||
// horizontally center child text
|
||||
justify_content: JustifyContent::Center,
|
||||
// vertically center child text
|
||||
align_items: AlignItems::Center,
|
||||
..default()
|
||||
},
|
||||
BackgroundColor(NORMAL_BUTTON),
|
||||
children![(
|
||||
Text::new("Play"),
|
||||
TextFont { font_size: 33.0, ..default() },
|
||||
TextColor(Color::srgb(0.9, 0.9, 0.9)),
|
||||
)],
|
||||
)],
|
||||
))
|
||||
.id();
|
||||
commands.insert_resource(MenuData { button_entity });
|
||||
}
|
||||
|
||||
fn menu(mut next_state: ResMut<NextState<AppState>>, mut interaction_query: Query<(&Interaction, &mut BackgroundColor), (Changed<Interaction>, With<Button>)>) {
|
||||
for (interaction, mut color) in &mut interaction_query {
|
||||
match *interaction {
|
||||
Interaction::Pressed => {
|
||||
*color = PRESSED_BUTTON.into();
|
||||
next_state.set(AppState::InGame);
|
||||
}
|
||||
Interaction::Hovered => {
|
||||
*color = HOVERED_BUTTON.into();
|
||||
}
|
||||
Interaction::None => {
|
||||
*color = NORMAL_BUTTON.into();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
|
||||
commands.entity(menu_data.button_entity).despawn();
|
||||
}
|
||||
|
||||
fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
commands.spawn(Sprite::from_image(asset_server.load("branding/icon.png")));
|
||||
}
|
||||
|
||||
const SPEED: f32 = 100.0;
|
||||
fn movement(time: Res<Time>, input: Res<ButtonInput<KeyCode>>, mut query: Query<&mut Transform, With<Sprite>>) {
|
||||
for mut transform in &mut query {
|
||||
let mut direction = Vec3::ZERO;
|
||||
if input.pressed(KeyCode::ArrowLeft) {
|
||||
direction.x -= 1.0;
|
||||
}
|
||||
if input.pressed(KeyCode::ArrowRight) {
|
||||
direction.x += 1.0;
|
||||
}
|
||||
if input.pressed(KeyCode::ArrowUp) {
|
||||
direction.y += 1.0;
|
||||
}
|
||||
if input.pressed(KeyCode::ArrowDown) {
|
||||
direction.y -= 1.0;
|
||||
}
|
||||
|
||||
if direction != Vec3::ZERO {
|
||||
transform.translation += direction.normalize() * SPEED * time.delta_secs();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn change_color(time: Res<Time>, mut query: Query<&mut Sprite>) {
|
||||
for mut sprite in &mut query {
|
||||
let new_color = LinearRgba {
|
||||
blue: ops::sin(time.elapsed_secs() * 0.5) + 2.0,
|
||||
..LinearRgba::from(sprite.color)
|
||||
};
|
||||
|
||||
sprite.color = new_color.into();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,115 @@
|
||||
//! An example that illustrates how Time is handled in ECS.
|
||||
|
||||
use bevy::{app::AppExit, prelude::*};
|
||||
|
||||
use std::{
|
||||
io::{self, BufRead},
|
||||
time::Duration,
|
||||
};
|
||||
|
||||
fn banner() {
|
||||
println!("This example is meant to intuitively demonstrate how Time works in Bevy.");
|
||||
println!();
|
||||
println!("Time will be printed in three different schedules in the app:");
|
||||
println!("- PreUpdate: real time is printed");
|
||||
println!("- FixedUpdate: fixed time step time is printed, may be run zero or multiple times");
|
||||
println!("- Update: virtual game time is printed");
|
||||
println!();
|
||||
println!("Max delta time is set to 5 seconds. Fixed timestep is set to 1 second.");
|
||||
println!();
|
||||
}
|
||||
|
||||
fn help() {
|
||||
println!("The app reads commands line-by-line from standard input.");
|
||||
println!();
|
||||
println!("Commands:");
|
||||
println!(" empty line: Run app.update() once on the Bevy App");
|
||||
println!(" q: Quit the app.");
|
||||
println!(" f: Set speed to fast, 2x");
|
||||
println!(" n: Set speed to normal, 1x");
|
||||
println!(" s: Set speed to slow, 0.5x");
|
||||
println!(" p: Pause");
|
||||
println!(" u: Unpause");
|
||||
}
|
||||
|
||||
fn runner(mut app: App) -> AppExit {
|
||||
banner();
|
||||
help();
|
||||
let stdin = io::stdin();
|
||||
for line in stdin.lock().lines() {
|
||||
if let Err(err) = line {
|
||||
println!("read err: {err:#}");
|
||||
break;
|
||||
}
|
||||
match line.unwrap().as_str() {
|
||||
"" => {
|
||||
app.update();
|
||||
}
|
||||
"f" => {
|
||||
println!("FAST: setting relative speed to 2x");
|
||||
app.world_mut().resource_mut::<Time<Virtual>>().set_relative_speed(2.0);
|
||||
}
|
||||
