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fallible_params.rs
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//! 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>`] - If resource doesn't exist.
//! - [`Single<D, F>`] - If there is no or more than one entities matching.
//! - [`Option<Single<D, F>>`] - If there are more than one entities matching.
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)
// We add all the systems one after another.
// We don't need to use run conditions here.
.add_systems(Update, (user_input, move_targets, move_pointer).chain())
.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(Camera2dBundle::default());
// 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,
},
SpriteBundle {
sprite: Sprite {
color: bevy::color::palettes::tailwind::BLUE_800.into(),
..default()
},
transform: Transform::from_translation(Vec3::ZERO),
texture,
..default()
},
));
}
// 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),
},
SpriteBundle {
sprite: Sprite {
color: bevy::color::palettes::tailwind::RED_800.into(),
..default()
},
transform: Transform::from_translation(Vec3::ZERO),
texture,
..default()
},
));
}
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.
// TODO: Use [`NonEmptyQuery`] when it exists.
fn move_targets(mut enemies: Query<(&mut Transform, &mut Enemy)>, time: Res<Time>) {
for (mut transform, mut target) in &mut enemies {
target.rotation += target.rotation_speed * time.delta_seconds();
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(
// `QuerySingle` ensures the system runs ONLY when exactly one matching entity exists.
mut player: Single<(&mut Transform, &Player)>,
// `Option<QuerySingle>` 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_seconds()).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_seconds());
}
}