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5 commits

Author SHA1 Message Date
nquidox
f297f249df calculate projectile hits 2026-04-18 20:52:44 +03:00
nquidox
97cf8adb4f const for balls 2026-04-18 20:52:08 +03:00
nquidox
5749e0a9d0 app scaling change 2026-04-18 20:51:42 +03:00
nquidox
a10cc0712b debug systems toggle 2026-04-18 20:51:09 +03:00
nquidox
eb4e1a1e6c update 2026-04-18 20:49:53 +03:00
12 changed files with 445 additions and 67 deletions

1
.gitignore vendored
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@ -2,3 +2,4 @@
/assets
.idea
.directory
/tiled/

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@ -15,9 +15,9 @@ use crate::states::main_menu::state::MainMenuState;
use crate::states::settings_menu::state::SettingsMenuState;
use crate::states::linear::plugin::LinearPlayPlugin;
const FACTOR: u32 = 80;
const WIDTH: u32 = 16;
const HEIGHT: u32 = 9;
const FACTOR: u32 = 40;
const WIDTH: u32 = 32;
const HEIGHT: u32 = 18;
fn main() {

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@ -5,3 +5,17 @@ pub struct LinearStateMarker;
#[derive(Component, Copy, Clone)]
pub struct LinearRestartMarker;
#[derive(Resource)]
pub struct LinearDebugConfig {
pub toggle_track: bool,
pub toggle_grid: bool,
pub toggle_laser: bool,
}
#[derive(Component, Copy, Clone)]
pub enum DebugToggle{
Track,
Grid,
Laser,
}

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@ -34,8 +34,16 @@ impl LinearCannonState {
#[derive(Component)]
pub struct RoundBallProjectile {
pub velocity: Vec2,
pub direction: Vec2,
pub previous_position: Vec2,
pub ball_type: RoundBallType,
pub hit_result: Option<ProjectileHit>,
}
pub struct ProjectileHit {
pub hit_progress: f32,
pub hit_position: Vec2,
pub segment_index: usize,
}
@ -44,3 +52,12 @@ pub struct ShotMarker;
#[derive(Component)]
pub struct SwapMarker;
#[derive(Component)]
pub struct IntersectMarker;
pub struct Intersection {
pub t: f32,
pub world_pos: Vec2,
pub segment_index: usize,
}

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@ -6,8 +6,13 @@ pub const CENTER_Y: f32 = 0.0;
// pub const FACTOR_RADIUS: f32 = FACTOR as f32 / 2.0;
// основная размерность и масштаб
pub const SCALE: f32 = 1.0;
pub const STEP: f32 = FACTOR as f32 / SCALE;
pub const SCALE: f32 = 2.0;
// зависимые размеры
pub const ROUND_BALL_SIZE: f32 = STEP;
pub const BALL_RADIUS: f32 = ROUND_BALL_SIZE / 2.0;
// Z-INDEXES
pub const ROUND_BALL_Z: f32 = 10.0;

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@ -3,8 +3,8 @@ pub mod plugin;
mod components;
pub use components::*;
mod systems;
pub use systems::*;
mod systems_debug;
pub use systems_debug::*;
mod components_track;
pub use components_track::*;

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@ -24,9 +24,12 @@ impl Plugin for LinearPlayPlugin {
.add_systems(
Update,
(
toggle_debug_systems,
draw_track_gizmos,
draw_grid,
// draw_cannon_laser,
//несколько систем с соблюдением порядка
calculate_projectile_hits,
linear_move_projectiles,
cycle_cannon_balls,
update_linear_cannon_preview,
@ -48,6 +51,13 @@ fn setup(mut commands: Commands) {
commands.insert_resource(build_track);
commands.insert_resource(precalculated_track);
commands.insert_resource(build_linear_cannon_state());
let debug_config = LinearDebugConfig{
toggle_track: true,
toggle_grid: true,
toggle_laser: false,
};
commands.insert_resource(debug_config);
}
fn cleanup(mut commands: Commands, query: Query<Entity, With<LinearStateMarker>>) {
@ -60,6 +70,7 @@ fn cleanup(mut commands: Commands, query: Query<Entity, With<LinearStateMarker>>
commands.remove_resource::<Track>(); //зачистить сразу после калькуляции
commands.remove_resource::<PrecalculatedTrack>();
commands.remove_resource::<LinearCannonState>();
commands.remove_resource::<LinearDebugConfig>();
}
fn linear_restart(mut next_state: ResMut<NextState<AppState>>) {