"n" => {
|
||||
println!("NORMAL: setting relative speed to 1x");
|
||||
app.world_mut().resource_mut::<Time<Virtual>>().set_relative_speed(1.0);
|
||||
}
|
||||
"s" => {
|
||||
println!("SLOW: setting relative speed to 0.5x");
|
||||
app.world_mut().resource_mut::<Time<Virtual>>().set_relative_speed(0.5);
|
||||
}
|
||||
"p" => {
|
||||
println!("PAUSE: pausing virtual clock");
|
||||
app.world_mut().resource_mut::<Time<Virtual>>().pause();
|
||||
}
|
||||
"u" => {
|
||||
println!("UNPAUSE: resuming virtual clock");
|
||||
app.world_mut().resource_mut::<Time<Virtual>>().unpause();
|
||||
}
|
||||
"q" => {
|
||||
println!("QUITTING!");
|
||||
break;
|
||||
}
|
||||
_ => {
|
||||
help();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
AppExit::Success
|
||||
}
|
||||
|
||||
fn print_real_time(time: Res<Time<Real>>) {
|
||||
println!(
|
||||
"PreUpdate: this is real time clock, delta is {:?} and elapsed is {:?}",
|
||||
time.delta(),
|
||||
time.elapsed()
|
||||
);
|
||||
}
|
||||
|
||||
fn print_fixed_time(time: Res<Time>) {
|
||||
println!(
|
||||
"FixedUpdate: this is generic time clock inside fixed, delta is {:?} and elapsed is {:?}",
|
||||
time.delta(),
|
||||
time.elapsed()
|
||||
);
|
||||
}
|
||||
|
||||
fn print_time(time: Res<Time>) {
|
||||
println!(
|
||||
"Update: this is generic time clock, delta is {:?} and elapsed is {:?}",
|
||||
time.delta(),
|
||||
time.elapsed()
|
||||
);
|
||||
}
|
||||
|
||||
fn main() {
|
||||
App::new()
|
||||
.add_plugins(MinimalPlugins)
|
||||
.insert_resource(Time::<Virtual>::from_max_delta(Duration::from_secs(5)))
|
||||
.insert_resource(Time::<Fixed>::from_duration(Duration::from_secs(1)))
|
||||
.add_systems(PreUpdate, print_real_time)
|
||||
.add_systems(FixedUpdate, print_fixed_time)
|
||||
.add_systems(Update, print_time)
|
||||
.set_runner(runner)
|
||||
.run();
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
max_width = 160
|
||||
newline_style = "Unix"
|
||||
@@ -0,0 +1,87 @@
|
||||
use bevy::{color::palettes::tailwind::*, prelude::*};
|
||||
|
||||
use crate::{
|
||||
domain::{End, FIELD_SIZE, GRID_SIZE, Tail},
|
||||
observers::schedule_set_velocity,
|
||||
};
|
||||
|
||||
/// Создать границу игрового поля
|
||||
pub fn spawn_bounds(commands: &mut Commands) {
|
||||
commands.spawn((
|
||||
Sprite::from_color(AMBER_500, vec2((FIELD_SIZE as f32 + 1.0) * GRID_SIZE as f32, 5.0)), //
|
||||
Transform {
|
||||
translation: vec3(0.0, (FIELD_SIZE as f32 + 1.0) * GRID_SIZE as f32 / 2.0, 0.0),
|
||||
..Default::default()
|
||||
},
|
||||
));
|
||||
commands.spawn((
|
||||
Sprite::from_color(AMBER_500, vec2((FIELD_SIZE as f32 + 1.0) * GRID_SIZE as f32, 5.0)), //
|
||||
Transform {
|
||||
translation: vec3(0.0, -(FIELD_SIZE as f32 + 1.0) * GRID_SIZE as f32 / 2.0, 0.0),
|
||||
..Default::default()
|
||||
},
|
||||
));
|
||||
commands.spawn((
|
||||
Sprite::from_color(AMBER_500, vec2(5.0, (FIELD_SIZE as f32 + 1.0) * GRID_SIZE as f32)), //
|
||||
Transform {
|
||||
translation: vec3((FIELD_SIZE as f32 + 1.0) * GRID_SIZE as f32 / 2.0, 0.0, 0.0),
|
||||
..Default::default()
|
||||
},
|
||||
));
|
||||
commands.spawn((
|
||||
Sprite::from_color(AMBER_500, vec2(5.0, (FIELD_SIZE as f32 + 1.0) * GRID_SIZE as f32)), //
|
||||
Transform {
|
||||
translation: vec3(-(FIELD_SIZE as f32 + 1.0) * GRID_SIZE as f32 / 2.0, 0.0, 0.0),
|
||||
..Default::default()
|
||||
},
|
||||
));
|
||||
}
|
||||
|
||||
/// Создать змейку
|
||||
pub fn spawn_snake(commands: &mut Commands) {
|
||||
use crate::domain::{Direction, HEAD_SIZE, Head, SNAKE_VELOCITY, Velocity};
|
||||
|
||||
let head = commands
|
||||
.spawn((
|
||||
Head(Direction::default()),
|
||||
Direction::default(),
|
||||
Velocity(SNAKE_VELOCITY as f32),
|
||||
Sprite::from_color(Color::srgb(1., 1., 1.), vec2(HEAD_SIZE as f32, HEAD_SIZE as f32)),
|
||||
Transform {
|
||||
translation: vec3(0.0, 0.0, 1.0),
|
||||
..Default::default()
|
||||
},
|
||||
))
|
||||
.id();
|
||||
commands.spawn((
|
||||
Sprite::from_color(Color::srgb(1., 0., 0.), 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, 1.0),
|
||||
..Default::default()
|
||||
},
|
||||
ChildOf(head),
|
||||
));
|
||||
commands.spawn((
