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Various improvements to the contributors example
#12217
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -1,35 +1,29 @@ | ||
| //! This example displays each contributor to the bevy source code as a bouncing bevy-ball. | ||
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|
||
| use bevy::{ | ||
| math::bounding::Aabb2d, | ||
| prelude::*, | ||
| utils::{thiserror, HashSet}, | ||
| utils::{thiserror, HashMap}, | ||
| }; | ||
| use rand::{prelude::SliceRandom, Rng}; | ||
| use std::{ | ||
| env::VarError, | ||
| hash::{DefaultHasher, Hash, Hasher}, | ||
| io::{self, BufRead, BufReader}, | ||
| process::Stdio, | ||
| }; | ||
|
|
||
| fn main() { | ||
| App::new() | ||
| .add_plugins(DefaultPlugins) | ||
| .init_resource::<SelectionState>() | ||
| .init_resource::<SelectionTimer>() | ||
| .add_systems(Startup, (setup_contributor_selection, setup)) | ||
| .add_systems( | ||
| Update, | ||
| ( | ||
| velocity_system, | ||
| move_system, | ||
| collision_system, | ||
| select_system, | ||
| ), | ||
| ) | ||
| .add_systems(Update, (gravity, movement, collisions, selection)) | ||
| .run(); | ||
| } | ||
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||
| // Store contributors in a collection that preserves the uniqueness | ||
| type Contributors = HashSet<String>; | ||
| // Store contributors with their commit count in a collection that preserves the uniqueness | ||
| type Contributors = HashMap<String, usize>; | ||
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| #[derive(Resource)] | ||
| struct ContributorSelection { | ||
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|
@@ -38,17 +32,14 @@ struct ContributorSelection { | |
| } | ||
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| #[derive(Resource)] | ||
| struct SelectionState { | ||
| timer: Timer, | ||
| has_triggered: bool, | ||
| } | ||
| struct SelectionTimer(Timer); | ||
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| impl Default for SelectionState { | ||
| impl Default for SelectionTimer { | ||
| fn default() -> Self { | ||
| Self { | ||
| timer: Timer::from_seconds(SHOWCASE_TIMER_SECS, TimerMode::Repeating), | ||
| has_triggered: false, | ||
| } | ||
| Self(Timer::from_seconds( | ||
| SHOWCASE_TIMER_SECS, | ||
| TimerMode::Repeating, | ||
| )) | ||
| } | ||
| } | ||
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@@ -58,6 +49,7 @@ struct ContributorDisplay; | |
| #[derive(Component)] | ||
| struct Contributor { | ||
| name: String, | ||
| num_commits: usize, | ||
| hue: f32, | ||
| } | ||
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@@ -70,23 +62,21 @@ struct Velocity { | |
| const GRAVITY: f32 = 9.821 * 100.0; | ||
| const SPRITE_SIZE: f32 = 75.0; | ||
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| const SATURATION_DESELECTED: f32 = 0.3; | ||
| const LIGHTNESS_DESELECTED: f32 = 0.2; | ||
| const SATURATION_SELECTED: f32 = 0.9; | ||
| const LIGHTNESS_SELECTED: f32 = 0.7; | ||
| const ALPHA: f32 = 0.92; | ||
| const SELECTED: Hsla = Hsla::hsl(0.0, 0.9, 0.7); | ||
| const DESELECTED: Hsla = Hsla::new(0.0, 0.3, 0.2, 0.92); | ||
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| const SHOWCASE_TIMER_SECS: f32 = 3.0; | ||
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| const CONTRIBUTORS_LIST: &[&str] = &["Carter Anderson", "And Many More"]; | ||
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| fn setup_contributor_selection(mut commands: Commands, asset_server: Res<AssetServer>) { | ||
| // Load contributors from the git history log or use default values from | ||
| // the constant array. Contributors must be unique, so they are stored in a HashSet | ||
| // the constant array. Contributors are stored in a HashMap with their | ||
| // commit count. | ||
| let contribs = contributors().unwrap_or_else(|_| { | ||
| CONTRIBUTORS_LIST | ||
| .iter() | ||
| .map(|name| name.to_string()) | ||
| .map(|name| (name.to_string(), 1)) | ||
| .collect() | ||
| }); | ||
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@@ -99,28 +89,31 @@ fn setup_contributor_selection(mut commands: Commands, asset_server: Res<AssetSe | |
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| let mut rng = rand::thread_rng(); | ||
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| for name in contribs { | ||
