Further refactoring
This commit is contained in:
130
src/snake.rs
130
src/snake.rs
@@ -35,15 +35,8 @@ impl Plugin for SnakePlugin {
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.run_if(tick_triggered)
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.label(SystemLabel::SegmentMovement),
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)
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.add_system_to_stage(
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MovementStage,
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head_movement_system
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.run_in_state(AppState::InGame)
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.run_if(tick_triggered)
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.after(SystemLabel::SegmentMovement),
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)
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.add_system(
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update_direction_system
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apply_direction_system
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.run_in_state(AppState::InGame)
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.run_if(tick_triggered),
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)
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@@ -53,7 +46,7 @@ impl Plugin for SnakePlugin {
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.run_if(tick_triggered),
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)
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.add_system(
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about_to_collide
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collision_system
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.run_in_state(AppState::InGame)
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.run_if(tick_triggered),
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)
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@@ -69,24 +62,13 @@ impl Plugin for SnakePlugin {
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pub const Z_HEIGHT: f32 = 10.;
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#[derive(Component)]
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#[derive(Component, Debug)]
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struct SnakeSegment;
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#[derive(Component)]
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#[derive(Component, Debug)]
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pub struct SnakeHead;
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#[derive(Component, Copy, Clone)]
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enum Direction {
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Up,
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Down,
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Left,
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Right,
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}
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#[derive(Component)]
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struct DirectionBuffer(Option<Direction>);
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#[derive(Component)]
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#[derive(Component, Debug)]
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struct Snake {
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about_to_collide: bool,
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segments: Vec<Entity>,
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@@ -101,6 +83,14 @@ impl Snake {
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}
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}
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#[derive(Component, Copy, Clone, Debug)]
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enum Direction {
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Up,
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Down,
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Left,
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Right,
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}
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impl Direction {
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fn from_keypress(keypress: Res<Input<KeyCode>>) -> Option<Self> {
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if keypress.pressed(KeyCode::Up) {
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@@ -117,6 +107,9 @@ impl Direction {
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}
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}
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#[derive(Component, Default, Debug)]
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struct DirectionBuffer(Option<Direction>);
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fn create_snake_segment(commands: &mut Commands, grid_position: grid::Coordinate) -> Entity {
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commands
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.spawn_bundle(SpriteBundle {
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@@ -139,13 +132,13 @@ fn setup_snake_system(mut commands: Commands) {
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commands
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.entity(snake_head)
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.insert(Name::new("SnakeHead"))
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.insert(SnakeHead)
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.insert(DirectionBuffer(None));
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.insert(SnakeHead);
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commands
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.spawn()
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.insert(Snake::with_segments(&[snake_head]))
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.insert(Name::new("Snake"))
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.insert(DirectionBuffer::default())
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.insert_bundle(SpatialBundle::default())
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.add_child(snake_head);
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}
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@@ -153,11 +146,11 @@ fn setup_snake_system(mut commands: Commands) {
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fn add_direction_system(
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mut commands: Commands,
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keypress: Res<Input<KeyCode>>,
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mut query: Query<Entity, With<SnakeHead>>,
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mut query: Query<Entity, With<Snake>>,
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) {
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if let Some(direction) = Direction::from_keypress(keypress) {
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let snake_head = query.single_mut();
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commands.entity(snake_head).insert(direction);
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let snake = query.single_mut();
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commands.entity(snake).insert(direction);
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commands.insert_resource(NextState(AppState::InGame));
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}
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@@ -184,9 +177,7 @@ fn add_tail_system(
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}
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}
