use bevy::{
prelude::*,
sprite::{
collide_aabb::{collide, Collision},
MaterialMesh2dBundle,
},
DefaultPlugins,
};
use bevy_wasm_scripting::*;
use wasmer::{imports, Function, FunctionEnv, FunctionEnvMut};
const TIME_STEP: f32 = 1.0 / 60.0;
const PADDLE_SIZE: Vec3 = Vec3::new(120.0, 20.0, 0.0);
const GAP_BETWEEN_PADDLE_AND_FLOOR: f32 = 60.0;
const PADDLE_SPEED: f32 = 500.0;
const PADDLE_PADDING: f32 = 10.0;
const BALL_STARTING_POSITION: Vec3 = Vec3::new(0.0, -50.0, 1.0);
const BALL_SIZE: Vec3 = Vec3::new(30.0, 30.0, 0.0);
const BALL_SPEED: f32 = 400.0;
const INITIAL_BALL_DIRECTION: Vec2 = Vec2::new(0.5, -0.5);
const WALL_THICKNESS: f32 = 10.0;
const LEFT_WALL: f32 = -450.;
const RIGHT_WALL: f32 = 450.;
const BOTTOM_WALL: f32 = -300.;
const TOP_WALL: f32 = 300.;
const BRICK_SIZE: Vec2 = Vec2::new(100., 30.);
const GAP_BETWEEN_PADDLE_AND_BRICKS: f32 = 270.0;
const GAP_BETWEEN_BRICKS: f32 = 5.0;
const GAP_BETWEEN_BRICKS_AND_CEILING: f32 = 20.0;
const GAP_BETWEEN_BRICKS_AND_SIDES: f32 = 20.0;
const SCOREBOARD_FONT_SIZE: f32 = 40.0;
const SCOREBOARD_TEXT_PADDING: Val = Val::Px(5.0);
const BACKGROUND_COLOR: Color = Color::rgb(0.9, 0.9, 0.9);
const PADDLE_COLOR: Color = Color::rgb(0.3, 0.3, 0.7);
const BALL_COLOR: Color = Color::rgb(1.0, 0.5, 0.5);
const BRICK_COLOR: Color = Color::rgb(0.5, 0.5, 1.0);
const WALL_COLOR: Color = Color::rgb(0.8, 0.8, 0.8);
const TEXT_COLOR: Color = Color::rgb(0.5, 0.5, 1.0);
const SCORE_COLOR: Color = Color::rgb(1.0, 0.5, 0.5);
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(WasmPlugin)
.insert_resource(Scoreboard { score: 0 })
.insert_resource(ClearColor(BACKGROUND_COLOR))
.insert_resource(FixedTime::new_from_secs(TIME_STEP))
.add_startup_system(setup)
.add_event::<CollisionEvent>()
.add_system(check_for_collisions.in_schedule(CoreSchedule::FixedUpdate))
.add_system(
move_paddle
.in_schedule(CoreSchedule::FixedUpdate)
.before(check_for_collisions),
)
.add_system(
apply_velocity
.in_schedule(CoreSchedule::FixedUpdate)
.before(check_for_collisions),
)
.add_system(
play_collision_sound
.in_schedule(CoreSchedule::FixedUpdate)
.after(check_for_collisions),
)
.add_system(update_scoreboard)
.add_system(bevy::window::close_on_esc)
.add_system(ball_on_update_script)
.add_wasm_script_component::<BallScript>()
.run();
}
#[derive(Component)]
struct Paddle;
#[derive(Component)]
struct Ball;
#[derive(Component)]
struct BallScript(Handle<WasmScript>);
impl<'w> WasmScriptComponent for BallScript {
type ImportQueriedComponents = (&'static Transform, &'static mut Velocity);
type ImportResources = ();
fn get_wasm_script_handle(&self) -> &Handle<WasmScript> {
&self.0
}
fn get_imports_from_world(
wasmer_store: &mut WasmerStore,
world: &WorldPointer,
) -> wasmer::Imports {
let env = FunctionEnv::new(&mut wasmer_store.0, world.clone());
imports! {
"env" => {
"get_velocity_x" => Function::new_typed_with_env(&mut wasmer_store.0, &env, get_velocity_x),
"get_velocity_y" => Function::new_typed_with_env(&mut wasmer_store.0, &env, get_velocity_y),
"set_velocity" => Function::new_typed_with_env(&mut wasmer_store.0, &env, set_velocity),