|
||||
Sprite::from_color(Color::srgb(0., 0., 1.), 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, 1.0),
|
||||
..Default::default()
|
||||
},
|
||||
ChildOf(head),
|
||||
));
|
||||
|
||||
let tail = commands
|
||||
.spawn((
|
||||
Tail(head),
|
||||
End,
|
||||
Direction::default(),
|
||||
Velocity(0.0),
|
||||
Sprite::from_color(YELLOW_500, vec2(HEAD_SIZE as f32 * 0.8, HEAD_SIZE as f32 * 0.8)),
|
||||
Transform {
|
||||
translation: vec3(0.0, 0.0, 0.0),
|
||||
..Default::default()
|
||||
},
|
||||
))
|
||||
.id();
|
||||
commands.entity(head).observe(schedule_set_velocity(tail));
|
||||
}
|
||||
@@ -0,0 +1,125 @@
|
||||
//! модуль с инструментами отладки
|
||||
#![allow(unused)]
|
||||
|
||||
use bevy::{color::palettes::tailwind::*, prelude::*};
|
||||
|
||||
use crate::domain::{Collision, GridBarier, GrowUp, Meal, Position};
|
||||
|
||||
/// вывод всех сущностей мира
|
||||
pub fn print_all_entities(mut commands: Commands, query: Query<Entity>) {
|
||||
for entity in query {
|
||||
commands.entity(entity).log_components();
|
||||
}
|
||||
}
|
||||
|
||||
/// вывод всех сущностей мира по нажатию Enter
|
||||
pub fn print_all_entities_by_press_enter(input: Res<ButtonInput<KeyCode>>, mut commands: Commands, query: Query<Entity>) {
|
||||
if input.just_pressed(KeyCode::Enter) {
|
||||
for entity in query {
|
||||
commands.entity(entity).log_components();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Замедлить время и поставить на паузу
|
||||
pub fn set_initial_time_speed_to_slow(mut time: ResMut<Time<Virtual>>) {
|
||||
time.set_relative_speed(1.0 / 8.0);
|
||||
}
|
||||
|
||||
/// обертка над функцией [crate::tools::split_by_grid] для ее отладки
|
||||
pub fn _split_by_grid_tracing(src: f32, dst: f32, grid: f32) -> Vec<(f32, f32)> {
|
||||
let result = crate::tools::split_by_grid(src, dst, grid);
|
||||
trace!("\tsplit_by_grid({:?}, {:?}, {:?}) -> {:?}", src, dst, grid, result);
|
||||
result
|
||||
}
|
||||
|
||||
/// Координатная сетка
|
||||
#[derive(Component)]
|
||||
pub struct Grid;
|
||||
|
||||
/// Создать координатную сетку
|
||||
pub fn spawn_grid(commands: &mut Commands) {
|
||||
use crate::domain::GRID_SIZE;
|
||||
|
||||
let grid = commands.spawn((Grid, Transform::default(), Visibility::default())).id();
|
||||
|
||||
for x in -20..=20 {
|
||||
let color = if x % 5 == 0 { Color::srgb(1.0, 0.2, 0.5) } else { Color::srgb(1.0, 1.0, 0.5) };
|
||||
let weight = if x % 5 == 0 { 1.0 } else { 0.5 };
|
||||
commands.spawn((
|
||||
Sprite::from_color(color, vec2(weight, 2000.0)),
|
||||
Transform {
|
||||
translation: vec3(x as f32 * GRID_SIZE as f32, 0.0, -1.0),
|
||||
..Default::default()
|
||||
},
|
||||
ChildOf(grid),
|
||||
));
|
||||
}
|
||||
for y in -20..=20 {
|
||||
let color = if y % 5 == 0 { Color::srgb(1.0, 0.2, 0.5) } else { Color::srgb(1.0, 1.0, 0.5) };
|
||||
let weight = if y % 5 == 0 { 1.0 } else { 0.5 };
|
||||
commands.spawn((
|
||||
Sprite::from_color(color, vec2(2000.0, weight)),
|
||||
Transform {
|
||||
translation: vec3(0.0, y as f32 * GRID_SIZE as f32, -1.0),
|
||||
..Default::default()
|
||||
},
|
||||
ChildOf(grid),
|
||||
));
|
||||
}
|
||||
}
|
||||
|
||||
/// трассировка движения змеи
|
||||
pub fn trace_snake_moving(e: On<GridBarier>) {
|
||||
let entity = e.entity;
|
||||
let position = e.position;
|
||||
let direction = e.direction;
|
||||
trace!("...<{entity:?}> is moving on {position} {direction:?}");
|
||||
}
|
||||
|
||||
/// событие [GrowUp] по нажатию Tab
|
||||
pub fn grow_up_on_tab(input: Res<ButtonInput<KeyCode>>, mut commands: Commands) {
|
||||
if input.just_pressed(KeyCode::Tab) {
|
||||
commands.trigger(GrowUp);
|
||||
}
|
||||
}
|
||||
|
||||
/// Трасировка столкновений
|
||||
pub fn trace_collisions(event: On<Collision>) {
|
||||
trace!("collision detected: {event:?}")
|
||||
}
|
||||
|
||||
pub fn spawn_some_meal(commands: &mut Commands) {
|
||||
commands.spawn((
|
||||
Meal,
|
||||
Sprite::from_color(YELLOW_200, vec2(40.0, 40.0)), //
|
||||
Transform {
|
||||
translation: Position::new(5, 7).translation().extend(0.0),
|
||||
..Default::default()
|
||||
},
|
||||
));
|
||||
commands.spawn((
|
||||
Meal,
|