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fn update_direction_system(
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mut query: Query<(&mut Direction, &mut DirectionBuffer), With<SnakeHead>>,
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) {
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fn apply_direction_system(mut query: Query<(&mut Direction, &mut DirectionBuffer), With<Snake>>) {
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for (mut direction, mut direction_buffer) in query.iter_mut() {
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if let Some(new_direction) = direction_buffer.0 {
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*direction = new_direction;
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@@ -197,7 +188,7 @@ fn update_direction_system(
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fn change_direction_system(
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keypress: Res<Input<KeyCode>>,
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mut query: Query<(&Direction, &mut DirectionBuffer), With<SnakeHead>>,
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mut query: Query<(&Direction, &mut DirectionBuffer), With<Snake>>,
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) {
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if let Some(new_direction) = Direction::from_keypress(keypress) {
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let (direction, mut direction_buffer) = query.single_mut();
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@@ -205,7 +196,7 @@ fn change_direction_system(
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if let (Direction::Up, Direction::Down)
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| (Direction::Down, Direction::Up)
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| (Direction::Left, Direction::Right)
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| (Direction::Right, Direction::Left) = (direction, &new_direction)
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| (Direction::Right, Direction::Left) = (direction, new_direction)
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{
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return;
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}
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@@ -222,46 +213,49 @@ fn grid_transform_system(
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}
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}
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fn head_movement_system(
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mut head_query: Query<(&mut grid::Coordinate, &Direction, &Parent), With<SnakeHead>>,
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snake_query: Query<&Snake>,
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) {
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for (mut grid_coordinate, &direction, parent) in head_query.iter_mut() {
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let snake = snake_query.get(parent.get()).unwrap();
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if snake.about_to_collide {
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continue;
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}
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*grid_coordinate = next_grid_coordinate(*grid_coordinate, direction);
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}
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}
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fn segments_movement_system(
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mut segment_query: Query<&mut grid::Coordinate, With<SnakeSegment>>,
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snake_query: Query<&Snake>,
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snake_query: Query<(&Snake, &Direction)>,
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) {
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for snake in snake_query.iter() {
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if snake.about_to_collide {
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for (
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Snake {
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about_to_collide,
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segments,
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..
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},
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direction,
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) in snake_query.iter()
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{
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if *about_to_collide {
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continue;
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}
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for (&segment_entity, &previous_segment_entity) in
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snake.segments.iter().rev().tuple_windows()
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{
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let previous_coordinate = *segment_query.get(previous_segment_entity).unwrap();
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let mut coordinate = segment_query.get_mut(segment_entity).unwrap();
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// ... then the other elements
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for (&segment, &previous_segment) in segments.iter().rev().tuple_windows() {
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let previous_coordinate = *segment_query.get(previous_segment).unwrap();
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let mut coordinate = segment_query.get_mut(segment).unwrap();
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*coordinate = previous_coordinate;
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}
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// First move head ...
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let head = *segments.iter().next().expect("Snake has always a head");
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let mut head_coordinate = segment_query.get_mut(head).unwrap();
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*head_coordinate = next_grid_coordinate(&head_coordinate, direction);
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}
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}
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fn about_to_collide(
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head_query: Query<(&grid::Coordinate, &Direction, &Parent), With<SnakeHead>>,
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fn collision_system(
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segment_query: Query<&grid::Coordinate, (With<SnakeSegment>, Without<SnakeHead>)>,
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mut snake_query: Query<&mut Snake>,
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head_query: Query<(&grid::Coordinate, &Parent), With<SnakeHead>>,
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mut snake_query: Query<(&Direction, &mut Snake)>,
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) {
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for (&head_coordinate, &head_direction, parent) in head_query.iter() {
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let next_head_coordinate = next_grid_coordinate(head_coordinate, head_direction);
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for (head_coordinate, parent) in head_query.iter() {
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let (direction, mut snake) = snake_query
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.get_mut(parent.get())
