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208 changes: 101 additions & 107 deletions examples/games/contributors.rs
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.

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();
}

// 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>;

#[derive(Resource)]
struct ContributorSelection {
Expand All @@ -38,17 +32,14 @@ struct ContributorSelection {
}

#[derive(Resource)]
struct SelectionState {
timer: Timer,
has_triggered: bool,
}
struct SelectionTimer(Timer);

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,
))
}
}

Expand All @@ -58,6 +49,7 @@ struct ContributorDisplay;
#[derive(Component)]
struct Contributor {
name: String,
num_commits: usize,
hue: f32,
}

Expand All @@ -70,23 +62,21 @@ struct Velocity {
const GRAVITY: f32 = 9.821 * 100.0;
const SPRITE_SIZE: f32 = 75.0;

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);
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Much nicer! Only suggestion is Oklch might look nicer since it has better uniformity

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@rparrett rparrett Mar 1, 2024

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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.

const DESELECTED: Hsla = Hsla::new(0.0, 0.3, 0.2, 0.92);

const SHOWCASE_TIMER_SECS: f32 = 3.0;

const CONTRIBUTORS_LIST: &[&str] = &["Carter Anderson", "And Many More"];

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()
});

Expand All @@ -99,28 +89,31 @@ fn setup_contributor_selection(mut commands: Commands, asset_server: Res<AssetSe

let mut rng = rand::thread_rng();

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);

// some sprites should be flipped
let flipped = rng.gen_bool(0.5);
let hue = name_to_hue(&name);

let transform = Transform::from_xyz(pos.0, pos.1, 0.0);
// Some sprites should be flipped for variety
let flipped = rng.gen();

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()
},
Expand All @@ -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());

let text_style = TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 60.0,
..default()
};

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,
));
}

/// 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();

timer.has_triggered = true;
}
// Deselect the previous contributor

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);
}

// Select the next contributor

if (contributor_selection.idx + 1) < contributor_selection.order.len() {
contributor_selection.idx += 1;
} else {
Expand All @@ -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();

transform.translation.z = 100.0;

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;
}

/// 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();

transform.translation.z = 0.0;
}

/// 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();

for mut velocity in &mut velocity_query {
velocity.translation.y -= GRAVITY * delta;
}
}

/// Checks for collisions of contributor-birds.
/// Checks for collisions of contributor-birbs.
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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());

let ceiling = window.height() / 2.;
let ground = -window.height() / 2.;

let wall_left = -window.width() / 2.;
let wall_right = window.width() / 2.;
let collision_area = Aabb2d::new(Vec2::ZERO, (window_size - SPRITE_SIZE) / 2.);

// 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;

let mut rng = rand::thread_rng();

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;

// 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;

// 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);

// 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;

// 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;

// 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;
}
}
}

/// 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();

for (velocity, mut transform) in &mut query {
Expand All @@ -322,9 +305,8 @@ enum LoadContributorsError {
Stdout,
}

/// 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> {
Expand All @@ -338,10 +320,22 @@ fn contributors() -> Result<Contributors, LoadContributorsError> {

let stdout = cmd.stdout.take().ok_or(LoadContributorsError::Stdout)?;

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
},
);

Ok(contributors)
}

/// Give each unique contributor name a particular hue that is stable between runs.
fn name_to_hue(s: &str) -> f32 {
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Can we combine this with #12173 to get a nicely dispersed collection of hues?

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I played with this for funsies, but I feel like the distribution of hues from the hash alone is probably good enough.

image

let mut hasher = DefaultHasher::new();
s.hash(&mut hasher);
hasher.finish() as f32 / u64::MAX as f32 * 360.
}