||||
Sprite::from_color(YELLOW_200, vec2(40.0, 40.0)), //
|
||||
Transform {
|
||||
translation: Position::new(-3, -5).translation().extend(0.0),
|
||||
..Default::default()
|
||||
},
|
||||
));
|
||||
commands.spawn((
|
||||
Meal,
|
||||
Sprite::from_color(YELLOW_200, vec2(40.0, 40.0)), //
|
||||
Transform {
|
||||
translation: Position::new(4, -5).translation().extend(0.0),
|
||||
..Default::default()
|
||||
},
|
||||
));
|
||||
commands.spawn((
|
||||
Meal,
|
||||
Sprite::from_color(YELLOW_200, vec2(40.0, 40.0)), //
|
||||
Transform {
|
||||
translation: Position::new(-5, 6).translation().extend(0.0),
|
||||
..Default::default()
|
||||
},
|
||||
));
|
||||
}
|
||||
@@ -0,0 +1,50 @@
|
||||
use bevy::prelude::*;
|
||||
|
||||
mod direction;
|
||||
pub use direction::Direction;
|
||||
|
||||
mod events;
|
||||
pub use events::{Collision, GridBarier, GrowUp};
|
||||
|
||||
mod snake_path;
|
||||
pub use snake_path::SnakePath;
|
||||
|
||||
mod position;
|
||||
pub use position::Position;
|
||||
|
||||
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 * 3.0).ceil() as u8;
|
||||
pub const FIELD_SIZE: u8 = 20;
|
||||
pub const MAX_MEALS_ON_FIELD: u8 = 5;
|
||||
pub const MEAL_SIZE: u8 = (GRID_SIZE as f32 * 0.75).ceil() as u8;
|
||||
|
||||
/// Голова змеи
|
||||
#[derive(Component)]
|
||||
pub struct Head(pub Direction);
|
||||
|
||||
/// Сегмент змеиного хвоста
|
||||
#[derive(Component)]
|
||||
pub struct Tail(pub Entity);
|
||||
|
||||
/// Конец змеиного хвоста
|
||||
#[derive(Component)]
|
||||
pub struct End;
|
||||
|
||||
/// Скорость движения
|
||||
#[derive(Component)]
|
||||
pub struct Velocity(pub f32);
|
||||
|
||||
/// Еда
|
||||
#[derive(Component)]
|
||||
pub struct Meal;
|
||||
|
||||
/// Таймер респавна еды
|
||||
#[derive(Resource, Deref, DerefMut)]
|
||||
pub struct MealRespawnTimer(Timer);
|
||||
|
||||
impl MealRespawnTimer {
|
||||
pub fn new(period: f32) -> Self {
|
||||
Self(Timer::from_seconds(period, TimerMode::Repeating))
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,80 @@
|
||||
use bevy::prelude::*;
|
||||
|
||||
/// Направление движения
|
||||
#[derive(Component, PartialEq, Clone, Copy, Debug, Default)]
|
||||
pub enum Direction {
|
||||
#[default]
|
||||
Up,
|
||||
Left,
|
||||
Down,
|
||||
Right,
|
||||
}
|
||||
|
||||
impl Direction {
|
||||
/// Поворот налево
|
||||
pub fn rotate_left(&mut self) {
|
||||
*self = match self {
|
||||
Direction::Up => Direction::Left,
|
||||
Direction::Left => Direction::Down,
|
||||
Direction::Down => Direction::Right,
|
||||
Direction::Right => Direction::Up,
|
||||
};
|
||||
}
|
||||
|
||||
/// Поворот направо
|
||||
pub fn rotate_right(&mut self) {
|
||||
*self = match self {
|
||||
Direction::Up => Direction::Right,
|
||||
Direction::Right => Direction::Down,
|
||||
Direction::Down => Direction::Left,
|
||||
Direction::Left => Direction::Up,
|
||||
};
|
||||
}
|
||||
|
||||
/// Получить значение кооринаты соответствующей направлению движения
|
||||
pub fn get_coord(&self, vec: &Transform) -> f32 {
|
||||
match self {
|
||||
Direction::Up | Direction::Down => vec.translation.y,
|
||||
Direction::Left | Direction::Right => vec.translation.x,
|
||||
}
|
||||
}
|
||||
|
||||
/// Получить знак изменения соответствующий направлению движения
|
||||
pub fn get_change_sign(&self) -> f32 {
|
||||
match self {
|
||||
Direction::Up | Direction::Right => 1.0,
|
||||
Direction::Down | Direction::Left => -1.0,
|
||||
}
|
||||
}
|
||||
|
||||
/// Установить значение кооринаты соответствующей направлению движения
|
||||
pub fn set_coord(&self, vec: &mut Transform, value: f32) {
|
||||
match self {
|
||||
Direction::Up | Direction::Down => vec.translation.y = value,
|
||||
Direction::Left | Direction::Right => vec.translation.x = value,
|
||||
}
|
||||
}
|
||||
|
||||
/// Получить ориентацию в пространстве
|
||||
pub fn orientation(&self) -> Quat {
|
||||
use std::f32::consts::PI;
|
||||
|
||||
match self {
|
||||
Direction::Up => Quat::default(),
|
||||
Direction::Left => Quat::from_rotation_z(PI / 2.0),
|
||||
Direction::Down => Quat::from_rotation_z(PI),
|
||||