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@ -26,7 +26,7 @@ pub fn spawn_round_ball(
commands.spawn((
Sprite {
image,
custom_size: Some(Vec2::splat(STEP)),
custom_size: Some(Vec2::splat(ROUND_BALL_SIZE)),
..default()
},
Transform::from_translation((track.segments[0].start_pos).extend(ROUND_BALL_Z)),

View file

@ -1,10 +1,8 @@
use crate::states::linear::*;
use crate::{FACTOR, HEIGHT, WIDTH};
use bevy::prelude::*;
use bevy::window::PrimaryWindow;
use std::f32::consts::FRAC_PI_2;
use bevy::asset::ErasedAssetLoader;
use crate::{FACTOR, HEIGHT, WIDTH};
use crate::states::level::{BallProjectile, BallType, Cannon, CannonState, CurrentPreviewMarker, NextPreviewMarker, CURRENT_SHOT_Z_INDEX, NEXT_SHOT_Z_INDEX, SLOT_SIZE};
use std::f32::consts::{FRAC_PI_2, PI};
pub fn spawn_linear_cannon(mut commands: Commands, asset_server: Res<AssetServer>) {
let image: Handle<Image> = asset_server.load("sprites/cannon/cannon.png");
@ -25,6 +23,8 @@ pub fn rotate_linear_cannon(
mut query: Query<&mut Transform, With<LinearCannon>>,
window_query: Query<&Window, With<PrimaryWindow>>,
camera_query: Query<(&Camera, &GlobalTransform)>,
config: ResMut<LinearDebugConfig>, //FIXME debug
mut gizmos: Gizmos,
) {
let Ok(mut cannon_tf) = query.single_mut() else {
return;
@ -51,6 +51,13 @@ pub fn rotate_linear_cannon(
let angle = direction.to_angle() - FRAC_PI_2;
cannon_tf.rotation = Quat::from_rotation_z(angle);
if !config.toggle_laser {
return;
} else {
const OUT_OF_SCREEN: f32 = (WIDTH * FACTOR) as f32 * 1.5;
gizmos.line_2d(cannon_pos, direction * OUT_OF_SCREEN, PINK);
};
}
pub fn spawn_projectile_from_cannon(
@ -58,7 +65,7 @@ pub fn spawn_projectile_from_cannon(
cannon_query: Query<&Transform, With<LinearCannon>>,
mouse_input: Res<ButtonInput<MouseButton>>,
asset_server: Res<AssetServer>,
mut cannon_state: ResMut<LinearCannonState>
mut cannon_state: ResMut<LinearCannonState>,
) {
if !mouse_input.just_pressed(MouseButton::Left) {
return;
@ -79,15 +86,18 @@ pub fn spawn_projectile_from_cannon(
commands.spawn((
Sprite {
image,
custom_size: Some(Vec2::splat(STEP)),
custom_size: Some(Vec2::splat(ROUND_BALL_SIZE)),
..default()
},
Transform::from_translation(spawn_pos),
RoundBallProjectile {
velocity: direction * 800.0,
direction, // задаем отдельным полем, чтоб сэкономить на вычислениях в рейкастинге
previous_position: spawn_pos_2d,
ball_type,
hit_result: None,
},
IntersectMarker, // маркер для фильтрации, что шарик-снаряд может иметь пересечения с треком
LinearStateMarker,
));
cannon_state.fire();
@ -108,30 +118,32 @@ pub fn update_linear_cannon_preview(
shot_query: Query<Entity, With<ShotMarker>>,
swap_query: Query<Entity, With<SwapMarker>>,
) {
let Ok(cannon_entity) = cannon_query.single() else { return };
let Ok(cannon_entity) = cannon_query.single() else {
return;
};
let shot_image: Handle<Image> = asset_server.load(cannon_state.shot.asset_path());
if let Ok(shot_entity) = shot_query.single() {
// усли шарик у дула есть, то обновляем спрайт
commands.entity(shot_entity).insert(
Sprite{
commands.entity(shot_entity).insert(Sprite {
image: shot_image,
custom_size: Some(Vec2::splat(STEP)),
custom_size: Some(Vec2::splat(ROUND_BALL_SIZE)),
..default()
}
);
});
} else {
//иначе создаем
let preview_entity = commands.spawn((
Sprite{
let preview_entity = commands
.spawn((
Sprite {
image: shot_image,
custom_size: Some(Vec2::splat(STEP)),
custom_size: Some(Vec2::splat(ROUND_BALL_SIZE)),
..default()
},
Transform::from_xyz(0.0, STEP * 2.2, LINEAR_CANNON_BALL_Z),
ShotMarker
)).id();
ShotMarker,
))
.id();
commands.entity(cannon_entity).add_child(preview_entity);
}
