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