Direction::Right => Quat::from_rotation_z(-PI / 2.0),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl std::fmt::Display for Direction {
|
||||
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
|
||||
match self {
|
||||
Direction::Up => write!(f, "Up"),
|
||||
Direction::Left => write!(f, "Left"),
|
||||
Direction::Down => write!(f, "Down"),
|
||||
Direction::Right => write!(f, "Right"),
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,29 @@
|
||||
use bevy::prelude::*;
|
||||
|
||||
use crate::domain::{Direction, Position};
|
||||
|
||||
/// Событие прохождения границы сетки
|
||||
#[derive(EntityEvent)]
|
||||
pub struct GridBarier {
|
||||
pub entity: Entity,
|
||||
pub position: Position,
|
||||
pub direction: Direction,
|
||||
}
|
||||
|
||||
impl GridBarier {
|
||||
pub fn new(entity: Entity, position: Position, direction: Direction) -> Self {
|
||||
Self { entity, position, direction }
|
||||
}
|
||||
}
|
||||
|
||||
/// Событие роста змеи
|
||||
#[derive(Event)]
|
||||
pub struct GrowUp;
|
||||
|
||||
/// Событие столкновения змеи
|
||||
#[derive(Event, Debug)]
|
||||
pub enum Collision {
|
||||
Bounds,
|
||||
Tail,
|
||||
Meal(Entity),
|
||||
}
|
||||
@@ -0,0 +1,39 @@
|
||||
use std::{fmt::Display, ops::Deref};
|
||||
|
||||
use bevy::{
|
||||
math::{Vec2, vec2},
|
||||
transform::components::Transform,
|
||||
};
|
||||
|
||||
use crate::domain::GRID_SIZE;
|
||||
|
||||
#[derive(Clone, Copy, Default, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
|
||||
pub struct Position {
|
||||
pub x: i8,
|
||||
pub y: i8,
|
||||
}
|
||||
|
||||
impl Position {
|
||||
pub fn new(x: i8, y: i8) -> Self {
|
||||
Self { x, y }
|
||||
}
|
||||
|
||||
pub fn translation(&self) -> Vec2 {
|
||||
vec2(self.x as f32 * GRID_SIZE as f32, self.y as f32 * GRID_SIZE as f32)
|
||||
}
|
||||
}
|
||||
|
||||
impl Display for Position {
|
||||
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
|
||||
write!(f, "(x:{}, y:{})", self.x, self.y)
|
||||
}
|
||||
}
|
||||
|
||||
impl<T: Deref<Target = Transform>> From<T> for Position {
|
||||
fn from(value: T) -> Self {
|
||||
Self {
|
||||
x: (value.translation.x / GRID_SIZE as f32).floor() as i8,
|
||||
y: (value.translation.y / GRID_SIZE as f32).floor() as i8,
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
use bevy::prelude::*;
|
||||
use std::collections::HashMap;
|
||||
|
||||
use crate::domain::{Direction, Position};
|
||||
|
||||
/// Путь змеи
|
||||
#[derive(Resource, Default, Deref, DerefMut)]
|
||||
pub struct SnakePath(HashMap<Position, Direction>);
|
||||
@@ -0,0 +1,114 @@
|
||||
use std::collections::HashSet;
|
||||
|
||||
use bevy::{color::palettes::tailwind::*, prelude::*};
|
||||
use rand::RngExt;
|
||||
|
||||
use crate::{domain::*, tools::split_by_grid};
|
||||
|
||||
/// Общая механика движения
|
||||
fn moving(
|
||||
velocity: &f32,
|
||||
time: &Time<Fixed>,
|
||||
direction: &mut Direction,
|
||||
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(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(transform, dst);
|
||||
|
||||
// создать событие прохождения границы сетки
|
||||
commands.entity(entity).trigger(|e| GridBarier::new(e, pos, *direction));
|
||||
}
|
||||
}
|
||||
|
||||
/// 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;
|
||||
let dir = *direction;
|
||||
let snake_path = &mut snake_path;
|
||||
let switch_direction = move |pos: Position| {
|
||||
if next_dir != dir {
|
||||
snake_path.insert(pos, next_dir);
|
||||
Some(next_dir)
|
||||
} else {
|
||||
None
|
||||
}
|
||||
};
|
||||
moving(velocity, &time, &mut direction, &mut transform, entity, &mut commands, switch_direction);
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(clippy::type_complexity)]
|
||||
/// 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 спавна еды при необходимости
|
||||
pub fn spawn_meal_if_needed(
|
||||
time: Res<Time<Fixed>>, //
|
||||
mut meal_timer: ResMut<MealRespawnTimer>,
|
||||
query: Query<&Transform, With<Meal>>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
if meal_timer.tick(time.elapsed()).just_finished() && query.count() < MAX_MEALS_ON_FIELD as usize {
|
||||
let used_positions = query.iter().map(Position::from).collect::<HashSet<Position>>();