@ -139,21 +151,23 @@ pub fn update_linear_cannon_preview(
let swap_image = asset_server.load(cannon_state.swap.asset_path());
if let Ok(swap_entity) = swap_query.single() {
commands.entity(swap_entity).insert(Sprite{
commands.entity(swap_entity).insert(Sprite {
image: swap_image,
custom_size: Some(Vec2::splat(STEP)),
custom_size: Some(Vec2::splat(ROUND_BALL_SIZE)),
..default()
});
} else {
let preview_entity = commands.spawn((
Sprite{
let preview_entity = commands
.spawn((
Sprite {
image: swap_image,
custom_size: Some(Vec2::splat(STEP)),
custom_size: Some(Vec2::splat(ROUND_BALL_SIZE)),
..default()
},
Transform::from_xyz(0.0, -STEP * 1.5, LINEAR_CANNON_BALL_Z),
SwapMarker,
)).id();
))
.id();
commands.entity(cannon_entity).add_child(preview_entity);
}
}
@ -180,10 +194,255 @@ pub fn linear_move_projectiles(
proj.previous_position = new_pos;
// удаляем снаряды, улетевшие за экран
if new_pos.x.abs() > 1.5 * (WIDTH * FACTOR) as f32 || new_pos.y.abs() > 1.5 * (HEIGHT * FACTOR) as f32 {
if new_pos.x.abs() > 2.0 * (WIDTH * FACTOR) as f32
|| new_pos.y.abs() > 2.0 * (HEIGHT * FACTOR) as f32
{
commands.entity(entity).despawn();
}
}
}
// pub fn detect_track_hit(){} //TODO
pub fn calculate_projectile_hits(
mut commands: Commands,
mut projectiles: Query<
(Entity, &mut RoundBallProjectile, &mut Transform),
With<IntersectMarker>,
>,
track: Res<PrecalculatedTrack>,
balls_on_track: Query<&RoundBall>,
) {
for (entity, mut proj, mut transform) in projectiles.iter_mut() {
// если уже посчитано место попадания, пропускаем
if proj.hit_result.is_some() {
continue;
}
// ищем все точки пересечений с треком
let mut intersections = raycast_track(proj.previous_position, proj.direction, &track);
// сортируем от ближайшего t к дальнему
intersections.sort_by(|a, b| a.t.partial_cmp(&b.t).unwrap());
// если есть точки пересечения
if let Some(closest_hit) = intersections.first() {
// собираем шарики
let mut occupied: Vec<f32> = balls_on_track.iter().map(|b| b.track_progress).collect();
// сортируем прогресс для дальнейших вычислений
occupied.sort_by(|a, b| a.partial_cmp(b).unwrap());
//считаем прогресс для точки попадания через мировые координаты и индекс сегмента на треке
let hit_progress = calculate_progress(closest_hit, &track);
let radius_norm = BALL_RADIUS / track.total_length;
if is_occupied(hit_progress, &occupied, radius_norm) {
proj.hit_result = Some(ProjectileHit {
hit_progress,
hit_position: closest_hit.world_pos,
segment_index: closest_hit.segment_index,
});
println!("Попадание в трек: {}", hit_progress);
transform.translation = closest_hit.world_pos.extend(transform.translation.z);
// убираем маркер поиска
commands.entity(entity).remove::<IntersectMarker>();
}
} else {
// Пересечений нет -> убираем маркер, снаряд летит дальше
commands.entity(entity).remove::<IntersectMarker>();
}
}
}
fn raycast_track(origin: Vec2, direction: Vec2, track: &PrecalculatedTrack) -> Vec<Intersection> {
let mut intersections = vec![];
for (i, seg) in track.segments.iter().enumerate() {
match seg.segment_type {
SegementType::Line => {
// ищем пересечение
if let Some(t) =
intersect_line(origin, direction, seg.start_pos, seg.direction, seg.length)
{
let pos = origin + direction * t;
intersections.push(Intersection {
t,
world_pos: pos,
segment_index: i,
});
}
}
SegementType::Turn => {
let hits = intersect_arc(
origin,
direction,
seg.center,
seg.radius,
seg.start_angle,
seg.sweep_sign,
);
for t in hits {
let pos = origin + direction * t;
intersections.push(Intersection {
t,
world_pos: pos,
segment_index: i,
});
}
}
}
}
intersections
}
fn intersect_line(
origin: Vec2,
direction: Vec2,
seg_start: Vec2,
