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"registry+https://github.com/rust-lang/crates.io-index" 3688 | checksum = "a67300977d3dc3f8034dae89778f502b6ba20b269527b3223ba59c0cf393bb8a" 3689 | 3690 | [[package]] 3691 | name = "xml-rs" 3692 | version = "0.8.18" 3693 | source = "registry+https://github.com/rust-lang/crates.io-index" 3694 | checksum = "bab77e97b50aee93da431f2cee7cd0f43b4d1da3c408042f2d7d164187774f0a" 3695 | -------------------------------------------------------------------------------- /Cargo.toml: -------------------------------------------------------------------------------- 1 | [package] 2 | name = "bevy-breakout" 3 | version = "0.1.0" 4 | edition = "2021" 5 | 6 | # See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html 7 | 8 | # Enable a small amount of optimization in debug mode 9 | [profile.dev] 10 | opt-level = 1 11 | 12 | # Enable high optimizations for dependencies (incl. Bevy), but not for our code: 13 | [profile.dev.package."*"] 14 | opt-level = 3 15 | 16 | 17 | [dependencies] 18 | bevy = "0.11.2" 19 | rand = "0.8.5" 20 | -------------------------------------------------------------------------------- /assets/sounds/breakout_collision.ogg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/c-gamedev/bevy-breakout/5f40428d1453e17785b4c1cf31550b825a5cc2f3/assets/sounds/breakout_collision.ogg -------------------------------------------------------------------------------- /assets/textures/circle.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/c-gamedev/bevy-breakout/5f40428d1453e17785b4c1cf31550b825a5cc2f3/assets/textures/circle.png -------------------------------------------------------------------------------- /src/lot_of_balls.rs: -------------------------------------------------------------------------------- 1 | //1 - run `cargo add rand` 2 | //2 - Replace the ball setup for this code 3 | 4 | use rand::prelude::*; 5 | // Initialize the random number generator 6 | let mut rng = thread_rng(); 7 | 8 | for _ in 0..100_000 { 9 | // Generate random initial direction 10 | let random_angle = rng.gen_range(0.0..std::f32::consts::TAU); // TAU is 2*PI 11 | let random_direction = Vec2::new(random_angle.cos(), random_angle.sin()); 12 | let random_color = Color::rgba( 13 | rng.gen_range(0.0..1.0), 14 | rng.gen_range(0.0..1.0), 15 | rng.gen_range(0.0..1.0), 16 | 1.0, // alpha value, you can randomize this too if you want 17 | ); 18 | 19 | commands.spawn(( 20 | SpriteBundle { 21 | transform: Transform { 22 | translation: BALL_STARTING_POSITION, 23 | ..Default::default() 24 | }, 25 | sprite: Sprite { 26 | color: random_color, 27 | custom_size: Some(BALL_SIZE), 28 | ..Default::default() 29 | }, 30 | texture: ball_tex.clone(), 31 | ..Default::default() 32 | }, 33 | Ball { size: BALL_SIZE }, 34 | Velocity(BALL_SPEED * random_direction), 35 | )); 36 | } -------------------------------------------------------------------------------- /src/main.rs: -------------------------------------------------------------------------------- 1 | use bevy::{math::*, prelude::*, sprite::collide_aabb::*}; 2 | 3 | //paddle 4 | const PADDLE_START_Y: f32 = BOTTOM_WALL + 60.; 5 | const PADDLE_SIZE: Vec2 = Vec2::new(120.0, 20.0); 6 | const PADDLE_COLOR: Color = Color::rgb(0.3, 0.3, 0.7); 7 | const PADDLE_SPEED: f32 = 500.0; 8 | 9 | //ball 10 | const BALL_COLOR: Color = Color::rgb(1.0, 0.5, 0.5); 11 | const BALL_STARTING_POSITION: Vec3 = Vec3::new(0.0, -50.0, 1.0); 12 | const BALL_SIZE: Vec2 = Vec2::new(30.0, 30.0); 13 | const BALL_SPEED: f32 = 400.0; 14 | const BALL_INITIAL_DIRECTION: Vec2 = Vec2::new(0.5, -0.5); 15 | 16 | //wall 17 | const LEFT_WALL: f32 = -450.; 18 | const RIGHT_WALL: f32 = 450.; 19 | const BOTTOM_WALL: f32 = -300.; 20 | const TOP_WALL: f32 = 300.; 21 | 22 | const WALL_THICKNESS: f32 = 10.0; 23 | const WALL_BLOCK_WIDTH: f32 = RIGHT_WALL - LEFT_WALL; 24 | const WALL_BLOCK_HEIGHT: f32 = TOP_WALL - BOTTOM_WALL; 25 | const WALL_COLOR: Color = Color::rgb(0.8, 0.8, 0.8); 26 | 27 | //bricks 28 | const BRICK_SIZE: Vec2 = Vec2::new(100., 30.); 29 | const BRICK_COLOR: Color = Color::rgb(0.5, 0.5, 1.0); 30 | const GAP_BETWEEN_PADDLE_AND_BRICKS: f32 = 270.0; 31 | const GAP_BETWEEN_BRICKS: f32 = 5.0; 32 | const GAP_BETWEEN_BRICKS_AND_CEILING: f32 = 20.0; 33 | const GAP_BETWEEN_BRICKS_AND_SIDES: f32 = 20.0; 34 | 35 | //scoreboard 36 | const SCOREBOARD_FONT_SIZE: f32 = 40.0; 37 | const SCOREBOARD_TEXT_PADDING: Val = Val::Px(5.0); 38 | const TEXT_COLOR: Color = Color::rgb(0.5, 0.5, 1.0); 39 | const SCORE_COLOR: Color = Color::rgb(1.0, 0.5, 0.5); 40 | 41 | fn main() { 42 | App::new() 43 | .add_plugins(DefaultPlugins) 44 | .insert_resource(ClearColor(Color::rgb(0.9, 0.9, 0.9))) 45 | .insert_resource(Scoreboard { score: 0 }) 46 | .add_systems(Update, (bevy::window::close_on_esc, update_scoreboard)) 47 | .add_systems(Startup, setup) 48 | .add_systems( 49 | FixedUpdate, 50 | ( 51 | move_paddle, 52 | apply_velocity, 53 | check_ball_collisions.after(apply_velocity), 54 | ), 55 | ) 56 | .run(); 57 | } 58 | 59 | #[derive(Component)] 60 | struct Paddle; 61 | 62 | #[derive(Component)] 63 | struct Ball { 64 | size: Vec2, 65 | } 66 | 67 | #[derive(Component, Deref, DerefMut)] 68 | struct Velocity(Vec2); 69 | 70 | #[derive(Component)] 71 | struct Collider { 72 | size: Vec2, 73 | } 74 | 75 | #[derive(Bundle)] 76 | struct WallBundle { 77 | sprite_bundle: SpriteBundle, 78 | collider: Collider, 79 | } 80 | 81 | #[derive(Component)] 82 | struct Brick { 83 | health: i8, 84 | } 85 | 86 | #[derive(Resource, Clone, Copy)] 87 | struct Scoreboard { 88 | score: usize, 89 | } 90 | 91 | #[derive(Resource, Default, Deref, DerefMut)] 92 | struct CollisionSound(Handle); 93 | 94 | fn setup(mut commands: Commands, asset_server: Res) { 95 | //camera 96 | commands.spawn(Camera2dBundle::default()); 97 | 98 | //sound 99 | let ball_collision_sound = asset_server.load("sounds/breakout_collision.ogg"); 100 | commands.insert_resource(CollisionSound(ball_collision_sound)); 101 | 102 | //paddle 103 | commands.spawn(( 104 | SpriteBundle { 105 | transform: Transform { 106 | translation: vec3(0., PADDLE_START_Y, 0.), 107 | ..default() 108 | }, 109 | sprite: Sprite { 110 | color: PADDLE_COLOR, 111 | custom_size: Some(PADDLE_SIZE), 112 | ..default() 113 | }, 114 | ..default() 115 | }, 116 | Paddle, 117 | Collider { size: PADDLE_SIZE }, 118 | )); 119 | 120 | //ball 121 | let ball_tex = asset_server.load("textures/circle.png"); 122 | use rand::prelude::*; 123 | // Initialize the random number generator 124 | let mut rng = thread_rng(); 125 | 126 | for _ in 0..1_000 { 127 | // Generate random initial direction 128 | let random_angle = rng.gen_range(0.0..std::f32::consts::TAU); // TAU is 2*PI 129 | let random_direction = Vec2::new(random_angle.cos(), random_angle.sin()); 130 | let random_color = Color::rgba( 131 | rng.gen_range(0.0..1.0), 132 | rng.gen_range(0.0..1.0), 133 | rng.gen_range(0.0..1.0), 134 | 1.0, // alpha value, you can randomize this too if you want 135 | ); 136 | 137 | commands.spawn(( 138 | SpriteBundle { 139 | transform: Transform { 140 | translation: BALL_STARTING_POSITION, 141 | ..Default::default() 142 | }, 143 | sprite: Sprite { 144 | color: random_color, 145 | custom_size: Some(BALL_SIZE), 146 | ..Default::default() 147 | }, 148 | texture: ball_tex.clone(), 149 | ..Default::default() 150 | }, 151 | Ball { size: BALL_SIZE }, 152 | Velocity(BALL_SPEED * random_direction), 153 | )); 154 | } 155 | 156 | //walls 157 | { 158 | let vertical_wall_size = vec2(WALL_THICKNESS, WALL_BLOCK_HEIGHT + WALL_THICKNESS); 159 | let horizontal_wall_size = vec2(WALL_BLOCK_WIDTH + WALL_THICKNESS, WALL_THICKNESS); 160 | //left wall 161 | commands.spawn(WallBundle { 162 | sprite_bundle: SpriteBundle { 163 | transform: Transform { 164 | translation: vec3(LEFT_WALL, 0.0, 0.0), 165 | ..default() 166 | }, 167 | sprite: Sprite { 168 | color: WALL_COLOR, 169 | custom_size: Some(vertical_wall_size), 170 | ..default() 171 | }, 172 | ..default() 173 | }, 174 | collider: Collider { 175 | size: vertical_wall_size, 176 | }, 177 | }); 178 | 179 | //right wall 180 | commands.spawn(WallBundle { 181 | sprite_bundle: SpriteBundle { 182 | transform: Transform { 183 | translation: vec3(RIGHT_WALL, 0.0, 0.0), 184 | ..default() 185 | }, 186 | sprite: Sprite { 187 | color: WALL_COLOR, 188 | custom_size: Some(vertical_wall_size), 189 | ..default() 190 | }, 191 | ..default() 192 | }, 193 | collider: Collider { 194 | size: vertical_wall_size, 195 | }, 196 | }); 197 | 198 | //bottom wall 199 | commands.spawn(WallBundle { 200 | sprite_bundle: SpriteBundle { 201 | transform: Transform { 202 | translation: vec3(0.0, BOTTOM_WALL, 0.0), 203 | ..default() 204 | }, 205 | sprite: Sprite { 206 | color: WALL_COLOR, 207 | custom_size: Some(horizontal_wall_size), 208 | ..default() 209 | }, 210 | ..default() 211 | }, 212 | collider: Collider { 213 | size: horizontal_wall_size, 214 | }, 215 | }); 216 | 217 | //top wall 218 | commands.spawn(WallBundle { 219 | sprite_bundle: SpriteBundle { 220 | transform: Transform { 221 | translation: vec3(0.0, TOP_WALL, 0.0), 222 | ..default() 223 | }, 224 | sprite: Sprite { 225 | color: WALL_COLOR, 226 | custom_size: Some(horizontal_wall_size), 227 | ..default() 228 | }, 229 | ..default() 230 | }, 231 | collider: Collider { 232 | size: horizontal_wall_size, 233 | }, 234 | }); 235 | } 236 | 237 | //bricks 238 | { 239 | let offset_x = LEFT_WALL + GAP_BETWEEN_BRICKS_AND_SIDES + BRICK_SIZE.x * 0.5; 240 | let offset_y = BOTTOM_WALL + GAP_BETWEEN_PADDLE_AND_BRICKS + BRICK_SIZE.y * 0.5; 241 | 242 | let bricks_total_width = (RIGHT_WALL - LEFT_WALL) - 2. * GAP_BETWEEN_BRICKS_AND_SIDES; 243 | let bricks_total_height = (TOP_WALL - BOTTOM_WALL) 244 | - GAP_BETWEEN_BRICKS_AND_CEILING 245 | - GAP_BETWEEN_PADDLE_AND_BRICKS; 246 | 247 | let rows = (bricks_total_height / (BRICK_SIZE.y + GAP_BETWEEN_BRICKS)).floor() as i32; 248 | let columns = (bricks_total_width / (BRICK_SIZE.x + GAP_BETWEEN_BRICKS)).floor() as i32; 249 | 250 | for row in 0..rows { 251 | for column in 0..columns { 252 | let brick_pos = vec2( 253 | offset_x + column as f32 * (BRICK_SIZE.x + GAP_BETWEEN_BRICKS), 254 | offset_y + row as f32 * (BRICK_SIZE.y + GAP_BETWEEN_BRICKS), 255 | ); 256 | 257 | commands.spawn(( 258 | SpriteBundle { 259 | transform: Transform { 260 | translation: brick_pos.extend(0.0), 261 | ..default() 262 | }, 263 | sprite: Sprite { 264 | color: BRICK_COLOR, 265 | custom_size: Some(BRICK_SIZE), 266 | ..default() 267 | }, 268 | ..default() 269 | }, 270 | Brick { health: 100 }, 271 | Collider { size: BRICK_SIZE }, 272 | )); 273 | } 274 | } 275 | } 276 | 277 | //Scoreboard 278 | commands.spawn((TextBundle::from_sections([ 279 | TextSection::new( 280 | "Score: ", 281 | TextStyle { 282 | font_size: SCOREBOARD_FONT_SIZE, 283 | color: TEXT_COLOR, 284 | ..default() 285 | }, 286 | ), 287 | TextSection::from_style(TextStyle { 288 | font_size: SCOREBOARD_FONT_SIZE, 289 | color: SCORE_COLOR, 290 | ..default() 291 | }), 292 | ]) 293 | .with_style(Style { 294 | position_type: PositionType::Absolute, 295 | top: SCOREBOARD_TEXT_PADDING, 296 | left: SCOREBOARD_TEXT_PADDING, 297 | ..default() 298 | }),)); 299 | } 300 | 301 | fn move_paddle( 302 | input: Res>, 303 | time_step: Res, 304 | mut query: Query<&mut Transform, With>, 305 | ) { 306 | let mut paddle_transform = query.single_mut(); 307 | 308 | let mut direction = 0.0; 309 | if input.pressed(KeyCode::A) { 310 | direction -= 1.0; 311 | } 312 | if input.pressed(KeyCode::D) { 313 | direction += 1.0; 314 | } 315 | 316 | let mut new_x = 317 | paddle_transform.translation.x + direction * PADDLE_SPEED * time_step.period.as_secs_f32(); 318 | 319 | new_x = new_x.min(RIGHT_WALL - (WALL_THICKNESS + PADDLE_SIZE.x) * 0.5); 320 | new_x = new_x.max(LEFT_WALL + (WALL_THICKNESS + PADDLE_SIZE.x) * 0.5); 321 | 322 | paddle_transform.translation.x = new_x; 323 | } 324 | 325 | fn apply_velocity(mut query: Query<(&mut Transform, &Velocity)>, time_step: Res) { 326 | let dt = time_step.period.as_secs_f32(); 327 | for (mut transform, velocity) in &mut query { 328 | transform.translation.x += velocity.x * dt; 329 | transform.translation.y += velocity.y * dt; 330 | } 331 | } 332 | 333 | fn check_ball_collisions( 334 | mut commands: Commands, 335 | mut score: ResMut, 336 | collision_sound: Res, 337 | mut ball_query: Query<(&mut Velocity, &Transform, &Ball)>, 338 | mut collider_query: Query<(Entity, &Transform, &Collider, Option<&mut Brick>)>, // Note the mutability for Brick 339 | ) { 340 | for (mut ball_velocity, ball_transform, ball) in &mut ball_query { 341 | for (other_entity, transform, other, opt_brick) in &mut collider_query { 342 | let collision = collide( 343 | ball_transform.translation, 344 | ball.size, 345 | transform.translation, 346 | other.size, 347 | ); 348 | 349 | let mut reflect_x = false; 350 | let mut reflect_y = false; 351 | if let Some(collision) = collision { 352 | match collision { 353 | Collision::Left => reflect_x = ball_velocity.x > 0.0, 354 | Collision::Right => reflect_x = ball_velocity.x < 0.0, 355 | Collision::Top => reflect_y = ball_velocity.y < 0.0, 356 | Collision::Bottom => reflect_y = ball_velocity.y > 0.0, 357 | Collision::Inside => { /* do nothing */ } 358 | } 359 | 360 | if reflect_x { 361 | ball_velocity.x *= -1.; 362 | } 363 | if reflect_y { 364 | ball_velocity.y *= -1.; 365 | } 366 | 367 | if let Some(mut brick) = opt_brick { 368 | score.score += 1; 369 | brick.health = (brick.health - 1).max(0); 370 | 371 | if brick.health <= 0 { 372 | commands.entity(other_entity).despawn(); // Despawn the Brick if health is 0 or less 373 | } 374 | } 375 | 376 | //play sound 377 | // commands.spawn(AudioBundle { 378 | // source: collision_sound.clone(), 379 | // settings: PlaybackSettings::DESPAWN, 380 | // }); 381 | } 382 | } 383 | } 384 | } 385 | 386 | fn update_scoreboard(score: Res, mut query: Query<&mut Text>) { 387 | let mut text = query.single_mut(); 388 | text.sections[1].value = score.score.to_string(); 389 | } 390 | --------------------------------------------------------------------------------