|
||||
let mut rng = rand::rng();
|
||||
let pos = loop {
|
||||
const ABS: i8 = (FIELD_SIZE as f32 / 2.0) as i8;
|
||||
let rand_x = rng.random::<i8>() % ABS;
|
||||
let rand_y = rng.random::<i8>() % ABS;
|
||||
let rand_pos = Position::new(rand_x, rand_y);
|
||||
if !used_positions.contains(&rand_pos) {
|
||||
break rand_pos;
|
||||
}
|
||||
};
|
||||
commands.spawn((
|
||||
Meal,
|
||||
Sprite::from_color(YELLOW_400, vec2(MEAL_SIZE as f32, MEAL_SIZE as f32)), //
|
||||
Transform {
|
||||
translation: pos.translation().extend(0.0),
|
||||
..Default::default()
|
||||
},
|
||||
));
|
||||
trace!("new meal spawned at {pos}");
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,44 @@
|
||||
use bevy::prelude::*;
|
||||
|
||||
pub struct SnakeGame;
|
||||
|
||||
impl Plugin for SnakeGame {
|
||||
fn build(&self, app: &mut bevy::app::App) {
|
||||
app.add_plugins(
|
||||
DefaultPlugins
|
||||
.build()
|
||||
.set(bevy::log::LogPlugin {
|
||||
level: tracing::Level::INFO,
|
||||
filter: "wgpu_hal=warn,snake_game=trace".to_string(),
|
||||
fmt_layer: |_| crate::tools::define_log_layer(),
|
||||
..Default::default()
|
||||
})
|
||||
.set(TaskPoolPlugin {
|
||||
task_pool_options: TaskPoolOptions::with_num_threads(1),
|
||||
}),
|
||||
);
|
||||
|
||||
app.add_systems(Startup, crate::startup::setup_window);
|
||||
app.add_systems(Startup, crate::startup::setup_time);
|
||||
app.add_systems(Startup, crate::startup::pause_on_startup);
|
||||
app.add_systems(Startup, crate::startup::startup);
|
||||
|
||||
app.add_systems(Update, crate::update::head_rotation);
|
||||
app.add_systems(Update, crate::update::time_speed);
|
||||
|
||||
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::fixed_update::head_moving);
|
||||
app.add_systems(FixedUpdate, crate::fixed_update::snake_moving);
|
||||
app.add_systems(FixedUpdate, crate::fixed_update::spawn_meal_if_needed);
|
||||
|
||||
// DEBUG:
|
||||
|
||||
// app.add_systems(Startup, crate::debug::set_initial_time_speed_to_slow);
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
mod core;
|
||||
mod debug;
|
||||
mod domain;
|
||||
mod fixed_update;
|
||||
mod game;
|
||||
mod observers;
|
||||
mod post_update;
|
||||
mod startup;
|
||||
mod tools;
|
||||
mod update;
|
||||
|
||||
pub use game::SnakeGame;
|
||||
@@ -0,0 +1,3 @@
|
||||
fn main() {
|
||||
bevy::app::App::new().add_plugins(snake_game::SnakeGame).run();
|
||||
}
|
||||
@@ -0,0 +1,68 @@
|
||||
use crate::domain::*;
|
||||
|
||||
use bevy::{color::palettes::tailwind::*, prelude::*};
|
||||
|
||||
/// Запланировать установку скорости движения [Velocity] при следующем событии [GridBarier]
|
||||
pub fn schedule_set_velocity(tail: Entity) -> impl Fn(On<GridBarier>, Commands, Query<(&mut Velocity, &Transform)>) {
|
||||
move |event: On<GridBarier>, mut commands: Commands, mut query: Query<(&mut Velocity, &Transform)>| {
|
||||
if let Ok((mut velocity, transform)) = query.get_mut(tail) {
|
||||
let position = Position::from(transform);
|
||||
if event.position != position {
|
||||
velocity.0 = SNAKE_VELOCITY as f32;
|
||||
commands.entity(event.observer()).despawn();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Очистка [SnakePath] от старых значений
|
||||
pub fn clean_snake_path(event: On<GridBarier>, query: Query<&End>, mut snake_path: ResMut<SnakePath>) {
|
||||
if query.contains(event.entity) {
|
||||
let v = snake_path.remove(&event.position);
|
||||
trace!("clean_snake_path: removed {v:?} for {}", &event.position);
|
||||
}
|
||||
}
|
||||
|
||||
/// Обработка события [GrowUp]
|
||||
#[allow(clippy::type_complexity)]
|
||||
pub fn grow_up_snake(_: On<GrowUp>, mut commands: Commands, query: Single<(Entity, &Direction, &Transform, &mut Sprite), (With<Tail>, With<End>)>) {
|
||||
let (entity, direction, transform, mut sprite) = query.into_inner();
|
||||
sprite.color = GRAY_300.into();
|
||||
commands.entity(entity).remove::<End>();
|
||||
let pos = Position::from(transform);
|
||||
let new_end = commands
|
||||
.spawn((
|
||||
Tail(entity),
|
||||
End,
|
||||
*direction,
|
||||
Velocity(0.0),
|
||||
Sprite::from_color(YELLOW_500, vec2(HEAD_SIZE as f32 * 0.8, HEAD_SIZE as f32 * 0.8)),