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.expect("Head must be child of Snake");
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let next_head_coordinate = next_grid_coordinate(head_coordinate, direction);
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let hit_border = !next_head_coordinate.in_bounds();
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@@ -269,10 +263,6 @@ fn about_to_collide(
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.iter()
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.all(|&coordinate| coordinate != next_head_coordinate);
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let mut snake = snake_query
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.get_mut(parent.get())
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.expect("Head must be child of Snake.");
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snake.about_to_collide = hit_border || hit_snake;
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}
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}
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@@ -284,13 +274,13 @@ fn game_over_system(query: Query<&Snake>, mut commands: Commands) {
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}
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fn next_grid_coordinate(
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current_coordinate: grid::Coordinate,
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direction: Direction,
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current_coordinate: &grid::Coordinate,
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direction: &Direction,
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) -> grid::Coordinate {
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match direction {
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Direction::Up => current_coordinate + grid::Coordinate(0, 1),
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Direction::Down => current_coordinate + grid::Coordinate(0, -1),
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Direction::Left => current_coordinate + grid::Coordinate(-1, 0),
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Direction::Right => current_coordinate + grid::Coordinate(1, 0),
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Direction::Up => *current_coordinate + grid::Coordinate(0, 1),
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Direction::Down => *current_coordinate + grid::Coordinate(0, -1),
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Direction::Left => *current_coordinate + grid::Coordinate(-1, 0),
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Direction::Right => *current_coordinate + grid::Coordinate(1, 0),
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}
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}
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367
src/snake_old.rs
367
src/snake_old.rs
@@ -1,367 +0,0 @@
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use crate::{fruit, grid, tick::tick_triggered, tick::TICK_PERIOD, AppState};
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use bevy::prelude::*;
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use bevy_tweening::{lens::TransformScaleLens, *};
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use itertools::Itertools;
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use iyes_loopless::prelude::*;
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use std::time::Duration;
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#[derive(Debug, Clone, PartialEq, Eq, Hash, StageLabel)]
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struct MovementStage;
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#[derive(Debug, Clone, PartialEq, Eq, Hash, SystemLabel)]
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pub enum SystemLabel {
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StartUp,
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SegmentMovement,
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}
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pub struct SnakePlugin;
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impl Plugin for SnakePlugin {
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fn build(&self, app: &mut App) {
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let movement_stage = SystemStage::parallel();
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app.insert_resource(BulgePropagationTimer::default())
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.add_startup_system(setup_snake_system.label(SystemLabel::StartUp))
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.add_stage_after(CoreStage::Update, MovementStage, movement_stage)
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.add_system_to_stage(
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MovementStage,
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segments_movement_system
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.run_in_state(AppState::InGame)
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.run_if(tick_triggered)
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.label(SystemLabel::SegmentMovement),
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)
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.add_system_to_stage(
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MovementStage,
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head_movement_system
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.run_in_state(AppState::InGame)
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.run_if(tick_triggered)
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.after(SystemLabel::SegmentMovement),
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)
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.add_system(
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update_direction_system
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.run_in_state(AppState::InGame)
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.run_if(tick_triggered),
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)
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.add_system(
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game_over_system
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.run_in_state(AppState::InGame)
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.run_if(tick_triggered),
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)
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.add_system(
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about_to_collide
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.run_in_state(AppState::InGame)
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.run_if(tick_triggered),
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)
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.add_system(add_direction_system.run_in_state(AppState::Begin))
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.add_system(change_direction_system.run_in_state(AppState::InGame))
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.add_system(grid_transform_system.run_in_state(AppState::InGame))
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.add_system(add_tail_system)
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.add_system(add_bulge_system)
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.add_system(propagate_bulge_system)
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.add_system(animate_bulge_system);
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}
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}
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pub const Z_HEIGHT: f32 = 10.;
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#[derive(Component)]
