snake.rs 4.1 KB

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  1. use crate::components as c;
  2. use bevy::prelude::*;
  3. fn spawn_segment(
  4. mut commands: Commands,
  5. material: &Handle<ColorMaterial>,
  6. position: c::Position,
  7. ) -> Entity {
  8. commands
  9. .spawn_bundle(SpriteBundle {
  10. material: material.clone(),
  11. ..Default::default()
  12. })
  13. .insert(c::SnakeSegment)
  14. .insert(position)
  15. .insert(c::GridSize::square(0.65))
  16. .id()
  17. }
  18. pub fn spawn(
  19. mut commands: Commands,
  20. materials: Res<c::Materials>,
  21. mut segments: ResMut<c::SnakeSegments>,
  22. ) {
  23. segments.segments = vec![
  24. commands
  25. .spawn_bundle(SpriteBundle {
  26. material: materials.head_material.clone(),
  27. sprite: Sprite::new(Vec2::new(10.0, 10.0)),
  28. ..Default::default()
  29. })
  30. .insert(c::SnakeHead {
  31. direction: c::Direction::Up,
  32. })
  33. .insert(c::Position { x: 3, y: 3 })
  34. .insert(c::GridSize::square(0.8))
  35. .id(),
  36. spawn_segment(
  37. commands,
  38. &materials.segment_material,
  39. c::Position { x: 3, y: 2 },
  40. ),
  41. ]
  42. }
  43. pub fn input(keyboard_input: Res<Input<KeyCode>>, mut heads: Query<&mut c::SnakeHead>) {
  44. if let Some(mut head) = heads.iter_mut().next() {
  45. let dir = if keyboard_input.pressed(KeyCode::Left) {
  46. c::Direction::Left
  47. } else if keyboard_input.pressed(KeyCode::Down) {
  48. c::Direction::Down
  49. } else if keyboard_input.pressed(KeyCode::Up) {
  50. c::Direction::Up
  51. } else if keyboard_input.pressed(KeyCode::Right) {
  52. c::Direction::Right
  53. } else {
  54. head.direction
  55. };
  56. if dir != head.direction.opposite() {
  57. head.direction = dir;
  58. }
  59. }
  60. }
  61. pub fn movement(
  62. segments: ResMut<c::SnakeSegments>,
  63. mut last_tail_position: ResMut<c::LastTailPosition>,
  64. mut game_over_writer: EventWriter<c::GameOverEvent>,
  65. mut heads: Query<(Entity, &c::SnakeHead)>,
  66. mut positions: Query<&mut c::Position>,
  67. ) {
  68. if let Some((head_entity, head)) = heads.iter_mut().next() {
  69. let segment_positions = segments
  70. .segments
  71. .iter()
  72. .map(|e| *positions.get_mut(*e).unwrap())
  73. .collect::<Vec<c::Position>>();
  74. let mut head_pos = positions.get_mut(head_entity).unwrap();
  75. match &head.direction {
  76. c::Direction::Left => head_pos.x -= 1,
  77. c::Direction::Right => head_pos.x += 1,
  78. c::Direction::Up => head_pos.y += 1,
  79. c::Direction::Down => head_pos.y -= 1,
  80. }
  81. if head_pos.x < 0
  82. || head_pos.y < 0
  83. || head_pos.x as u32 > c::ARENA_WIDTH
  84. || head_pos.y as u32 > c::ARENA_HEIGHT
  85. || segment_positions.contains(&head_pos)
  86. {
  87. game_over_writer.send(c::GameOverEvent);
  88. }
  89. segment_positions
  90. .iter()
  91. .zip(segments.segments.iter().skip(1))
  92. .for_each(|(pos, segment)| {
  93. *positions.get_mut(*segment).unwrap() = *pos;
  94. });
  95. last_tail_position.pos = Some(*segment_positions.last().unwrap());
  96. }
  97. }
  98. pub fn eating(
  99. mut commands: Commands,
  100. mut growth_writer: EventWriter<c::GrowthEvent>,
  101. food_positions: Query<(Entity, &c::Position), With<c::Food>>,
  102. head_positions: Query<&c::Position, With<c::SnakeHead>>,
  103. ) {
  104. for head_pos in head_positions.iter() {
  105. for (ent, food_pos) in food_positions.iter() {
  106. if food_pos == head_pos {
  107. commands.entity(ent).despawn();
  108. growth_writer.send(c::GrowthEvent);
  109. }
  110. }
  111. }
  112. }
  113. pub fn growth(
  114. commands: Commands,
  115. last_tail_position: Res<c::LastTailPosition>,
  116. mut segments: ResMut<c::SnakeSegments>,
  117. mut growth_reader: EventReader<c::GrowthEvent>,
  118. materials: Res<c::Materials>,
  119. ) {
  120. if growth_reader.iter().next().is_some() {
  121. segments.segments.push(spawn_segment(
  122. commands,
  123. &materials.segment_material,
  124. last_tail_position.pos.unwrap(),
  125. ));
  126. }
  127. }