|
||||
Transform {
|
||||
translation: pos.translation().extend(0.0),
|
||||
..Default::default()
|
||||
},
|
||||
))
|
||||
.id();
|
||||
commands.entity(entity).observe(schedule_set_velocity(new_end));
|
||||
}
|
||||
|
||||
/// Обработка столкновений
|
||||
#[allow(clippy::type_complexity)]
|
||||
pub fn handle_collisions(
|
||||
event: On<Collision>, //
|
||||
query: Query<(&mut Velocity, &mut Sprite), Or<(With<Head>, With<Tail>, With<End>)>>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
match event.event() {
|
||||
Collision::Meal(entity) => {
|
||||
commands.entity(*entity).despawn();
|
||||
commands.trigger(GrowUp);
|
||||
}
|
||||
Collision::Bounds | Collision::Tail => {
|
||||
for (mut velocity, mut sprite) in query.into_iter() {
|
||||
velocity.0 = 0.0;
|
||||
sprite.color = RED_300.into();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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 !(-SIDE..=SIDE).contains(&x) || !(-SIDE..=SIDE).contains(&y) {
|
||||
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));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,45 @@
|
||||
use bevy::{color::palettes::tailwind::*, prelude::*};
|
||||
|
||||
use crate::domain::{FIELD_SIZE, GRID_SIZE, MealRespawnTimer, SnakePath};
|
||||
|
||||
/// Настройка игрового окна
|
||||
pub fn setup_window(mut window: Single<&mut Window>) {
|
||||
window.resolution.set(
|
||||
(FIELD_SIZE as f32 + 1.0) * GRID_SIZE as f32 + 20.0,
|
||||
(FIELD_SIZE as f32 + 1.0) * GRID_SIZE as f32 + 20.0,
|
||||
);
|
||||
}
|
||||
|
||||
/// Настройка игрового времени
|
||||
pub fn setup_time(mut time: ResMut<Time<Fixed>>) {
|
||||
time.set_timestep_hz(32.0);
|
||||
}
|
||||
|
||||
/// Начать с паузы
|
||||
pub fn pause_on_startup(mut time: ResMut<Time<Virtual>>) {
|
||||
time.pause();
|
||||
}
|
||||
|
||||
/// Инициализация игрового мира
|
||||
pub fn startup(mut commands: Commands) {
|
||||
commands.insert_resource(ClearColor(SKY_600.into()));
|
||||
commands.insert_resource(SnakePath::default());
|
||||
commands.insert_resource(MealRespawnTimer::new(2.0));
|
||||
|
||||
commands.spawn(Observer::new(crate::observers::clean_snake_path));
|
||||
commands.spawn(Observer::new(crate::observers::grow_up_snake));
|
||||
commands.spawn(Observer::new(crate::observers::handle_collisions));
|
||||
|
||||
crate::core::spawn_bounds(&mut commands);
|
||||
crate::core::spawn_snake(&mut commands);
|
||||
|
||||
commands.spawn(Camera2d);
|
||||
|
||||
// DEBUG:
|
||||
|
||||
// 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);
|
||||
}
|
||||
@@ -0,0 +1,127 @@
|
||||
/// Инициализация логирования
|
||||
pub fn define_log_layer() -> Option<bevy::log::BoxedFmtLayer> {
|
||||
use std::fs::File;
|
||||
use tracing::Level;
|
||||
use tracing_subscriber::{Layer, filter::Targets, fmt::layer};
|
||||
|
||||
let targets = Targets::new().with_default(Level::TRACE);
|
||||
|
||||
let stdout = layer()
|
||||
.compact()
|
||||
.with_thread_names(true)
|
||||
.with_file(false)
|
||||
.with_line_number(false)
|
||||
.with_filter(targets.clone())
|
||||
.boxed();
|
||||
let file = match File::options().create(true).append(true).open("snake-game.log") {
|
||||
Ok(file) => file,
|
||||
Err(e) => {
|
||||
eprintln!("No access to log file: {:?}", e);
|
||||
return Some(stdout);
|
||||
}
|
||||
};
|
||||
let log_file = layer()
|
||||
.compact()
|
||||
.with_ansi(false)
|
||||
.with_thread_names(true)
|
||||
.with_file(false)
|
||||
.with_line_number(false)
|
||||
.with_writer(file)
|
||||
.with_filter(targets.clone())
|
||||
.boxed();
|
||||
Some(Box::new(vec![stdout, log_file]))
|
||||
}
|
||||
|
||||
/// Разбиение изменения координаты по границам сетки
|
||||
/// Элементы выходного вектора представляют пары значений, где первое обозначает промежуточное значение координаты,
|
||||
/// а второе - изменение координаты относительно предыдущего значения (дельта).
|
||||
/// Если движение начинается на границе сетки и оно не нулевое (начальное и конечное значение координвты отличаются),
|
||||
/// то размер выходного вектора всегда больше 1 и второе значение первой пары (дельта) равно 0.
