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Original file line number | Diff line number | Diff line change |
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use bevy::{ | ||
core::FixedTimestep, | ||
math::{const_vec2, Vec3Swizzles}, | ||
prelude::*, | ||
}; | ||
|
||
const TIME_STEP: f32 = 1.0 / 60.0; | ||
const BOUNDS: Vec2 = const_vec2!([1200.0, 640.0]); | ||
|
||
fn main() { | ||
App::new() | ||
.add_plugins(DefaultPlugins) | ||
.add_startup_system(setup) | ||
.add_system_set( | ||
SystemSet::new() | ||
.with_run_criteria(FixedTimestep::step(TIME_STEP as f64)) | ||
.with_system(player_movement_system) | ||
.with_system(snap_to_player_system) | ||
.with_system(rotate_to_player_system), | ||
) | ||
.add_system(bevy::input::system::exit_on_esc_system) | ||
.run(); | ||
} | ||
|
||
/// player component | ||
#[derive(Component)] | ||
struct Player { | ||
/// linear speed in meters per second | ||
movement_speed: f32, | ||
/// rotation speed in radians per second | ||
rotation_speed: f32, | ||
} | ||
|
||
/// snap to player ship behavior | ||
#[derive(Component)] | ||
struct SnapToPlayer; | ||
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/// rotate to face player ship behavior | ||
#[derive(Component)] | ||
struct RotateToPlayer { | ||
/// rotation speed in radians per second | ||
rotation_speed: f32, | ||
} | ||
|
||
fn setup( | ||
mut commands: Commands, | ||
mut materials: ResMut<Assets<ColorMaterial>>, | ||
asset_server: Res<AssetServer>, | ||
) { | ||
// Add the game's entities to our world | ||
|
||
let ship_handle = asset_server.load("textures/simplespace/ship_C.png"); | ||
let enemy_a_handle = asset_server.load("textures/simplespace/enemy_A.png"); | ||
let enemy_b_handle = asset_server.load("textures/simplespace/enemy_B.png"); | ||
|
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// cameras | ||
commands.spawn_bundle(OrthographicCameraBundle::new_2d()); | ||
|
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let horizontal_margin = BOUNDS.x / 4.0; | ||
let vertical_margin = BOUNDS.y / 4.0; | ||
|
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// ship | ||
commands | ||
.spawn_bundle(SpriteBundle { | ||
material: materials.add(ship_handle.into()), | ||
..Default::default() | ||
}) | ||
.insert(Player { | ||
movement_speed: 500.0, // metres per second | ||
rotation_speed: f32::to_radians(360.0), // degrees per second | ||
}); | ||
|
||
// snap to player enemy spawns on the bottom and left | ||
commands | ||
.spawn_bundle(SpriteBundle { | ||
material: materials.add(enemy_a_handle.clone().into()), | ||
transform: Transform::from_xyz(0.0 - horizontal_margin, 0.0, 0.0), | ||
..Default::default() | ||
}) | ||
.insert(SnapToPlayer); | ||
commands | ||
.spawn_bundle(SpriteBundle { | ||
material: materials.add(enemy_a_handle.into()), | ||
transform: Transform::from_xyz(0.0, 0.0 - vertical_margin, 0.0), | ||
..Default::default() | ||
}) | ||
.insert(SnapToPlayer); | ||
|
||
// rotate to player enemy spawns on the top and right | ||
commands | ||
.spawn_bundle(SpriteBundle { | ||
material: materials.add(enemy_b_handle.clone().into()), | ||
transform: Transform::from_xyz(0.0 + horizontal_margin, 0.0, 0.0), | ||
..Default::default() | ||
}) | ||
.insert(RotateToPlayer { | ||
rotation_speed: f32::to_radians(45.0), // degrees per second | ||
}); | ||
commands | ||
.spawn_bundle(SpriteBundle { | ||
material: materials.add(enemy_b_handle.into()), | ||
transform: Transform::from_xyz(0.0, 0.0 + vertical_margin, 0.0), | ||
..Default::default() | ||
}) | ||
.insert(RotateToPlayer { | ||
rotation_speed: f32::to_radians(90.0), // degrees per second | ||
}); | ||
} | ||
|
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/// Demonstrates applying rotation and movement based on keyboard input. | ||
fn player_movement_system( | ||
keyboard_input: Res<Input<KeyCode>>, | ||
mut query: Query<(&Player, &mut Transform)>, | ||
) { | ||
let (ship, mut transform) = query.single_mut(); | ||
|
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let mut rotation_factor = 0.0; | ||
let mut movement_factor = 0.0; | ||
|
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if keyboard_input.pressed(KeyCode::Left) { | ||
rotation_factor += 1.0; | ||
} | ||
|
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if keyboard_input.pressed(KeyCode::Right) { | ||
rotation_factor -= 1.0; | ||
} | ||
|
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if keyboard_input.pressed(KeyCode::Up) { | ||
movement_factor += 1.0; | ||
} | ||
|
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// create the change in rotation around the Z axis (pointing through the 2d plane of the screen) | ||
let rotation_delta = Quat::from_rotation_z(rotation_factor * ship.rotation_speed * TIME_STEP); | ||
// update the ship rotation with our rotation delta | ||
transform.rotation *= rotation_delta; | ||
|
||
// get the ship's forward vector by applying the current rotation to the ships initial facing vector | ||
let movement_direction = transform.rotation * Vec3::Y; | ||
// get the distance the ship will move based on direction, the ship's movement speed and delta time | ||
let movement_distance = movement_factor * ship.movement_speed * TIME_STEP; | ||
// create the change in translation using the new movement direction and distance | ||
let translation_delta = movement_direction * movement_distance; | ||
// update the ship translation with our new translation delta | ||
transform.translation += translation_delta; | ||
|
||
// bound the ship within the invisible level bounds | ||
let extents = Vec3::from((BOUNDS / 2.0, 0.0)); | ||
transform.translation = transform.translation.min(extents).max(-extents); | ||
} | ||
|
||
/// Demonstrates snapping the enemy ship to face the player ship immediately. | ||
fn snap_to_player_system( | ||
