forked from bevyengine/bevy
-
Notifications
You must be signed in to change notification settings - Fork 0
/
fallible_params.rs
159 lines (147 loc) · 5.71 KB
/
fallible_params.rs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
//! This example demonstrates how fallible parameters can prevent their systems
//! from running if their acquiry conditions aren't met.
//!
//! Fallible parameters include:
//! - [`Res<R>`], [`ResMut<R>`] - Resource has to exist.
//! - [`Single<D, F>`] - There must be exactly one matching entity.
//! - [`Option<Single<D, F>>`] - There must be zero or one matching entity.
//! - [`Populated<D, F>`] - There must be at least one matching entity.
use bevy::prelude::*;
use rand::Rng;
fn main() {
println!();
println!("Press 'A' to add enemy ships and 'R' to remove them.");
println!("Player ship will wait for enemy ships and track one if it exists,");
println!("but will stop tracking if there are more than one.");
println!();
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
// Systems that fail parameter validation will emit warnings.
// The default policy is to emit a warning once per system.
// This is good for catching unexpected behavior, but can
// lead to spam. You can disable invalid param warnings
// per system using the `.never_param_warn()` method.
.add_systems(
Update,
(
user_input,
move_targets.never_param_warn(),
move_pointer.never_param_warn(),
)
.chain(),
)
// We will leave this systems with default warning policy.
.add_systems(Update, do_nothing_fail_validation)
.run();
}
/// Enemy component stores data for movement in a circle.
#[derive(Component, Default)]
struct Enemy {
origin: Vec2,
radius: f32,
rotation: f32,
rotation_speed: f32,
}
/// Player component stores data for going after enemies.
#[derive(Component, Default)]
struct Player {
speed: f32,
rotation_speed: f32,
min_follow_radius: f32,
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// Spawn 2D camera.
commands.spawn(Camera2d);
// Spawn player.
let texture = asset_server.load("textures/simplespace/ship_C.png");
commands.spawn((
Player {
speed: 100.0,
rotation_speed: 2.0,
min_follow_radius: 50.0,
},
Sprite {
image: texture,
color: bevy::color::palettes::tailwind::BLUE_800.into(),
..Default::default()
},
Transform::from_translation(Vec3::ZERO),
));
}
/// System that reads user input.
/// If user presses 'A' we spawn a new random enemy.
/// If user presses 'R' we remove a random enemy (if any exist).
fn user_input(
mut commands: Commands,
enemies: Query<Entity, With<Enemy>>,
keyboard_input: Res<ButtonInput<KeyCode>>,
asset_server: Res<AssetServer>,
) {
let mut rng = rand::thread_rng();
if keyboard_input.just_pressed(KeyCode::KeyA) {
let texture = asset_server.load("textures/simplespace/enemy_A.png");
commands.spawn((
Enemy {
origin: Vec2::new(rng.gen_range(-200.0..200.0), rng.gen_range(-200.0..200.0)),
radius: rng.gen_range(50.0..150.0),
rotation: rng.gen_range(0.0..std::f32::consts::TAU),
rotation_speed: rng.gen_range(0.5..1.5),
},
Sprite {
image: texture,
color: bevy::color::palettes::tailwind::RED_800.into(),
..default()
},
Transform::from_translation(Vec3::ZERO),
));
}
if keyboard_input.just_pressed(KeyCode::KeyR) {
if let Some(entity) = enemies.iter().next() {
commands.entity(entity).despawn();
}
}
}
// System that moves the enemies in a circle.
// Only runs if there are enemies.
fn move_targets(mut enemies: Populated<(&mut Transform, &mut Enemy)>, time: Res<Time>) {
for (mut transform, mut target) in &mut *enemies {
target.rotation += target.rotation_speed * time.delta_secs();
transform.rotation = Quat::from_rotation_z(target.rotation);
let offset = transform.right() * target.radius;
transform.translation = target.origin.extend(0.0) + offset;
}
}
/// System that moves the player.
/// The player will search for enemies if there are none.
/// If there is one, player will track it.
/// If there are too many enemies, the player will cease all action (the system will not run).
fn move_pointer(
// `Single` ensures the system runs ONLY when exactly one matching entity exists.
mut player: Single<(&mut Transform, &Player)>,
// `Option<Single>` ensures that the system runs ONLY when zero or one matching entity exists.
enemy: Option<Single<&Transform, (With<Enemy>, Without<Player>)>>,
time: Res<Time>,
) {
let (player_transform, player) = &mut *player;
if let Some(enemy_transform) = enemy {
// Enemy found, rotate and move towards it.
let delta = enemy_transform.translation - player_transform.translation;
let distance = delta.length();
let front = delta / distance;
let up = Vec3::Z;
let side = front.cross(up);
player_transform.rotation = Quat::from_mat3(&Mat3::from_cols(side, front, up));
let max_step = distance - player.min_follow_radius;
if 0.0 < max_step {
let velocity = (player.speed * time.delta_secs()).min(max_step);
player_transform.translation += front * velocity;
}
} else {
// No enemy found, keep searching.
player_transform.rotate_axis(Dir3::Z, player.rotation_speed * time.delta_secs());
}
}
/// This system always fails param validation, because we never
/// create an entity with both [`Player`] and [`Enemy`] components.
fn do_nothing_fail_validation(_: Single<(), (With<Player>, With<Enemy>)>) {}