Rust: 如何用bevy写一个贪吃蛇(上)
bevy社区有一篇不错的入门教程:Creating a Snake Clone in Rust, with Bevy,详细讲解了贪吃蛇的开发过程,我加了一些个人理解,记录于此:
一、先搭一个"空"架子
1.1 Cargo.toml依赖项
[dependencies] bevy = { version = "0.5.0", features = ["dynamic"] } rand = "0.7.3" bevy_prototype_debug_lines = "0.3.2"
贪吃蛇游戏过程中,要在随机位置生成食物,所以用到了rand,至于bevy_prototype_debug_lines这是1个画线的辅助plugin,后面在讲grid坐标转换时,可以辅助画线,更容易理解坐标系统
1.2 main.rs
use bevy::prelude::*; fn setup(mut commands: Commands, mut materials: ResMut<Assets<ColorMaterial>>) { //这是1个2d游戏,所以放了一个2d"摄像机" let mut camera = OrthographicCameraBundle::new_2d(); camera.transform = Transform::from_translation(Vec3::new(0.0, 0.0, 5.0)); commands.spawn_bundle(camera); } fn main() { App::build() .insert_resource(WindowDescriptor { //窗口标题 title: "snake".to_string(), //窗口大小 width: 300., height: 200., //不允许改变窗口尺寸 resizable: false, ..Default::default() }) //窗口背景色 .insert_resource(ClearColor(Color::rgb(0.04, 0.04, 0.04))) .add_startup_system(setup.system()) //默认插件 .add_plugins(DefaultPlugins) .run(); }
运行起来,就得到了1个黑背景的窗口应用程序。
二、加入蛇头&理解bevy的坐标系
use bevy::prelude::*; use bevy_prototype_debug_lines::*; //<-- struct SnakeHead; //<-- struct Materials { //<-- head_material: Handle<ColorMaterial>, //<-- } fn setup(mut commands: Commands, mut materials: ResMut<Assets<ColorMaterial>>) { let mut camera = OrthographicCameraBundle::new_2d(); camera.transform = Transform::from_translation(Vec3::new(0.0, 0.0, 5.0)); commands.spawn_bundle(camera); commands.insert_resource(Materials { //<-- head_material: materials.add(Color::rgb(0.7, 0.7, 0.7).into()), }); } fn spawn_snake(mut commands: Commands, materials: Res<Materials>) { //<-- commands .spawn_bundle(SpriteBundle { material: materials.head_material.clone(), //生成1个30*30px大小的2d方块 sprite: Sprite::new(Vec2::new(30.0, 30.0)), ..Default::default() }) .insert(SnakeHead); } fn draw_center_cross(windows: Res<Windows>, mut lines: ResMut<DebugLines>) { //<-- let window = windows.get_primary().unwrap(); let half_win_width = 0.5 * window.width(); let half_win_height = 0.5 * window.height(); //画横线 lines.line( Vec3::new(-1. * half_win_width, 0., 0.0), Vec3::new(half_win_width, 0., 0.0), 0.0, ); //画竖线 lines.line( Vec3::new(0., -1. * half_win_height, 0.0), Vec3::new(0., half_win_height, 0.0), 0.0, ); } fn main() { App::build() .insert_resource(WindowDescriptor { title: "snake".to_string(), width: 300., height: 200., resizable: false, ..Default::default() }) .insert_resource(ClearColor(Color::rgb(0.04, 0.04, 0.04))) .add_startup_system(setup.system()) .add_startup_stage("game_setup", SystemStage::single(spawn_snake.system())) // <-- .add_system(draw_center_cross.system())// <-- .add_plugins(DefaultPlugins) .add_plugin(DebugLinesPlugin)// <-- .run(); }
带<--的为新增部分,代码虽然看上去加了不少,但并不难理解,主要就是定义了1个方块充分蛇头,然后画了2根辅助线。从运行结果来看,屏幕中心就是bevy 坐标系的中心。
再加点运动效果:
