breakout/
breakout.rs

1//! A simplified implementation of the classic game "Breakout".
2//!
3//! Demonstrates Bevy's stepping capabilities if compiled with the `bevy_debug_stepping` feature.
4
5use bevy::{
6    math::bounding::{Aabb2d, BoundingCircle, BoundingVolume, IntersectsVolume},
7    prelude::*,
8};
9
10mod stepping;
11
12// These constants are defined in `Transform` units.
13// Using the default 2D camera they correspond 1:1 with screen pixels.
14const PADDLE_SIZE: Vec2 = Vec2::new(120.0, 20.0);
15const GAP_BETWEEN_PADDLE_AND_FLOOR: f32 = 60.0;
16const PADDLE_SPEED: f32 = 500.0;
17// How close can the paddle get to the wall
18const PADDLE_PADDING: f32 = 10.0;
19
20// We set the z-value of the ball to 1 so it renders on top in the case of overlapping sprites.
21const BALL_STARTING_POSITION: Vec3 = Vec3::new(0.0, -50.0, 1.0);
22const BALL_DIAMETER: f32 = 30.;
23const BALL_SPEED: f32 = 400.0;
24const INITIAL_BALL_DIRECTION: Vec2 = Vec2::new(0.5, -0.5);
25
26const WALL_THICKNESS: f32 = 10.0;
27// x coordinates
28const LEFT_WALL: f32 = -450.;
29const RIGHT_WALL: f32 = 450.;
30// y coordinates
31const BOTTOM_WALL: f32 = -300.;
32const TOP_WALL: f32 = 300.;
33
34const BRICK_SIZE: Vec2 = Vec2::new(100., 30.);
35// These values are exact
36const GAP_BETWEEN_PADDLE_AND_BRICKS: f32 = 270.0;
37const GAP_BETWEEN_BRICKS: f32 = 5.0;
38// These values are lower bounds, as the number of bricks is computed
39const GAP_BETWEEN_BRICKS_AND_CEILING: f32 = 20.0;
40const GAP_BETWEEN_BRICKS_AND_SIDES: f32 = 20.0;
41
42const SCOREBOARD_FONT_SIZE: f32 = 33.0;
43const SCOREBOARD_TEXT_PADDING: Val = Val::Px(5.0);
44
45const BACKGROUND_COLOR: Color = Color::srgb(0.9, 0.9, 0.9);
46const PADDLE_COLOR: Color = Color::srgb(0.3, 0.3, 0.7);
47const BALL_COLOR: Color = Color::srgb(1.0, 0.5, 0.5);
48const BRICK_COLOR: Color = Color::srgb(0.5, 0.5, 1.0);
49const WALL_COLOR: Color = Color::srgb(0.8, 0.8, 0.8);
50const TEXT_COLOR: Color = Color::srgb(0.5, 0.5, 1.0);
51const SCORE_COLOR: Color = Color::srgb(1.0, 0.5, 0.5);
52
53fn main() {
54    App::new()
55        .add_plugins(DefaultPlugins)
56        .add_plugins(
57            stepping::SteppingPlugin::default()
58                .add_schedule(Update)
59                .add_schedule(FixedUpdate)
60                .at(percent(35), percent(50)),
61        )
62        .insert_resource(Score(0))
63        .insert_resource(ClearColor(BACKGROUND_COLOR))
64        .add_systems(Startup, setup)
65        // Add our gameplay simulation systems to the fixed timestep schedule
66        // which runs at 64 Hz by default
67        .add_systems(
68            FixedUpdate,
69            (apply_velocity, move_paddle, check_for_collisions)
70                // `chain`ing systems together runs them in order
71                .chain(),
72        )
73        .add_systems(Update, update_scoreboard)
74        .add_observer(play_collision_sound)
75        .run();
76}
77
78#[derive(Component)]
79struct Paddle;
80
81#[derive(Component)]
82struct Ball;
83
84#[derive(Component, Deref, DerefMut)]
85struct Velocity(Vec2);
86
87#[derive(Event)]
88struct BallCollided;
89
90#[derive(Component)]
91struct Brick;
92
93#[derive(Resource, Deref)]
94struct CollisionSound(Handle<AudioSource>);
95
96// Default must be implemented to define this as a required component for the Wall component below
97#[derive(Component, Default)]
98struct Collider;
99
100// This is a collection of the components that define a "Wall" in our game
101#[derive(Component)]
102#[require(Sprite, Transform, Collider)]
103struct Wall;
104
105/// Which side of the arena is this wall located on?