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pub struct SnakeSegment;
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#[derive(Component)]
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pub struct SnakeHead;
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#[derive(Component, Copy, Clone)]
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enum Direction {
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Up,
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Down,
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Left,
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Right,
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}
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#[derive(Component)]
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struct DirectionBuffer(Option<Direction>);
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#[derive(Component)]
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struct Snake {
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about_to_collide: bool,
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segments: Vec<Entity>,
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}
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impl Snake {
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fn with_segments(segments: &[Entity]) -> Self {
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Self {
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about_to_collide: false,
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segments: segments.to_owned(),
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}
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}
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}
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#[derive(Component)]
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#[component(storage = "SparseSet")]
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struct BulgeMarker;
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struct BulgePropagationTimer(Timer);
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impl Default for BulgePropagationTimer {
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fn default() -> Self {
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Self(Timer::new(Duration::from_millis(TICK_PERIOD / 4), true))
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}
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}
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impl Direction {
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fn from_keypress(keypress: Res<Input<KeyCode>>) -> Option<Self> {
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if keypress.pressed(KeyCode::Up) {
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Some(Self::Up)
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} else if keypress.pressed(KeyCode::Down) {
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Some(Self::Down)
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} else if keypress.pressed(KeyCode::Left) {
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Some(Self::Left)
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} else if keypress.pressed(KeyCode::Right) {
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Some(Self::Right)
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} else {
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None
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}
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}
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}
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fn create_snake_segment(commands: &mut Commands, grid_position: grid::Coordinate) -> Entity {
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commands
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.spawn_bundle(SpriteBundle {
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sprite: Sprite {
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color: Color::RED,
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custom_size: Some(Vec2::splat(grid::SEGMENT_SIZE) * 0.9),
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..Default::default()
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},
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transform: Transform::from_translation(Vec2::from(grid_position).extend(Z_HEIGHT)),
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..Default::default()
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})
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.insert(SnakeSegment)
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.insert(grid_position)
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.id()
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}
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fn setup_snake_system(mut commands: Commands) {
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let snake_head = create_snake_segment(&mut commands, grid::Coordinate::splat(grid::SIZE / 2));
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commands
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.entity(snake_head)
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.insert(Name::new("SnakeHead"))
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.insert(SnakeHead)
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.insert(DirectionBuffer(None));
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commands
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.spawn()
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.insert(Snake::with_segments(&[snake_head]))
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.insert(Name::new("Snake"))
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.insert_bundle(SpatialBundle::default())
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.add_child(snake_head);
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}
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fn add_direction_system(
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mut commands: Commands,
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keypress: Res<Input<KeyCode>>,
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mut query: Query<Entity, With<SnakeHead>>,
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) {
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if let Some(direction) = Direction::from_keypress(keypress) {
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let snake_head = query.single_mut();
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commands.entity(snake_head).insert(direction);
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commands.insert_resource(NextState(AppState::InGame));
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}
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}
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fn add_tail_system(
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mut commands: Commands,
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mut eaten_event_reader: EventReader<fruit::EatenEvent>,
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mut snake_query: Query<(Entity, &mut Snake)>,
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) {
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for _ in eaten_event_reader.iter() {
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let segment =
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create_snake_segment(&mut commands, grid::Coordinate::splat(grid::Index::MIN / 2));
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let (snake_entity, mut snake) = snake_query.single_mut();
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snake.segments.push(segment);
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commands
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.entity(segment)