fn snake_movement(windows: Res<Windows>, mut head_positions: Query<(&SnakeHead, &mut Transform)>) { for (_head, mut transform) in head_positions.iter_mut() { transform.translation.y += 1.; let window = windows.get_primary().unwrap(); let half_win_height = 0.5 * window.height(); if (transform.translation.y > half_win_height + 15.) { transform.translation.y = -1. * half_win_height - 15.; } } } ... .add_system(draw_center_cross.system()) .add_system(snake_movement.system()) // <-- .add_plugins(DefaultPlugins)
三、自定义网格坐标
贪吃蛇的游戏中,蛇头的移动往往是按一格格跳的,即相当于整个屏幕看成一个网络,蛇头每次移动一格。 先加一些相关定义:
//格子的数量(横向10等分,纵向10等分,即10*10的网格) const CELL_X_COUNT: u32 = 10; const CELL_Y_COUNT: u32 = 10; /** * 网格中的位置 */ #[derive(Default, Copy, Clone, Eq, PartialEq, Hash)] struct Position { x: i32, y: i32, } /** * 蛇头在网格中的大小 */ struct Size { width: f32, height: f32, } impl Size { //贪吃蛇都是用方块,所以width/height均设置成x pub fn square(x: f32) -> Self { Self { width: x, height: x, } } }
为了方便观察,在背景上画上网格线:
//画网格辅助线 fn draw_grid(windows: Res<Windows>, mut lines: ResMut<DebugLines>) { let window = windows.get_primary().unwrap(); let half_win_width = 0.5 * window.width(); let half_win_height = 0.5 * window.height(); let x_space = window.width() / CELL_X_COUNT as f32; let y_space = window.height() / CELL_Y_COUNT as f32; let mut i = -1. * half_win_height; while i < half_win_height { lines.line( Vec3::new(-1. * half_win_width, i, 0.0), Vec3::new(half_win_width, i, 0.0), 0.0, ); i += y_space; } i = -1. * half_win_width; while i < half_win_width { lines.line( Vec3::new(i, -1. * half_win_height, 0.0), Vec3::new(i, half_win_height, 0.0), 0.0, ); i += x_space; } //画竖线 lines.line( Vec3::new(0., -1. * half_win_height, 0.0), Vec3::new(0., half_win_height, 0.0), 0.0, ); }
蛇头初始化的地方,相应的调整一下:
fn spawn_snake(mut commands: Commands, materials: Res<Materials>) { commands .spawn_bundle(SpriteBundle { material: materials.head_material.clone(), //注:后面会根据网格大小,对方块进行缩放,所以这里的尺寸其实无效了,设置成0都行 sprite: Sprite::new(Vec2::new(30.0, 30.0)), // <-- ..Default::default() }) .insert(SnakeHead) //放在第4行,第4列的位置 .insert(Position { x: 3, y: 3 }) // <-- //大小为网格的80% .insert(Size::square(0.8)); // <-- }
另外把窗口大小调整成400*400 ,同时先注释掉方块运动相关的代码,跑一下看看网格线显示是否正常:
网络线是ok了,但是方块的大小和位置并无任何变化,接下来再写2个函数,来应用网格系统:
//根据网格大小,对方块尺寸进行缩放 fn size_scaling(windows: Res<Windows>, mut q: Query<(&Size, &mut Sprite)>) { // <-- let window = windows.get_primary().unwrap(); for (sprite_size, mut sprite) in q.iter_mut() { sprite.size = Vec2::new( sprite_size.width * (window.width() as f32 / CELL_X_COUNT as f32), sprite_size.height * (window.height() as f32 / CELL_Y_COUNT as f32), ); } } /** * 根据方块的position,将其放入适合的网格中 */ fn position_translation(windows: Res<Windows>, mut q: Query<(&Position, &mut Transform)>) { // <-- fn convert(pos: f32, window_size: f32, cell_count: f32) -> f32 { //算出每1格的大小 let tile_size = window_size / cell_count; //计算最终坐标值 pos * tile_size - 0.5 * window_size + 0.5 * tile_size } let window = windows.get_primary().unwrap(); for (pos, mut transform) in q.iter_mut() { transform.translation = Vec3::new( convert(pos.x as f32, window.width() as f32, CELL_X_COUNT as f32), convert(pos.y as f32, window.height() as f32, CELL_Y_COUNT as f32), 0.0, ); } }
