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Author SHA1 Message Date
baranovas 21b4b127d8 Проектная работа - RELEASE 2026-06-29 21:35:21 +03:00
baranovas e5d531bbde Проектная работа - MVP
Создание нового проекта
2026-06-17 16:28:16 +03:00
baranovas 801ca56d8b Проектная работа - Игра "Змейка"
Создание нового проекта
2026-05-26 11:43:26 +03:00
31 changed files with 8075 additions and 0 deletions
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Отчетные проекты:
- [Умный дом](smart-house/README.md)
- [Умный дом WEB](smart-house-web/README.md)
- [Игра "Змейка"](snake-game/README.md) -- проектная работа
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/target/
/*.log
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[package]
name = "snake-game"
description = "Rust implementation of Snake Game"
version = "0.1.0"
edition = "2024"
[dependencies]
bevy = "0.18"
tracing = "0.1"
tracing-subscriber = "0.3"
rand = "0.10"
# for examples
rand_chacha = "0.10"
[profile.dev]
opt-level = 0
[profile.dev.package."*"]
opt-level = 3
debug = false
[profile.release]
opt-level = "z"
lto = "fat"
codegen-units = 1
debug-assertions = false
panic = "abort"
overflow-checks = false
incremental = false
strip = "symbols"
[features]
default = ["bevy/dynamic_linking"]
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# Игра "Змейка"
Проектная работа по курсу **Rust Developer. Professional** образовательной платформы [OTUS](https://otus.ru/).
## Запуск
Сразу после запуска игра будет на паузе. Чтобы начать игру нужно снять её с паузы клавишей "Пробел".
## Управление
| Действие | Клавиша |
| --------------------------- | ---------------------- |
| Поворот головы вправо | `->` (Стрелка вправо) |
| Поворот головы влево | `<-` (Стрелка влево) |
| Возврат направления (прямо) | `^` (Стрелка вверх) |
| Пауза | `Space` (Пробел) |
| Ускорить игру | `=` (Равно) |
| Замедлить игру | `-` (Минус) |
## Правила
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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/// Эксперименты в ходе прохождения туториала:
/// https://github.com/fogarecious/bevy_tutorial
use bevy::{prelude::*, winit::WinitSettings};
use tracing::Level;
fn main() {
App::new()
// .add_plugins(MinimalPlugins)
.add_plugins(
DefaultPlugins
.build()
.set(bevy::log::LogPlugin {
level: Level::INFO,
filter: "wgpu_hal=warn,bevy_learning=trace".to_string(),
// fmt_layer: |_| snake_game::define_log_layer(),
..Default::default()
})
.set(TaskPoolPlugin {
task_pool_options: TaskPoolOptions::with_num_threads(1),
}),
)
.insert_resource(WinitSettings::desktop_app())
.insert_resource(ClearColor(Color::srgb(0.3, 0.6, 0.8)))
.add_systems(Startup, setup)
.add_systems(PostStartup, (print_all_entities, inspect))
.run();
}
fn setup(mut commands: Commands, _window: Query<&Window>, _world: &World) {
let _window = _window.single().unwrap();
let _root = commands
.spawn((
Sprite::from_color(Color::srgb(1., 1., 1.), Vec2::new(100., 100.)),
Transform {
translation: vec3(0., 0., 0.),
// scale: Vec3::new(1., 1., 1.),
..Default::default()
},
))
.id();
let _red = commands
.spawn((
Sprite::from_color(Color::srgb(1., 0., 0.), Vec2::new(30., 30.)),
Transform {
translation: vec3(-20., 30., 0.),
..Default::default()
},
ChildOf(_root),
))
.id();
let _blue = commands
.spawn((
Sprite::from_color(Color::srgb(0., 0., 1.), Vec2::new(20., 20.)),
Transform {
translation: vec3(20., 30., 0.),
..Default::default()
},
ChildOf(_root),
))
.id();
commands.spawn(Camera2d);
}
fn print_all_entities(mut commands: Commands, query: Query<Entity>) {
for entity in query {
commands.entity(entity).log_components();
}
}
fn inspect(mut _commands: Commands, _query: Query<Entity>) {}
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use bevy::prelude::*;
fn main() {
App::new().add_plugins(DefaultPlugins).add_plugins(HelloPlugin).run();
}
#[derive(Component)]
struct Person;
#[derive(Component)]
struct Name(String);
#[derive(Resource)]
struct GreetTimer(Timer);
fn add_people(mut commands: Commands) {
commands.spawn((Person, Name("Elaina Proctor".to_string())));
commands.spawn((Person, Name("Renzo Hume".to_string())));
commands.spawn((Person, Name("Zaina Nieves".to_string())));
}
fn greet_people(time: Res<Time>, mut timer: ResMut<GreetTimer>, query: Query<&Name, With<Person>>) {
// update uor timer with the time elapsed since the last update
// if that causes the timer to finish, we say hello to everyone
if timer.0.tick(time.delta()).just_finished() {
for name in &query {
info!("hello {}!", name.0);
}
}
}
fn update_people(mut query: Query<&mut Name, With<Person>>) {
for mut name in &mut query {
if name.0 == "Elaina Proctor" {
name.0 = "Elaina Hume".to_string();
break; // We don't need to change any other names.