"spawn_new_ball" => Function::new_typed_with_env(&mut wasmer_store.0, &env, spawn_new_ball),
}
}
}
}
#[derive(Component, Clone)] #[repr(C)]
pub struct Velocity(pub f32, pub f32);
#[derive(Component)]
struct Collider;
pub enum CollisionEvent {
BallWall(Entity, Entity),
BallBrick(Entity, Entity),
}
#[derive(Component)]
struct Brick;
#[derive(Resource)]
struct CollisionSound(Handle<AudioSource>);
#[derive(Bundle)]
struct WallBundle {
sprite_bundle: SpriteBundle,
collider: Collider,
}
enum WallLocation {
Left,
Right,
Bottom,
Top,
}
impl WallLocation {
fn position(&self) -> Vec2 {
match self {
WallLocation::Left => Vec2::new(LEFT_WALL, 0.),
WallLocation::Right => Vec2::new(RIGHT_WALL, 0.),
WallLocation::Bottom => Vec2::new(0., BOTTOM_WALL),
WallLocation::Top => Vec2::new(0., TOP_WALL),
}
}
fn size(&self) -> Vec2 {
let arena_height = TOP_WALL - BOTTOM_WALL;
let arena_width = RIGHT_WALL - LEFT_WALL;
assert!(arena_height > 0.0);
assert!(arena_width > 0.0);
match self {
WallLocation::Left | WallLocation::Right => {
Vec2::new(WALL_THICKNESS, arena_height + WALL_THICKNESS)
}
WallLocation::Bottom | WallLocation::Top => {
Vec2::new(arena_width + WALL_THICKNESS, WALL_THICKNESS)
}
}
}
}
impl WallBundle {
fn new(location: WallLocation) -> WallBundle {
WallBundle {
sprite_bundle: SpriteBundle {
transform: Transform {
translation: location.position().extend(0.0),
scale: location.size().extend(1.0),
..default()
},
sprite: Sprite {
color: WALL_COLOR,
..default()
},
..default()
},
collider: Collider,
}
}
}
#[derive(Resource)]
struct Scoreboard {
score: usize,
}
fn get_velocity_x(env: FunctionEnvMut<WorldPointer>, entity_id: EntityId) -> f32 {
env.data()
.read()
.get::<Velocity>(entity_id.to_entity())
.cloned()
.map(|vel| vel.0)
.unwrap_or(0.0)
}
fn get_velocity_y(env: FunctionEnvMut<WorldPointer>, entity_id: EntityId) -> f32 {
env.data()
.read()
.get::<Velocity>(entity_id.to_entity())
.cloned()
.map(|vel| vel.1)
.unwrap_or(0.0)
}
fn set_velocity(env: FunctionEnvMut<WorldPointer>, entity_id: EntityId, vx: f32, vy: f32) {
if let Some(mut entity_velocity) = env
.data()
.write()
.get_mut::<Velocity>(entity_id.to_entity())
{
*entity_velocity = Velocity(vx, vy);
}
println!("Setting {} {}", vx, vy);
}
fn spawn_new_ball(
env: FunctionEnvMut<WorldPointer>,
entity_id: EntityId,
vx: f32,
vy: f32,
speed: f32,
) -> EntityId {
let entity = entity_id.to_entity();
let world_pointer = env.data();
let mut commands = world_pointer.commands::<BallScript>();
let mut meshes = world_pointer.write().resource_mut::<Assets<Mesh>>();
let mut materials = world_pointer
.write()
.resource_mut::<Assets<ColorMaterial>>();
if let Some(ball_transform) = world_pointer.read().get::<Transform>(entity) {
f64::from_bits(
spawn_ball(
&mut commands,
&mut meshes,
&mut materials,
ball_transform.translation,
(vx, vy),
speed,
)
.to_bits(),
)
} else {
f64::from_bits(u64::MAX)
}
}
fn spawn_ball(
commands: &mut Commands,
meshes: &mut Assets<Mesh>,
materials: &mut Assets<ColorMaterial>,
location: Vec3,
direction: (f32, f32),
speed: f32,
) -> Entity {
commands
.spawn((
MaterialMesh2dBundle {