| let pos = (rng.gen_range(-400.0..400.0), rng.gen_range(0.0..400.0)); | ||
| for (name, num_commits) in contribs { | ||
| let transform = | ||
| Transform::from_xyz(rng.gen_range(-400.0..400.0), rng.gen_range(0.0..400.0), 0.0); | ||
| let dir = rng.gen_range(-1.0..1.0); | ||
| let velocity = Vec3::new(dir * 500.0, 0.0, 0.0); | ||
| let hue = rng.gen_range(0.0..=360.0); | ||
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| // some sprites should be flipped | ||
| let flipped = rng.gen_bool(0.5); | ||
| let hue = name_to_hue(&name); | ||
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| let transform = Transform::from_xyz(pos.0, pos.1, 0.0); | ||
| // Some sprites should be flipped for variety | ||
| let flipped = rng.gen(); | ||
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| let entity = commands | ||
| .spawn(( | ||
| Contributor { name, hue }, | ||
| Contributor { | ||
| name, | ||
| num_commits, | ||
| hue, | ||
| }, | ||
| Velocity { | ||
| translation: velocity, | ||
| rotation: -dir * 5.0, | ||
| }, | ||
| SpriteBundle { | ||
| sprite: Sprite { | ||
| custom_size: Some(Vec2::new(1.0, 1.0) * SPRITE_SIZE), | ||
| color: Color::hsla(hue, SATURATION_DESELECTED, LIGHTNESS_DESELECTED, ALPHA), | ||
| custom_size: Some(Vec2::splat(SPRITE_SIZE)), | ||
| color: DESELECTED.with_hue(hue).into(), | ||
| flip_x: flipped, | ||
| ..default() | ||
| }, | ||
|
|
@@ -142,53 +135,51 @@ fn setup_contributor_selection(mut commands: Commands, asset_server: Res<AssetSe | |
| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { | ||
| commands.spawn(Camera2dBundle::default()); | ||
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| let text_style = TextStyle { | ||
| font: asset_server.load("fonts/FiraSans-Bold.ttf"), | ||
| font_size: 60.0, | ||
| ..default() | ||
| }; | ||
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| commands.spawn(( | ||
| TextBundle::from_sections([ | ||
| TextSection::new( | ||
| "Contributor showcase", | ||
| TextStyle { | ||
| font: asset_server.load("fonts/FiraSans-Bold.ttf"), | ||
| font_size: 60.0, | ||
| ..default() | ||
| }, | ||
| ), | ||
| TextSection::new("Contributor showcase", text_style.clone()), | ||
| TextSection::from_style(TextStyle { | ||
| font: asset_server.load("fonts/FiraSans-Bold.ttf"), | ||
| font_size: 60.0, | ||
| ..default() | ||
| font_size: 30., | ||
| ..text_style | ||
| }), | ||
| ]) | ||
| .with_style(Style { | ||
| align_self: AlignSelf::FlexEnd, | ||
| position_type: PositionType::Absolute, | ||
| top: Val::Px(12.), | ||
| left: Val::Px(12.), | ||
| ..default() | ||
| }), | ||
| ContributorDisplay, | ||
| )); | ||
| } | ||
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| /// Finds the next contributor to display and selects the entity | ||
| fn select_system( | ||
| mut timer: ResMut<SelectionState>, | ||
| fn selection( | ||
| mut timer: ResMut<SelectionTimer>, | ||
| mut contributor_selection: ResMut<ContributorSelection>, | ||
| mut text_query: Query<&mut Text, With<ContributorDisplay>>, | ||
| mut query: Query<(&Contributor, &mut Sprite, &mut Transform)>, | ||
| time: Res<Time>, | ||
| ) { | ||
| if !timer.timer.tick(time.delta()).just_finished() { | ||
| if !timer.0.tick(time.delta()).just_finished() { | ||
| return; | ||
| } | ||
| if !timer.has_triggered { | ||
| let mut text = text_query.single_mut(); | ||
| text.sections[0].value = "Contributor: ".to_string(); | ||
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| timer.has_triggered = true; | ||
| } | ||
| // Deselect the previous contributor | ||
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| let entity = contributor_selection.order[contributor_selection.idx]; | ||
| if let Ok((contributor, mut sprite, mut transform)) = query.get_mut(entity) { | ||
| deselect(&mut sprite, contributor, &mut transform); | ||
| } | ||
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| // Select the next contributor | ||
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| if (contributor_selection.idx + 1) < contributor_selection.order.len() { | ||
| contributor_selection.idx += 1; | ||
| } else { | ||
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|
@@ -211,99 +202,91 @@ fn select( | |
| transform: &mut Transform, | ||
| text: &mut Text, | ||