106enum WallLocation {
107    Left,
108    Right,
109    Bottom,
110    Top,
111}
112
113impl WallLocation {
114    /// Location of the *center* of the wall, used in `transform.translation()`
115    fn position(&self) -> Vec2 {
116        match self {
117            WallLocation::Left => Vec2::new(LEFT_WALL, 0.),
118            WallLocation::Right => Vec2::new(RIGHT_WALL, 0.),
119            WallLocation::Bottom => Vec2::new(0., BOTTOM_WALL),
120            WallLocation::Top => Vec2::new(0., TOP_WALL),
121        }
122    }
123
124    /// (x, y) dimensions of the wall, used in `transform.scale()`
125    fn size(&self) -> Vec2 {
126        let arena_height = TOP_WALL - BOTTOM_WALL;
127        let arena_width = RIGHT_WALL - LEFT_WALL;
128        // Make sure we haven't messed up our constants
129        assert!(arena_height > 0.0);
130        assert!(arena_width > 0.0);
131
132        match self {
133            WallLocation::Left | WallLocation::Right => {
134                Vec2::new(WALL_THICKNESS, arena_height + WALL_THICKNESS)
135            }
136            WallLocation::Bottom | WallLocation::Top => {
137                Vec2::new(arena_width + WALL_THICKNESS, WALL_THICKNESS)
138            }
139        }
140    }
141}
142
143impl Wall {
144    // This "builder method" allows us to reuse logic across our wall entities,
145    // making our code easier to read and less prone to bugs when we change the logic
146    // Notice the use of Sprite and Transform alongside Wall, overwriting the default values defined for the required components
147    fn new(location: WallLocation) -> (Wall, Sprite, Transform) {
148        (
149            Wall,
150            Sprite::from_color(WALL_COLOR, Vec2::ONE),
151            Transform {
152                // We need to convert our Vec2 into a Vec3, by giving it a z-coordinate
153                // This is used to determine the order of our sprites
154                translation: location.position().extend(0.0),
155                // The z-scale of 2D objects must always be 1.0,
156                // or their ordering will be affected in surprising ways.
157                // See https://github.com/bevyengine/bevy/issues/4149
158                scale: location.size().extend(1.0),
159                ..default()
160            },
161        )
162    }
163}
164
165// This resource tracks the game's score
166#[derive(Resource, Deref, DerefMut)]
167struct Score(usize);
168
169#[derive(Component)]
170struct ScoreboardUi;
171
172// Add the game's entities to our world
173fn setup(
174    mut commands: Commands,
175    mut meshes: ResMut<Assets<Mesh>>,
176    mut materials: ResMut<Assets<ColorMaterial>>,
177    asset_server: Res<AssetServer>,
178) {
179    // Camera
180    commands.spawn(Camera2d);
181
182    // Sound
183    let ball_collision_sound = asset_server.load("sounds/breakout_collision.ogg");
184    commands.insert_resource(CollisionSound(ball_collision_sound));
185
186    // Paddle
187    let paddle_y = BOTTOM_WALL + GAP_BETWEEN_PADDLE_AND_FLOOR;
188
189    commands.spawn((
190        Sprite::from_color(PADDLE_COLOR, Vec2::ONE),
191        Transform {
192            translation: Vec3::new(0.0, paddle_y, 0.0),
193            scale: PADDLE_SIZE.extend(1.0),
194            ..default()
195        },
196        Paddle,
197        Collider,
198    ));
199
200    // Ball
201    commands.spawn((
202        Mesh2d(meshes.add(Circle::default())),
203        MeshMaterial2d(materials.add(BALL_COLOR)),
204        Transform::from_translation(BALL_STARTING_POSITION)
205            .with_scale(Vec2::splat(BALL_DIAMETER).extend(1.)),
206        Ball,
207        Velocity(INITIAL_BALL_DIRECTION.normalize() * BALL_SPEED),
208    ));
209
210    // Scoreboard
211    commands.spawn((
212        Text::new("Score: "),
213        TextFont {
214            font_size: SCOREBOARD_FONT_SIZE,
215            ..default()
216        },
217        TextColor(TEXT_COLOR),