}
}
}
pub struct HelloPlugin;
impl Plugin for HelloPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(GreetTimer(Timer::from_seconds(2.0, TimerMode::Repeating)));
app.add_systems(Startup, add_people);
app.add_systems(Update, (update_people, greet_people).chain());
}
}
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//! Example of how to draw to a texture from the CPU.
//!
//! You can set the values of individual pixels to whatever you want.
//! Bevy provides user-friendly APIs that work with [`Color`]
//! values and automatically perform any necessary conversions and encoding
//! into the texture's native pixel format.
use bevy::asset::RenderAssetUsages;
use bevy::color::{color_difference::EuclideanDistance, palettes::css};
use bevy::prelude::*;
use bevy::render::render_resource::{Extent3d, TextureDimension, TextureFormat};
use rand::{RngExt, SeedableRng};
use rand_chacha::ChaCha8Rng;
const IMAGE_WIDTH: u32 = 256;
const IMAGE_HEIGHT: u32 = 256;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
// In this example, we will use a fixed timestep to draw a pattern on the screen
// one pixel at a time, so the pattern will gradually emerge over time, and
// the speed at which it appears is not tied to the framerate.
// Let's make the fixed update very fast, so it doesn't take too long. :)
.insert_resource(Time::<Fixed>::from_hz(1024.0))
.add_systems(Startup, setup)
.add_systems(FixedUpdate, draw)
.run();
}
/// Store the image handle that we will draw to, here.
#[derive(Resource)]
struct MyProcGenImage(Handle<Image>);
#[derive(Resource)]
struct SeededRng(ChaCha8Rng);
fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
commands.spawn(Camera2d);
// Create an image that we are going to draw into
let mut image = Image::new_fill(
// 2D image of size 256x256
Extent3d {
width: IMAGE_WIDTH,
height: IMAGE_HEIGHT,
depth_or_array_layers: 1,
},
TextureDimension::D2,
// Initialize it with a beige color
&(css::BEIGE.to_u8_array()),
// Use the same encoding as the color we set
TextureFormat::Rgba8UnormSrgb,
RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD,
);
// To make it extra fancy, we can set the Alpha of each pixel,
// so that it fades out in a circular fashion.
for y in 0..IMAGE_HEIGHT {
for x in 0..IMAGE_WIDTH {
let center = Vec2::new(IMAGE_WIDTH as f32 / 2.0, IMAGE_HEIGHT as f32 / 2.0);
let max_radius = IMAGE_HEIGHT.min(IMAGE_WIDTH) as f32 / 2.0;
let r = Vec2::new(x as f32, y as f32).distance(center);
let a = 1.0 - (r / max_radius).clamp(0.0, 1.0);
// Here we will set the A value by accessing the raw data bytes.
