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move_marbles.rs
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move_marbles.rs
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#![allow(clippy::unnecessary_cast)]
use avian2d::{math::*, prelude::*};
use bevy::{prelude::*, sprite::MaterialMesh2dBundle};
use examples_common_2d::ExampleCommonPlugin;
fn main() {
App::new()
.add_plugins((
DefaultPlugins,
ExampleCommonPlugin,
// Add physics plugins and specify a units-per-meter scaling factor, 1 meter = 20 pixels.
// The unit allows the engine to tune its parameters for the scale of the world, improving stability.
PhysicsPlugins::default().with_length_unit(20.0),
))
.insert_resource(ClearColor(Color::srgb(0.05, 0.05, 0.1)))
.insert_resource(Gravity(Vector::NEG_Y * 9.81 * 100.0))
.add_systems(Startup, setup)
.add_systems(Update, movement)
.run();
}
#[derive(Component)]
struct Marble;
fn setup(
mut commands: Commands,
mut materials: ResMut<Assets<ColorMaterial>>,
mut meshes: ResMut<Assets<Mesh>>,
) {
commands.spawn(Camera2dBundle::default());
let square_sprite = Sprite {
color: Color::srgb(0.7, 0.7, 0.8),
custom_size: Some(Vec2::splat(50.0)),
..default()
};
// Ceiling
commands.spawn((
SpriteBundle {
sprite: square_sprite.clone(),
transform: Transform::from_xyz(0.0, 50.0 * 6.0, 0.0)
.with_scale(Vec3::new(20.0, 1.0, 1.0)),
..default()
},
RigidBody::Static,
Collider::rectangle(50.0, 50.0),
));
// Floor
commands.spawn((
SpriteBundle {
sprite: square_sprite.clone(),
transform: Transform::from_xyz(0.0, -50.0 * 6.0, 0.0)
.with_scale(Vec3::new(20.0, 1.0, 1.0)),
..default()
},
RigidBody::Static,
Collider::rectangle(50.0, 50.0),
));
// Left wall
commands.spawn((
SpriteBundle {
sprite: square_sprite.clone(),
transform: Transform::from_xyz(-50.0 * 9.5, 0.0, 0.0)
.with_scale(Vec3::new(1.0, 11.0, 1.0)),
..default()
},
RigidBody::Static,
Collider::rectangle(50.0, 50.0),
));
// Right wall
commands.spawn((
SpriteBundle {
sprite: square_sprite,
transform: Transform::from_xyz(50.0 * 9.5, 0.0, 0.0)
.with_scale(Vec3::new(1.0, 11.0, 1.0)),
..default()
},
RigidBody::Static,
Collider::rectangle(50.0, 50.0),
));
let marble_radius = 5.0;
let marble_mesh = meshes.add(Circle::new(marble_radius));
let marble_material = materials.add(Color::srgb(0.2, 0.7, 0.9));
// Spawn stacks of marbles
for x in -16..16 {
for y in -16..16 {
commands.spawn((
MaterialMesh2dBundle {
mesh: marble_mesh.clone().into(),
material: marble_material.clone(),
transform: Transform::from_xyz(
x as f32 * 2.5 * marble_radius,
y as f32 * 2.5 * marble_radius,
0.0,
),
..default()
},
RigidBody::Dynamic,
Collider::circle(marble_radius as Scalar),
Marble,
));
}
}
}
fn movement(
time: Res<Time>,
keyboard_input: Res<ButtonInput<KeyCode>>,
mut marbles: Query<&mut LinearVelocity, With<Marble>>,
) {
// Precision is adjusted so that the example works with
// both the `f32` and `f64` features. Otherwise you don't need this.
let delta_time = time.delta_seconds_f64().adjust_precision();
for mut linear_velocity in &mut marbles {
if keyboard_input.any_pressed([KeyCode::KeyW, KeyCode::ArrowUp]) {
// Use a higher acceleration for upwards movement to overcome gravity
linear_velocity.y += 2500.0 * delta_time;
}
if keyboard_input.any_pressed([KeyCode::KeyS, KeyCode::ArrowDown]) {
linear_velocity.y -= 500.0 * delta_time;
}
if keyboard_input.any_pressed([KeyCode::KeyA, KeyCode::ArrowLeft]) {
linear_velocity.x -= 500.0 * delta_time;
}
if keyboard_input.any_pressed([KeyCode::KeyD, KeyCode::ArrowRight]) {
linear_velocity.x += 500.0 * delta_time;
}
}
}