218        ScoreboardUi,
219        Node {
220            position_type: PositionType::Absolute,
221            top: SCOREBOARD_TEXT_PADDING,
222            left: SCOREBOARD_TEXT_PADDING,
223            ..default()
224        },
225        children![(
226            TextSpan::default(),
227            TextFont {
228                font_size: SCOREBOARD_FONT_SIZE,
229                ..default()
230            },
231            TextColor(SCORE_COLOR),
232        )],
233    ));
234
235    // Walls
236    commands.spawn(Wall::new(WallLocation::Left));
237    commands.spawn(Wall::new(WallLocation::Right));
238    commands.spawn(Wall::new(WallLocation::Bottom));
239    commands.spawn(Wall::new(WallLocation::Top));
240
241    // Bricks
242    let total_width_of_bricks = (RIGHT_WALL - LEFT_WALL) - 2. * GAP_BETWEEN_BRICKS_AND_SIDES;
243    let bottom_edge_of_bricks = paddle_y + GAP_BETWEEN_PADDLE_AND_BRICKS;
244    let total_height_of_bricks = TOP_WALL - bottom_edge_of_bricks - GAP_BETWEEN_BRICKS_AND_CEILING;
245
246    assert!(total_width_of_bricks > 0.0);
247    assert!(total_height_of_bricks > 0.0);
248
249    // Given the space available, compute how many rows and columns of bricks we can fit
250    let n_columns = (total_width_of_bricks / (BRICK_SIZE.x + GAP_BETWEEN_BRICKS)).floor() as usize;
251    let n_rows = (total_height_of_bricks / (BRICK_SIZE.y + GAP_BETWEEN_BRICKS)).floor() as usize;
252    let n_vertical_gaps = n_columns - 1;
253
254    // Because we need to round the number of columns,
255    // the space on the top and sides of the bricks only captures a lower bound, not an exact value
256    let center_of_bricks = (LEFT_WALL + RIGHT_WALL) / 2.0;
257    let left_edge_of_bricks = center_of_bricks
258        // Space taken up by the bricks
259        - (n_columns as f32 / 2.0 * BRICK_SIZE.x)
260        // Space taken up by the gaps
261        - n_vertical_gaps as f32 / 2.0 * GAP_BETWEEN_BRICKS;
262
263    // In Bevy, the `translation` of an entity describes the center point,
264    // not its bottom-left corner
265    let offset_x = left_edge_of_bricks + BRICK_SIZE.x / 2.;
266    let offset_y = bottom_edge_of_bricks + BRICK_SIZE.y / 2.;
267
268    for row in 0..n_rows {
269        for column in 0..n_columns {
270            let brick_position = Vec2::new(
271                offset_x + column as f32 * (BRICK_SIZE.x + GAP_BETWEEN_BRICKS),
272                offset_y + row as f32 * (BRICK_SIZE.y + GAP_BETWEEN_BRICKS),
273            );
274
275            // brick
276            commands.spawn((
277                Sprite {
278                    color: BRICK_COLOR,
279                    ..default()
280                },
281                Transform {
282                    translation: brick_position.extend(0.0),
283                    scale: Vec3::new(BRICK_SIZE.x, BRICK_SIZE.y, 1.0),
284                    ..default()
285                },
286                Brick,
287                Collider,
288            ));
289        }
290    }
291}
292
293fn move_paddle(
294    keyboard_input: Res<ButtonInput<KeyCode>>,
295    mut paddle_transform: Single<&mut Transform, With<Paddle>>,
296    time: Res<Time>,
297) {
298    let mut direction = 0.0;
299
300    if keyboard_input.pressed(KeyCode::ArrowLeft) {
301        direction -= 1.0;
302    }
303
304    if keyboard_input.pressed(KeyCode::ArrowRight) {
305        direction += 1.0;
306    }
307
308    // Calculate the new horizontal paddle position based on player input
309    let new_paddle_position =
310        paddle_transform.translation.x + direction * PADDLE_SPEED * time.delta_secs();
311
312    // Update the paddle position,
313    // making sure it doesn't cause the paddle to leave the arena
314    let left_bound = LEFT_WALL + WALL_THICKNESS / 2.0 + PADDLE_SIZE.x / 2.0 + PADDLE_PADDING;
315    let right_bound = RIGHT_WALL - WALL_THICKNESS / 2.0 - PADDLE_SIZE.x / 2.0 - PADDLE_PADDING;
316