在main函数里,把这2个函数加进去
.add_system_set_to_stage( //<-- CoreStage::PostUpdate, SystemSet::new() .with_system(position_translation.system()) .with_system(size_scaling.system()), ) .add_plugins(DefaultPlugins)
移动方块时,就不能再按像素来移动了,而是按单元格来移动
fn snake_movement(mut head_positions: Query<&mut Position, With<SnakeHead>>) { for mut pos in head_positions.iter_mut() { //每次向上移动1格 pos.y += 1; if pos.y >= CELL_Y_COUNT as i32 { pos.y = 0; } } }
大多数游戏引擎,都有所谓帧数的概念,在我的mac上,1秒大概是60帧,窗口刷新非常快(注:因为gif录制软件的原因,实际运行起来比图片中还要快。)
可以利用 FixedTimestep 把指定函数的执行速度调慢一些。
.add_system_set(// <-- SystemSet::new() .with_run_criteria(FixedTimestep::step(1.0)) .with_system(snake_movement.system()), )
现在看上去好多了,最后再加入按键控制:
fn snake_movement( //<-- keyboard_input: Res<Input<KeyCode>>, mut head_positions: Query<&mut Position, With<SnakeHead>>, ) { for mut pos in head_positions.iter_mut() { if keyboard_input.pressed(KeyCode::Left) { if pos.x > 0 { pos.x -= 1; } } if keyboard_input.pressed(KeyCode::Right) { if pos.x < CELL_X_COUNT as i32 - 1 { pos.x += 1; } } if keyboard_input.pressed(KeyCode::Down) { if pos.y > 0 { pos.y -= 1; } } if keyboard_input.pressed(KeyCode::Up) { if pos.y < CELL_Y_COUNT as i32 - 1 { pos.y += 1; } } } }
至此,main.rs的完整代码如下:
use bevy::core::FixedTimestep; use bevy::prelude::*; use bevy_prototype_debug_lines::*; //格子的数量(横向10等分,纵向10等分,即10*10的网格) const CELL_X_COUNT: u32 = 10; const CELL_Y_COUNT: u32 = 10; /** * 网格中的位置 */ #[derive(Default, Copy, Clone, Eq, PartialEq, Hash)] struct Position { x: i32, y: i32, } /** * 蛇头在网格中的大小 */ struct Size { width: f32, height: f32, } impl Size { //贪吃蛇都是用方块,所以width/height均设置成x pub fn square(x: f32) -> Self { Self { width: x, height: x, } } } struct SnakeHead; struct Materials { head_material: Handle<ColorMaterial>, } fn setup(mut commands: Commands, mut materials: ResMut<Assets<ColorMaterial>>) { let mut camera = OrthographicCameraBundle::new_2d(); camera.transform = Transform::from_translation(Vec3::new(0.0, 0.0, 5.0)); commands.spawn_bundle(camera); commands.insert_resource(Materials { head_material: materials.add(Color::rgb(0.7, 0.7, 0.7).into()), }); } fn spawn_snake(mut commands: Commands, materials: Res<Materials>) { commands .spawn_bundle(SpriteBundle { material: materials.head_material.clone(), //注:后面会根据网格大小,对方块进行缩放,所以这里的尺寸其实无效了,设置成0都行 sprite: Sprite::new(Vec2::new(30.0, 30.0)), // <-- ..Default::default() }) .insert(SnakeHead) //放在第4行,第4列的位置 .insert(Position { x: 3, y: 3 }) // <-- //大小为网格的80% .insert(Size::square(0.8)); // <-- } //根据网格大小,对方块尺寸进行缩放 fn size_scaling(windows: Res<Windows>, mut q: Query<(&Size, &mut Sprite)>) { // <-- let window = windows.get_primary().unwrap(); for (sprite_size, mut sprite) in q.iter_mut() { sprite.size = Vec2::new( sprite_size.width * (window.width() as f32 / CELL_X_COUNT as f32), sprite_size.height * (window.height() as f32 / CELL_Y_COUNT as f32), ); } } /** * 根据方块的position,将其放入适合的网格中 */ fn position_translation(windows: Res<Windows>, mut q: Query<(&Position, &mut Transform)>) { // <-- fn convert(pos: f32, window_size: f32, cell_count: f32) -> f32 { //算出每1格的大小 let tile_size = window_size / cell_count; //返回最终的坐标位置 pos * tile_size - 0.5 * window_size + 0.5 * tile_size } let window = windows.get_primary().unwrap(); for (pos, mut transform) in q.iter_mut() { transform.translation = Vec3::new( convert(pos.x as f32, window.width() as f32, CELL_X_COUNT as f32), convert(pos.y as f32, window.height() as f32, CELL_Y_COUNT as f32), 0.0, ); } } //画网格辅助线 fn draw_grid(windows: Res<Windows>, mut lines: ResMut<DebugLines>) { // <-- let window = windows.get_primary().unwrap(); let half_win_width = 0.5 * window.width(); let half_win_height = 0.5 * window.height(); let x_space = window.width() / CELL_X_COUNT as f32; let y_space = window.height() / CELL_Y_COUNT as f32; let mut i = -1. * half_win_height; while i < half_win_height { lines.line( Vec3::new(-1. * half_win_width, i, 0.0), Vec3::new(half_win_width, i, 0.0), 0.0, ); i += y_space; } i = -1. * half_win_width; while i < half_win_width { lines.line( Vec3::new(i, -1. * half_win_height, 0.0), Vec3::new(i, half_win_height, 0.0), 0.0, ); i += x_space; } //画竖线 lines.line( Vec3::new(0., -1. * half_win_height, 0.0), Vec3::new(0., half_win_height, 0.0), 0.0, ); } fn snake_movement( //<-- keyboard_input: Res<Input<KeyCode>>, mut head_positions: Query<&mut Position, With<SnakeHead>>, ) { for mut pos in head_positions.iter_mut() { if keyboard_input.pressed(KeyCode::Left) { if pos.x > 0 { pos.x -= 1; } } if keyboard_input.pressed(KeyCode::Right) { if pos.x < CELL_X_COUNT as i32 - 1 { pos.x += 1; } } if keyboard_input.pressed(KeyCode::Down) { if pos.y > 0 { pos.y -= 1; } } if keyboard_input.pressed(KeyCode::Up) { if pos.y < CELL_Y_COUNT as i32 - 1 { pos.y += 1; } } } } fn main() { App::build() .insert_resource(WindowDescriptor { title: "snake".to_string(), width: 300., height: 300., resizable: false, ..Default::default() }) .insert_resource(ClearColor(Color::rgb(0.04, 0.04, 0.04))) .add_startup_system(setup.system()) .add_startup_stage("game_setup", SystemStage::single(spawn_snake.system())) .add_system(draw_grid.system()) .add_system_set( // <-- SystemSet::new() .with_run_criteria(FixedTimestep::step(0.1)) .with_system(snake_movement.system()), ) .add_system_set_to_stage( // <-- CoreStage::PostUpdate, SystemSet::new() .with_system(position_translation.system()) .with_system(size_scaling.system()), ) .add_plugins(DefaultPlugins) .add_plugin(DebugLinesPlugin) .run(); }
下一篇,我们将继续实现贪吃蛇的其它功能...
参考文章:
https://bevyengine.org/learn/book/getting-started/
出处:http://yjmyzz.cnblogs.com
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