| ) { | ||
| sprite.color = Color::hsla( | ||
| contributor.hue, | ||
| SATURATION_SELECTED, | ||
| LIGHTNESS_SELECTED, | ||
| ALPHA, | ||
| ); | ||
| sprite.color = SELECTED.with_hue(contributor.hue).into(); | ||
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| transform.translation.z = 100.0; | ||
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| text.sections[1].value.clone_from(&contributor.name); | ||
| text.sections[1].style.color = sprite.color; | ||
| text.sections[0].value.clone_from(&contributor.name); | ||
| text.sections[1].value = format!( | ||
| "\n{} commit{}", | ||
| contributor.num_commits, | ||
| if contributor.num_commits > 1 { "s" } else { "" } | ||
| ); | ||
| text.sections[0].style.color = sprite.color; | ||
| } | ||
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| /// Change the modulate color to the "deselected" color and push | ||
| /// Change the tint color to the "deselected" color and push | ||
| /// the object to the back. | ||
| fn deselect(sprite: &mut Sprite, contributor: &Contributor, transform: &mut Transform) { | ||
| sprite.color = Color::hsla( | ||
| contributor.hue, | ||
| SATURATION_DESELECTED, | ||
| LIGHTNESS_DESELECTED, | ||
| ALPHA, | ||
| ); | ||
| sprite.color = DESELECTED.with_hue(contributor.hue).into(); | ||
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| transform.translation.z = 0.0; | ||
| } | ||
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| /// Applies gravity to all entities with velocity | ||
| fn velocity_system(time: Res<Time>, mut velocity_query: Query<&mut Velocity>) { | ||
| /// Applies gravity to all entities with a velocity. | ||
| fn gravity(time: Res<Time>, mut velocity_query: Query<&mut Velocity>) { | ||
| let delta = time.delta_seconds(); | ||
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| for mut velocity in &mut velocity_query { | ||
| velocity.translation.y -= GRAVITY * delta; | ||
| } | ||
| } | ||
|
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| /// Checks for collisions of contributor-birds. | ||
| /// Checks for collisions of contributor-birbs. | ||
|
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Perfection |
||
| /// | ||
| /// On collision with left-or-right wall it resets the horizontal | ||
| /// velocity. On collision with the ground it applies an upwards | ||
| /// force. | ||
| fn collision_system( | ||
| fn collisions( | ||
| windows: Query<&Window>, | ||
| mut query: Query<(&mut Velocity, &mut Transform), With<Contributor>>, | ||
| ) { | ||
| let window = windows.single(); | ||
| let window_size = Vec2::new(window.width(), window.height()); | ||
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| let ceiling = window.height() / 2.; | ||
| let ground = -window.height() / 2.; | ||
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| let wall_left = -window.width() / 2.; | ||
| let wall_right = window.width() / 2.; | ||
| let collision_area = Aabb2d::new(Vec2::ZERO, (window_size - SPRITE_SIZE) / 2.); | ||
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| // The maximum height the birbs should try to reach is one birb below the top of the window. | ||
| let max_bounce_height = (window.height() - SPRITE_SIZE * 2.0).max(0.0); | ||
| let max_bounce_height = (window_size.y - SPRITE_SIZE * 2.0).max(0.0); | ||
| let min_bounce_height = max_bounce_height * 0.4; | ||
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| let mut rng = rand::thread_rng(); | ||
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| for (mut velocity, mut transform) in &mut query { | ||
| let left = transform.translation.x - SPRITE_SIZE / 2.0; | ||
| let right = transform.translation.x + SPRITE_SIZE / 2.0; | ||
| let top = transform.translation.y + SPRITE_SIZE / 2.0; | ||
| let bottom = transform.translation.y - SPRITE_SIZE / 2.0; | ||
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| // clamp the translation to not go out of the bounds | ||
| if bottom < ground { | ||
| transform.translation.y = ground + SPRITE_SIZE / 2.0; | ||
| // Clamp the translation to not go out of the bounds | ||
| if transform.translation.y < collision_area.min.y { | ||
| transform.translation.y = collision_area.min.y; | ||
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| // How high this birb will bounce. | ||