mesh: meshes.add(shape::Circle::default().into()).into(),
material: materials.add(ColorMaterial::from(BALL_COLOR)),
transform: Transform::from_translation(location).with_scale(BALL_SIZE),
..default()
},
Ball,
Velocity(direction.0 * speed, direction.1 * speed),
))
.id()
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
asset_server: Res<AssetServer>,
) {
commands.spawn(Camera2dBundle::default());
let ball_collision_sound = asset_server.load("sounds/breakout_collision.ogg");
commands.insert_resource(CollisionSound(ball_collision_sound));
let paddle_y = BOTTOM_WALL + GAP_BETWEEN_PADDLE_AND_FLOOR;
commands.spawn((
SpriteBundle {
transform: Transform {
translation: Vec3::new(0.0, paddle_y, 0.0),
scale: PADDLE_SIZE,
..default()
},
sprite: Sprite {
color: PADDLE_COLOR,
..default()
},
..default()
},
Paddle,
Collider,
));
commands.spawn(
TextBundle::from_sections([
TextSection::new(
"Score: ",
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: SCOREBOARD_FONT_SIZE,
color: TEXT_COLOR,
},
),
TextSection::from_style(TextStyle {
font: asset_server.load("fonts/FiraMono-Medium.ttf"),
font_size: SCOREBOARD_FONT_SIZE,
color: SCORE_COLOR,
}),
])
.with_style(Style {
position_type: PositionType::Absolute,
position: UiRect {
top: SCOREBOARD_TEXT_PADDING,
left: SCOREBOARD_TEXT_PADDING,
..default()
},
..default()
}),
);
let ball = spawn_ball(
&mut commands,
meshes.as_mut(),
materials.as_mut(),
BALL_STARTING_POSITION,
INITIAL_BALL_DIRECTION.into(),
BALL_SPEED,
);
commands.entity(ball).insert(BallScript(
asset_server.load("breakout/scripts/gravity.wasm"),
));
commands.spawn(WallBundle::new(WallLocation::Left));
commands.spawn(WallBundle::new(WallLocation::Right));
commands.spawn(WallBundle::new(WallLocation::Bottom));
commands.spawn(WallBundle::new(WallLocation::Top));
assert!(BRICK_SIZE.x > 0.0);
assert!(BRICK_SIZE.y > 0.0);
let total_width_of_bricks = (RIGHT_WALL - LEFT_WALL) - 2. * GAP_BETWEEN_BRICKS_AND_SIDES;
let bottom_edge_of_bricks = paddle_y + GAP_BETWEEN_PADDLE_AND_BRICKS;
let total_height_of_bricks = TOP_WALL - bottom_edge_of_bricks - GAP_BETWEEN_BRICKS_AND_CEILING;
assert!(total_width_of_bricks > 0.0);
assert!(total_height_of_bricks > 0.0);
let n_columns = (total_width_of_bricks / (BRICK_SIZE.x + GAP_BETWEEN_BRICKS)).floor() as usize;
let n_rows = (total_height_of_bricks / (BRICK_SIZE.y + GAP_BETWEEN_BRICKS)).floor() as usize;
let n_vertical_gaps = n_columns - 1;
let center_of_bricks = (LEFT_WALL + RIGHT_WALL) / 2.0;
let left_edge_of_bricks = center_of_bricks
- (n_columns as f32 / 2.0 * BRICK_SIZE.x)
- n_vertical_gaps as f32 / 2.0 * GAP_BETWEEN_BRICKS;
let offset_x = left_edge_of_bricks + BRICK_SIZE.x / 2.;
let offset_y = bottom_edge_of_bricks + BRICK_SIZE.y / 2.;
for row in 0..n_rows {
for column in 0..n_columns {
let brick_position = Vec2::new(
offset_x + column as f32 * (BRICK_SIZE.x + GAP_BETWEEN_BRICKS),
offset_y + row as f32 * (BRICK_SIZE.y + GAP_BETWEEN_BRICKS),
);
commands.spawn((
SpriteBundle {
sprite: Sprite {
color: BRICK_COLOR,
..default()
},
transform: Transform {
translation: brick_position.extend(0.0),
scale: Vec3::new(BRICK_SIZE.x, BRICK_SIZE.y, 1.0),