|
||||
/// На основе этой логики происходит в дальнейшем распознавание момента прохождения узла сетки и генерируется соответствующее событие.
|
||||
pub fn split_by_grid(src: f32, dst: f32, grid: f32) -> Vec<(f32, f32)> {
|
||||
if dst == src {
|
||||
return vec![(dst, 0.0)];
|
||||
}
|
||||
if grid <= 0.0 {
|
||||
return vec![(dst, dst - src)];
|
||||
};
|
||||
|
||||
let mut output = Vec::with_capacity(2);
|
||||
if src < dst {
|
||||
let src_grid = src / grid;
|
||||
let dst_grid = dst / grid;
|
||||
|
||||
let src_grid_right = src_grid.ceil();
|
||||
let dst_grid_left = dst_grid.floor();
|
||||
|
||||
let mut src: f32 = src;
|
||||
for step in src_grid_right as i32..=dst_grid_left as i32 {
|
||||
let step = step as f32 * grid;
|
||||
output.push((step, step - src));
|
||||
src = step;
|
||||
}
|
||||
if src != dst {
|
||||
output.push((dst, dst - src));
|
||||
}
|
||||
} else {
|
||||
let src_grid = src / grid;
|
||||
let dst_grid = dst / grid;
|
||||
|
||||
let dst_grid_right = dst_grid.ceil();
|
||||
let dst_grid_right = if dst_grid_right == dst { dst_grid_right + 1.0 } else { dst_grid_right };
|
||||
let src_grid_left = src_grid.floor();
|
||||
|
||||
let mut dst: f32 = dst;
|
||||
for step in dst_grid_right as i32..=src_grid_left as i32 {
|
||||
let step = step as f32 * grid;
|
||||
output.push((dst, dst - step));
|
||||
dst = step;
|
||||
}
|
||||
output.push((dst, dst - src));
|
||||
output.reverse();
|
||||
}
|
||||
output
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod test {
|
||||
use crate::tools::*;
|
||||
|
||||
#[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![(5.0, 0.0), (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![(10.0, 0.0), (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![(0.0, 0.0), (1.5, 1.5)]);
|
||||
assert_eq!(split_by_grid(5.0, 7.0, 5.0), vec![(5.0, 0.0), (7.0, 2.0)]);
|
||||
assert_eq!(split_by_grid(0.0, -1.5, 5.0), vec![(0.0, 0.0), (-1.5, -1.5)]);
|
||||
assert_eq!(split_by_grid(5.0, 3.0, 5.0), vec![(5.0, 0.0), (3.0, -2.0)]);
|
||||
|
||||
// сценарии с нулевым движением
|
||||
assert_eq!(split_by_grid(5.0, 5.0, 5.0), vec![(5.0, 0.0)]);
|
||||
assert_eq!(split_by_grid(0.0, 0.0, 5.0), vec![(0.0, 0.0)]);
|
||||
assert_eq!(split_by_grid(0.0, 0.0, 0.0), vec![(0.0, 0.0)]);
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
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;
|
||||
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;
|
||||
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");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,75 @@
|
||||
use std::f32::consts::PI;
|
||||
|
||||
use bevy::transform::components::Transform;
|
||||
|
||||
#[test]
|
||||
fn test_saturating_sub() {
|
||||
let a: usize = 10;
|
||||
dbg!(a.saturating_sub(5));
|
||||
dbg!(a.saturating_sub(10));
|
||||
dbg!(a.saturating_sub(15));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_remainder() {
|
||||
dbg!(-6 % 5);
|
||||
dbg!(6 % 5);
|
||||
dbg!(6.3 % 5.0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_ceil() {
|
||||
dbg!(0.1_f32.ceil());
|
||||
dbg!(-0.1_f32.ceil());
|
||||
dbg!(5.9_f32.ceil());
|
||||
dbg!(-5.9_f32.ceil());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_floor() {
|
||||
dbg!(0.1_f32.floor());
|
||||
dbg!((-0.1_f32).floor());
|
||||
dbg!((-0.2_f32).floor());
|
||||
dbg!((-0.3_f32).floor());
|
||||
dbg!((-1.0_f32 / 5.0_f32).floor());
|
||||
dbg!(5.9_f32.floor());
|
||||
dbg!(-5.9_f32.floor());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_zero() {
|
||||
dbg!(-0.0_f32 == 0.0_f32);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_ranges() {
|
||||
for x in 0..5 {
|
||||
dbg!(x);
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_transform() {
|
||||
let mut transform = Transform::default();
|
||||
dbg!(transform);
|
||||
dbg!({
|
||||
transform.rotate_z(PI / 2.0);
|
||||
transform
|
||||
});
|
||||
dbg!({
|
||||
transform.rotate_z(PI / 2.0);
|
||||
transform
|
||||
});
|
||||
dbg!({
|
||||
transform.rotate_z(PI / 2.0);
|
||||
transform
|
||||
});
|
||||
dbg!({
|
||||
transform.rotate_z(PI / 2.0);
|
||||
transform
|
||||
});
|
||||
dbg!({
|
||||
transform.rotate_z(PI * 2.0);
|
||||
transform
|
||||
});
|
||||
}
|
||||
Reference in New Issue
Block a user