// (it is the 4th byte of each pixel, as per our `TextureFormat`)
// Find our pixel by its coordinates
let pixel_bytes = image.pixel_bytes_mut(UVec3::new(x, y, 0)).unwrap();
// Convert our f32 to u8
pixel_bytes[3] = (a * u8::MAX as f32) as u8;
}
}
// Add it to Bevy's assets, so it can be used for rendering
// this will give us a handle we can use
// (to display it in a sprite, or as part of UI, etc.)
let handle = images.add(image);
// Create a sprite entity using our image
commands.spawn(Sprite::from_image(handle.clone()));
commands.insert_resource(MyProcGenImage(handle));
// We're seeding the PRNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
let seeded_rng = ChaCha8Rng::seed_from_u64(19878367467712);
commands.insert_resource(SeededRng(seeded_rng));
}
/// Every fixed update tick, draw one more pixel to make a spiral pattern
fn draw(
my_handle: Res<MyProcGenImage>,
mut images: ResMut<Assets<Image>>,
// Used to keep track of where we are
mut i: Local<u32>,
mut draw_color: Local<Color>,
mut seeded_rng: ResMut<SeededRng>,
) {
if *i == 0 {
// Generate a random color on first run.
*draw_color = Color::linear_rgb(seeded_rng.0.random(), seeded_rng.0.random(), seeded_rng.0.random());
}
// Get the image from Bevy's asset storage.
let image = images.get_mut(&my_handle.0).expect("Image not found");
// Compute the position of the pixel to draw.
let center = Vec2::new(IMAGE_WIDTH as f32 / 2.0, IMAGE_HEIGHT as f32 / 2.0);
let max_radius = IMAGE_HEIGHT.min(IMAGE_WIDTH) as f32 / 2.0;
let rot_speed = 0.0123;
let period = 0.12345;
let r = ops::sin(*i as f32 * period) * max_radius;
let xy = Vec2::from_angle(*i as f32 * rot_speed) * r + center;
let (x, y) = (xy.x as u32, xy.y as u32);
// Get the old color of that pixel.
let old_color = image.get_color_at(x, y).unwrap();
// If the old color is our current color, change our drawing color.
let tolerance = 1.0 / 255.0;
if old_color.distance(&draw_color) <= tolerance {
*draw_color = Color::linear_rgb(seeded_rng.0.random(), seeded_rng.0.random(), seeded_rng.0.random());
}
// Set the new color, but keep old alpha value from image.
image.set_color_at(x, y, draw_color.with_alpha(old_color.alpha())).unwrap();
*i += 1;
}
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use bevy::{
platform::collections::{HashMap, HashSet},
prelude::*,
};
use rand::{RngExt, SeedableRng};
use rand_chacha::ChaCha8Rng;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_resource::<SpatialIndex>()
.add_systems(Startup, setup)
.add_systems(Update, (draw_shapes, handle_click))
// Observers are systems that run when an event is "triggered". This observer runs whenever
// `ExplodeMines` is triggered.
.add_observer(
|explode_mines: On<ExplodeMines>, mines: Query<&Mine>, index: Res<SpatialIndex>, mut commands: Commands| {
// Access resources
for entity in index.get_nearby(explode_mines.pos) {
// Run queries
let mine = mines.get(entity).unwrap();
if mine.pos.distance(explode_mines.pos) < mine.size + explode_mines.radius {
// And queue commands, including triggering additional events
// Here we trigger the `Explode` event for entity `e`
commands.trigger(Explode { entity });
}
}
},
)
// 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)
// This observer runs whenever the `Mine` component is removed from an entity (including despawning it)
// and removes it from the spatial index.
.add_observer(on_remove_mine)
.run();
}
#[derive(Component)]
struct Mine {
pos: Vec2,
size: f32,
}
impl Mine {
fn random(rand: &mut ChaCha8Rng) -> Self {
Mine {
pos: Vec2::new((rand.random::<f32>() - 0.5) * 1200.0, (rand.random::<f32>() - 0.5) * 600.0),
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
}
}
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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),
}
}
}
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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);
}
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//! 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();
}
}
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//! 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();
}
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max_width = 160
newline_style = "Unix"
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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));
}
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//! 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()
},
));
}
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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))
}
}
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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"),
}
}
}
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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),
}
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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,
}
}
}
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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>);
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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}");
}
}
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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);
}
}
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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;
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fn main() {
bevy::app::App::new().add_plugins(snake_game::SnakeGame).run();
}
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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();
}
}
}
}
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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));
}
}
}
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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);
}
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/// 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)]);
}
}
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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");
}
}
}
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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
});
}