317    paddle_transform.translation.x = new_paddle_position.clamp(left_bound, right_bound);
318}
319
320fn apply_velocity(mut query: Query<(&mut Transform, &Velocity)>, time: Res<Time>) {
321    for (mut transform, velocity) in &mut query {
322        transform.translation.x += velocity.x * time.delta_secs();
323        transform.translation.y += velocity.y * time.delta_secs();
324    }
325}
326
327fn update_scoreboard(
328    score: Res<Score>,
329    score_root: Single<Entity, (With<ScoreboardUi>, With<Text>)>,
330    mut writer: TextUiWriter,
331) {
332    *writer.text(*score_root, 1) = score.to_string();
333}
334
335fn check_for_collisions(
336    mut commands: Commands,
337    mut score: ResMut<Score>,
338    ball_query: Single<(&mut Velocity, &Transform), With<Ball>>,
339    collider_query: Query<(Entity, &Transform, Option<&Brick>), With<Collider>>,
340) {
341    let (mut ball_velocity, ball_transform) = ball_query.into_inner();
342
343    for (collider_entity, collider_transform, maybe_brick) in &collider_query {
344        let collision = ball_collision(
345            BoundingCircle::new(ball_transform.translation.truncate(), BALL_DIAMETER / 2.),
346            Aabb2d::new(
347                collider_transform.translation.truncate(),
348                collider_transform.scale.truncate() / 2.,
349            ),
350        );
351
352        if let Some(collision) = collision {
353            // Trigger observers of the "BallCollided" event
354            commands.trigger(BallCollided);
355
356            // Bricks should be despawned and increment the scoreboard on collision
357            if maybe_brick.is_some() {
358                commands.entity(collider_entity).despawn();
359                **score += 1;
360            }
361
362            // Reflect the ball's velocity when it collides
363            let mut reflect_x = false;
364            let mut reflect_y = false;
365
366            // Reflect only if the velocity is in the opposite direction of the collision
367            // This prevents the ball from getting stuck inside the bar
368            match collision {
369                Collision::Left => reflect_x = ball_velocity.x > 0.0,
370                Collision::Right => reflect_x = ball_velocity.x < 0.0,
371                Collision::Top => reflect_y = ball_velocity.y < 0.0,
372                Collision::Bottom => reflect_y = ball_velocity.y > 0.0,
373            }
374
375            // Reflect velocity on the x-axis if we hit something on the x-axis
376            if reflect_x {
377                ball_velocity.x = -ball_velocity.x;
378            }
379
380            // Reflect velocity on the y-axis if we hit something on the y-axis
381            if reflect_y {
382                ball_velocity.y = -ball_velocity.y;
383            }
384        }
385    }
386}
387
388fn play_collision_sound(
389    _collided: On<BallCollided>,
390    mut commands: Commands,
391    sound: Res<CollisionSound>,
392) {
393    commands.spawn((AudioPlayer(sound.clone()), PlaybackSettings::DESPAWN));
394}
395
396#[derive(Debug, PartialEq, Eq, Copy, Clone)]
397enum Collision {
398    Left,
399    Right,
400    Top,
401    Bottom,
402}
403
404// Returns `Some` if `ball` collides with `bounding_box`.
405// The returned `Collision` is the side of `bounding_box` that `ball` hit.
406fn ball_collision(ball: BoundingCircle, bounding_box: Aabb2d) -> Option<Collision> {
407    if !ball.intersects(&bounding_box) {
408        return None;
409    }
410
411    let closest = bounding_box.closest_point(ball.center());
412    let offset = ball.center() - closest;
413    let side = if offset.x.abs() > offset.y.abs() {
414        if offset.x < 0. {
415            Collision::Left
416        } else {
417            Collision::Right
418        }
419    } else if offset.y > 0. {
420        Collision::Top
421    } else {
422        Collision::Bottom
423    };
424
425    Some(side)
426}