..default()
},
..default()
},
Brick,
Collider,
));
}
}
}
fn move_paddle(
keyboard_input: Res<Input<KeyCode>>,
mut query: Query<&mut Transform, With<Paddle>>,
) {
let mut paddle_transform = query.single_mut();
let mut direction = 0.0;
if keyboard_input.pressed(KeyCode::Left) {
direction -= 1.0;
}
if keyboard_input.pressed(KeyCode::Right) {
direction += 1.0;
}
let new_paddle_position = paddle_transform.translation.x + direction * PADDLE_SPEED * TIME_STEP;
let left_bound = LEFT_WALL + WALL_THICKNESS / 2.0 + PADDLE_SIZE.x / 2.0 + PADDLE_PADDING;
let right_bound = RIGHT_WALL - WALL_THICKNESS / 2.0 - PADDLE_SIZE.x / 2.0 - PADDLE_PADDING;
paddle_transform.translation.x = new_paddle_position.clamp(left_bound, right_bound);
}
fn apply_velocity(mut query: Query<(&mut Transform, &Velocity)>) {
for (mut transform, velocity) in &mut query {
transform.translation.x += velocity.0 * TIME_STEP;
transform.translation.y += velocity.1 * TIME_STEP;
}
}
fn ball_on_update_script(
mut script_env: WasmScriptComponentEnv<BallScript, Without<BallScript>>,
ball_query: Query<(Entity, &BallScript)>,
time: Res<Time>,
) {
for (entity, script) in ball_query.iter() {
if let Err(err) = script_env.call_if_instantiated_2::<f64, f32, ()>(
&script.0,
"on_update",
f64::from_bits(entity.to_bits()),
time.delta_seconds(),
) {
bevy::log::error!("Failed to run script: {}", err);
}
}
}
fn update_scoreboard(scoreboard: Res<Scoreboard>, mut query: Query<&mut Text>) {
let mut text = query.single_mut();
text.sections[1].value = scoreboard.score.to_string();
}
fn check_for_collisions(
mut commands: Commands,
mut scoreboard: ResMut<Scoreboard>,
mut ball_query: Query<(Entity, &mut Velocity, &Transform), With<Ball>>,
collider_query: Query<(Entity, &Transform, Option<&Brick>), With<Collider>>,
mut collision_events: EventWriter<CollisionEvent>,
) {
let (ball_entity, mut ball_velocity, ball_transform) = ball_query.single_mut();
let ball_size = ball_transform.scale.truncate();
for (collider_entity, transform, maybe_brick) in &collider_query {
let collision = collide(
ball_transform.translation,
ball_size,
transform.translation,
transform.scale.truncate(),
);
if let Some(collision) = collision {
if maybe_brick.is_some() {
scoreboard.score += 1;
collision_events.send(CollisionEvent::BallBrick(ball_entity, collider_entity));
commands.entity(collider_entity).despawn();
} else {
collision_events.send(CollisionEvent::BallWall(ball_entity, collider_entity));
}
let mut reflect_x = false;
let mut reflect_y = false;
match collision {
Collision::Left => reflect_x = ball_velocity.0 > 0.0,
Collision::Right => reflect_x = ball_velocity.0 < 0.0,
Collision::Top => reflect_y = ball_velocity.1 < 0.0,
Collision::Bottom => reflect_y = ball_velocity.1 > 0.0,
Collision::Inside => { }
}
if reflect_x {
ball_velocity.0 = -ball_velocity.0;
}
if reflect_y {
ball_velocity.1 = -ball_velocity.1;
}
}
}
}
fn play_collision_sound(
mut collision_events: EventReader<CollisionEvent>,
audio: Res<Audio>,
sound: Res<CollisionSound>,
) {
if !collision_events.is_empty() {
collision_events.clear();
audio.play(sound.0.clone());
}
}