| let bounce_height = rng.gen_range((max_bounce_height * 0.4)..=max_bounce_height); | ||
| let bounce_height = rng.gen_range(min_bounce_height..=max_bounce_height); | ||
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| // Apply the velocity that would bounce the birb up to bounce_height. | ||
| velocity.translation.y = (bounce_height * GRAVITY * 2.).sqrt(); | ||
| } | ||
| if top > ceiling { | ||
| transform.translation.y = ceiling - SPRITE_SIZE / 2.0; | ||
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| // Birbs might hit the ceiling if the window is resized. | ||
| // If they do, bounce them. | ||
| if transform.translation.y > collision_area.max.y { | ||
| transform.translation.y = collision_area.max.y; | ||
| velocity.translation.y *= -1.0; | ||
| } | ||
| // on side walls flip the horizontal velocity | ||
| if left < wall_left { | ||
| transform.translation.x = wall_left + SPRITE_SIZE / 2.0; | ||
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| // On side walls flip the horizontal velocity | ||
| if transform.translation.x < collision_area.min.x { | ||
| transform.translation.x = collision_area.min.x; | ||
| velocity.translation.x *= -1.0; | ||
| velocity.rotation *= -1.0; | ||
| } | ||
| if right > wall_right { | ||
| transform.translation.x = wall_right - SPRITE_SIZE / 2.0; | ||
| if transform.translation.x > collision_area.max.x { | ||
| transform.translation.x = collision_area.max.x; | ||
| velocity.translation.x *= -1.0; | ||
| velocity.rotation *= -1.0; | ||
| } | ||
| } | ||
| } | ||
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| /// Apply velocity to positions and rotations. | ||
| fn move_system(time: Res<Time>, mut query: Query<(&Velocity, &mut Transform)>) { | ||
| fn movement(time: Res<Time>, mut query: Query<(&Velocity, &mut Transform)>) { | ||
| let delta = time.delta_seconds(); | ||
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| for (velocity, mut transform) in &mut query { | ||
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@@ -322,9 +305,8 @@ enum LoadContributorsError { | |
| Stdout, | ||
| } | ||
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| /// Get the names of all contributors from the git log. | ||
| /// Get the names and commit counts of all contributors from the git log. | ||
| /// | ||
| /// The names are deduplicated. | ||
| /// This function only works if `git` is installed and | ||
| /// the program is run through `cargo`. | ||
| fn contributors() -> Result<Contributors, LoadContributorsError> { | ||
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@@ -338,10 +320,22 @@ fn contributors() -> Result<Contributors, LoadContributorsError> { | |
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| let stdout = cmd.stdout.take().ok_or(LoadContributorsError::Stdout)?; | ||
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| let contributors = BufReader::new(stdout) | ||
| .lines() | ||
| .map_while(|x| x.ok()) | ||
| .collect(); | ||
| // Take the list of commit author names and collect them into a HashMap, | ||
| // keeping a count of how many commits they authored. | ||
| let contributors = BufReader::new(stdout).lines().map_while(Result::ok).fold( | ||
| HashMap::new(), | ||
| |mut acc, word| { | ||
| *acc.entry(word).or_insert(0) += 1; | ||
| acc | ||
| }, | ||
| ); | ||
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| Ok(contributors) | ||
| } | ||
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| /// Give each unique contributor name a particular hue that is stable between runs. | ||
| fn name_to_hue(s: &str) -> f32 { | ||
|
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Can we combine this with #12173 to get a nicely dispersed collection of hues? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. |
||
| let mut hasher = DefaultHasher::new(); | ||
| s.hash(&mut hasher); | ||
| hasher.finish() as f32 / u64::MAX as f32 * 360. | ||
| } | ||

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Much nicer! Only suggestion is Oklch might look nicer since it has better uniformity
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I'm honestly not sure how to use Oklch. Maybe I read up a bit more. I naively converted these values to Oklch and kept the rest of the code the same and some of them look okay but most look dark and saturated.