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.insert(Name::new(format!("Segment {}", snake.segments.len())));
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commands.entity(snake_entity).add_child(segment);
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}
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}
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fn add_bulge_system(
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mut commands: Commands,
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mut eaten_event_reader: EventReader<fruit::EatenEvent>,
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query: Query<Entity, With<SnakeHead>>,
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) {
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for _ in eaten_event_reader.iter() {
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let snake_head_entity = query.single();
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commands.entity(snake_head_entity).insert(BulgeMarker);
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}
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}
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fn propagate_bulge_system(
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mut commands: Commands,
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bulge_segment_query: Query<(Entity, &Parent), (With<SnakeSegment>, With<BulgeMarker>)>,
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snake_query: Query<&Snake>,
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time: Res<Time>,
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mut timer: ResMut<BulgePropagationTimer>,
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) {
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timer.0.tick(time.delta());
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if !timer.0.finished() {
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return;
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||||
}
|
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|
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for (entity, parent) in bulge_segment_query.iter() {
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commands.entity(entity).remove::<BulgeMarker>();
|
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|
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let mut segment_iter = snake_query.get(parent.get()).unwrap().segments.iter();
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segment_iter.find(|&&segment_entity| segment_entity == entity);
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|
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if let Some(&segment_entity) = segment_iter.next() {
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commands.entity(segment_entity).insert(BulgeMarker);
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}
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||||
}
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}
|
||||
|
||||
fn animate_bulge_system(mut commands: Commands, query: Query<Entity, Added<BulgeMarker>>) {
|
||||
for entity in query.iter() {
|
||||
let tween_to = Tween::new(
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||||
EaseFunction::QuadraticInOut,
|
||||
TweeningType::Once,
|
||||
Duration::from_millis(100),
|
||||
TransformScaleLens {
|
||||
start: Vec3::splat(1.0),
|
||||
end: Vec3::splat(1.1),
|
||||
},
|
||||
);
|
||||
|
||||
let tween_back = Tween::new(
|
||||
EaseFunction::QuadraticInOut,
|
||||
TweeningType::Once,
|
||||
Duration::from_millis(150),
|
||||
TransformScaleLens {
|
||||
start: Vec3::splat(1.1),
|
||||
end: Vec3::splat(1.0),
|
||||
},
|
||||
);
|
||||
|
||||
let tween = tween_to.then(tween_back);
|
||||
|
||||
commands.entity(entity).insert(Animator::new(tween));
|
||||
}
|
||||
}
|
||||
|
||||
fn update_direction_system(
|
||||
mut query: Query<(&mut Direction, &mut DirectionBuffer), With<SnakeHead>>,
|
||||
) {
|
||||
for (mut direction, mut direction_buffer) in query.iter_mut() {
|
||||
if let Some(new_direction) = direction_buffer.0 {
|
||||
*direction = new_direction;
|
||||
direction_buffer.0 = None;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn change_direction_system(
|
||||
keypress: Res<Input<KeyCode>>,
|
||||
mut query: Query<(&Direction, &mut DirectionBuffer), With<SnakeHead>>,
|
||||
) {
|
||||
if let Some(new_direction) = Direction::from_keypress(keypress) {
|
||||
let (direction, mut direction_buffer) = query.single_mut();
|
||||
|
||||
if let (Direction::Up, Direction::Down)
|
||||
| (Direction::Down, Direction::Up)
|
||||
| (Direction::Left, Direction::Right)
|
||||
| (Direction::Right, Direction::Left) = (direction, &new_direction)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
direction_buffer.0 = Some(new_direction);
|
||||
}
|
||||
}
|
||||
|
||||
fn grid_transform_system(
|
||||
mut query: Query<(&mut Transform, &grid::Coordinate), With<SnakeSegment>>,
|
||||
) {
|
||||
for (mut transform, grid_coordinate) in query.iter_mut() {
|
||||
*transform = Transform::from_translation(Vec2::from(grid_coordinate).extend(Z_HEIGHT));
|
||||
}
|
||||
}
|
||||
|
||||
fn head_movement_system(
|
||||
mut head_query: Query<(&mut grid::Coordinate, &Direction, &Parent), With<SnakeHead>>,
|
||||
snake_query: Query<&Snake>,
|
||||
) {
|
||||
for (mut grid_coordinate, &direction, parent) in head_query.iter_mut() {
|
||||
let snake = snake_query.get(parent.get()).unwrap();
|
||||
if snake.about_to_collide {
|
||||
continue;
|
||||
}
|
||||
|
||||
*grid_coordinate = next_grid_coordinate(*grid_coordinate, direction);
|
||||
}
|
||||
}
|
||||
|
||||
fn segments_movement_system(
|
||||
mut segment_query: Query<&mut grid::Coordinate, With<SnakeSegment>>,
|
||||
snake_query: Query<&Snake>,
|
||||
) {
|
||||
for snake in snake_query.iter() {
|
||||
if snake.about_to_collide {
|
||||
continue;
|
||||
}
|
||||
|
||||
for (&segment_entity, &previous_segment_entity) in
|
||||
snake.segments.iter().rev().tuple_windows()
|
||||
{
|
||||
let previous_coordinate = *segment_query.get(previous_segment_entity).unwrap();
|
||||
let mut coordinate = segment_query.get_mut(segment_entity).unwrap();
|
||||
*coordinate = previous_coordinate;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn about_to_collide(
|
||||
head_query: Query<(&grid::Coordinate, &Direction, &Parent), With<SnakeHead>>,
|
||||
segment_query: Query<&grid::Coordinate, (With<SnakeSegment>, Without<SnakeHead>)>,
|
||||
mut snake_query: Query<&mut Snake>,
|
||||
) {
|
||||
for (&head_coordinate, &head_direction, parent) in head_query.iter() {
|
||||
let next_head_coordinate = next_grid_coordinate(head_coordinate, head_direction);
|
||||
|
||||
let hit_border = !next_head_coordinate.in_bounds();
|
||||
|
||||
let hit_snake = !segment_query
|
||||
.iter()
|
||||
.all(|&coordinate| coordinate != next_head_coordinate);
|
||||
|
||||
let mut snake = snake_query
|
||||
.get_mut(parent.get())
|
||||
.expect("Head must be child of Snake.");
|
||||
|
||||
snake.about_to_collide = hit_border || hit_snake;
|
||||
}
|
||||
}
|
||||
|
||||
fn game_over_system(query: Query<&Snake>, mut commands: Commands) {
|
||||
if query.get_single().unwrap().about_to_collide {
|
||||
commands.insert_resource(NextState(AppState::End));
|
||||
}
|
||||
}
|
||||
|
||||
fn next_grid_coordinate(
|
||||
current_coordinate: grid::Coordinate,
|
||||
direction: Direction,
|
||||
) -> grid::Coordinate {
|
||||
match direction {
|
||||
Direction::Up => current_coordinate + grid::Coordinate(0, 1),
|
||||
Direction::Down => current_coordinate + grid::Coordinate(0, -1),
|
||||
Direction::Left => current_coordinate + grid::Coordinate(-1, 0),
|
||||
Direction::Right => current_coordinate + grid::Coordinate(1, 0),
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user