mut query: Query<&mut Transform, (With<SnapToPlayer>, Without<Player>)>, | ||
player_query: Query<&Transform, With<Player>>, | ||
) { | ||
let player_transform = player_query.single(); | ||
// get the player translation in 2d | ||
let player_translation = player_transform.translation.xy(); | ||
|
||
for mut enemy_transform in query.iter_mut() { | ||
// get the enemy ship forward vector in 2d (already unit length) | ||
let enemy_forward = (enemy_transform.rotation * Vec3::Y).xy(); | ||
// get the vector from the enemy ship to the player ship in 2d and normalize it. | ||
let to_player = (player_translation - enemy_transform.translation.xy()).normalize(); | ||
|
||
// get the quaternion to rotate from the current enemy facing direction to the direction | ||
// facing the player | ||
let rotate_to_player = Quat::from_rotation_arc( | ||
Vec3::from((enemy_forward, 0.0)), | ||
Vec3::from((to_player, 0.0)), | ||
); | ||
|
||
// rotate the enemy to face the player | ||
enemy_transform.rotation *= rotate_to_player; | ||
} | ||
} | ||
|
||
/// Demonstrates rotating an enemy ship to face the player ship at a given rotation speed. | ||
/// | ||
/// This method uses the vector dot product to determine if the enemy is facing the player and | ||
/// if not, which way to rotate to face the player. The dot product on two unit length vectors | ||
/// will return a value between -1.0 and +1.0 which tells us the following about the two vectors: | ||
/// | ||
/// * If the result is 1.0 the vectors are pointing in the same direction, the angle between them | ||
/// is 0 degrees. | ||
/// * If the result is 0.0 the vectors are perpendicular, the angle between them is 90 degrees. | ||
/// * If the result is -1.0 the vectors are parallel but pointing in opposite directions, the angle | ||
/// between them is 180 degrees. | ||
/// * If the result is positive the vectors are pointing in roughly the same direction, the angle | ||
/// between them is greater than 0 and less than 90 degrees. | ||
/// * If the result is negative the vectors are pointing in roughly opposite directions, the angle | ||
/// between them is greater than 90 and less than 180 degrees. | ||
/// | ||
/// It is possible to get the angle by taking the arc cosine (`acos`) of the dot product. It is | ||
/// often unnecessary to do this though. Beware than `acos` will return `NaN` if the input is less | ||
/// than -1.0 or greater than 1.0. This can happen even when working with unit vectors due to | ||
/// floating point precision loss, so it pays to clamp your dot product value before calling | ||
/// `acos`. | ||
fn rotate_to_player_system( | ||
mut query: Query<(&RotateToPlayer, &mut Transform), Without<Player>>, | ||
player_query: Query<&Transform, With<Player>>, | ||
) { | ||
let player_transform = player_query.single(); | ||
// get the player translation in 2d | ||
let player_translation = player_transform.translation.xy(); | ||
|
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for (config, mut enemy_transform) in query.iter_mut() { | ||
// get the enemy ship forward vector in 2d (already unit length) | ||
let enemy_forward = (enemy_transform.rotation * Vec3::Y).xy(); | ||
|
||
// get the vector from the enemy ship to the player ship in 2d and normalize it. | ||
let to_player = (player_translation - enemy_transform.translation.xy()).normalize(); | ||
|
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// get the dot product between the enemy forward vector and the direction to the player. | ||
let forward_dot_player = enemy_forward.dot(to_player); | ||
|
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// if the dot product is approximately 1.0 then the enemy is already facing the player and | ||
// we can early out. | ||
if (forward_dot_player - 1.0).abs() < f32::EPSILON { | ||
continue; | ||
} | ||
|
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// get the right vector of the enemy ship in 2d (already unit length) | ||
let enemy_right = (enemy_transform.rotation * Vec3::X).xy(); | ||
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// get the dot product of the enemy right vector and the direction to the player ship. | ||
// if the dot product is negative them we need to rotate counter clockwise, if it is | ||
// positive we need to rotate clockwise. Note that `copysign` will still return 1.0 if the | ||
// dot product is 0.0 (because the player is directly behind the enemy, so perpendicular | ||
// with the right vector). | ||
let right_dot_player = enemy_right.dot(to_player); | ||
|
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// determine the sign of rotation from the right dot player. We need to negate the sign | ||
// here as the 2D bevy co-ordinate system rotates around +Z, which is pointing out of the | ||
// screen. Due to the right hand rule, positive rotation around +Z is counter clockwise and | ||
// negative is clockwise. | ||
let rotation_sign = -f32::copysign(1.0, right_dot_player); | ||
|
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// limit rotation so we don't overshoot the target. We need to convert our dot product to | ||
// an angle here so we can get an angle of rotation to clamp against. | ||
let max_angle = forward_dot_player.min(1.0).max(-1.0).acos(); // clamp acos for safety | ||
|
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// calculate angle of rotation with limit | ||
let rotation_angle = rotation_sign * (config.rotation_speed * TIME_STEP).min(max_angle); | ||
|
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// get the quaternion to rotate from the current enemy facing direction towards the | ||
// direction facing the player | ||
let rotation_delta = Quat::from_rotation_z(rotation_angle); | ||
|
||
// rotate the enemy to face the player | ||
enemy_transform.rotation *= rotation_delta; | ||
} | ||
} |
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