seg_dir: Vec2,
seg_length: f32,
) -> Option<f32> {
// вектор самого отрезка трека
let seg_vec = seg_dir * seg_length;
// знаменатель: векторное произведение направления луча и вектора отрезка
// x1*y2 - x2*y1
let denom = direction.x * seg_vec.y - direction.y * seg_vec.x;
// если знаменатель близок к нулю - луч параллелен отрезку, пересечения нет
if denom.abs() < 1e-6 {
return None;
}
let w = seg_start - origin;
// вычисляем параметры t и u
// t - расстояние по лучу
// u - позиция на отрезке (0.0 = начало, 1.0 = конец)
let t = (w.x * seg_vec.y - w.y * seg_vec.x) / denom;
let u = (w.x * direction.y - w.y * direction.x) / denom;
// проверяем условия попадания
// t > 0 - точка пересечения находится перед пушкой (а не за спиной)
// u >= 0 && u <= 1 - точка пересечения находится внутри отрезка (не на бесконечной линии)
if t > 0.0 && u >= 0.0 && u <= 1.0 {
return Some(t);
}
None
}
fn intersect_arc(
origin: Vec2,
direction: Vec2,
center: Vec2,
radius: f32,
start_angle: f32,
sweep_sign: f32,
) -> Vec<f32> {
// возвращает список дистанций t до точек пересечения с дугой.
// может вернуть 0, 1 или 2 точки (вход и выход), если луч проходит сквозь дугу.
let mut hits = Vec::new();
// считаем пересечения луча и полной окружности через квадратное уравнение
let l = origin - center;
let b = 2.0 * l.dot(direction); // поскольку направление нормализовано, a = 1
let c = l.dot(l) - radius * radius;
let discriminant = b * b - 4.0 * c;
// если дискриминант меньше нуля, луч пролетает мимо окружности
if discriminant < 0.0 {
return hits;
}
let sqrt_discriminant = discriminant.sqrt();
// находим корни
let roots = vec![
(-b - sqrt_discriminant) / 2.0,
(-b + sqrt_discriminant) / 2.0,
];
for t in roots {
// ищем только положительные точки, потому что они будут перед пушкой
if t > 0.0 {
let hit_point = origin + direction * t;
// попали ли в сектор дуги
let hit_angle = (hit_point - center).to_angle();
// находим разницу между углом попадания и стартовым углом
let mut angle_diff = hit_angle - start_angle;
// нормализуем разницу в диапазон [-PI, PI]
// это нужно, чтобы корректно обрабатывать переход через плюс/минус пи
while angle_diff > PI {
angle_diff -= 2.0 * PI;
}
while angle_diff < -PI {
angle_diff += 2.0 * PI;
}
// проверяем, лежит ли разница в пределах 90 градусов (пи пополам) с учетом направления
let is_valid_angle = if sweep_sign > 0.0 {
// против часовой
angle_diff >= 0.0 && angle_diff <= FRAC_PI_2
} else {
// по часовой
angle_diff >= -FRAC_PI_2 && angle_diff <= 0.0
};
if is_valid_angle {
hits.push(t);
}
}
}
hits
}
fn calculate_progress(inter: &Intersection, track: &PrecalculatedTrack) -> f32 {
// берем только нужный сегмент трека, где есть пересечение
let track_seg = &track.segments[inter.segment_index];
// по типу сегмента переводим точку из мировых координат Vec2 в прогресс трека 0.0 ... 1.0
match track_seg.segment_type {
SegementType::Line => {
let diff = inter.world_pos - track_seg.start_pos;
let local_t = (diff.x * track_seg.direction.x + diff.y * track_seg.direction.y)
/ track_seg.length;
// возвращаем прогресс
track_seg.t_start + (track_seg.t_end - track_seg.t_start) * local_t
}
SegementType::Turn => {
let hit_angle = (inter.world_pos - track_seg.center).to_angle();
let mut angle_diff = hit_angle - track_seg.start_angle;
// критичный момент - важно нормализовать разницу в диапазон от -пи до +пи, чтоб он не улетел
while angle_diff > PI {
angle_diff -= 2.0 * PI
}
while angle_diff < -PI {
angle_diff += 2.0 * PI
}
// учитываем направление обхода
let local_t = angle_diff / (track_seg.sweep_sign * FRAC_PI_2);
// возвращаем прогресс
track_seg.t_start + (track_seg.t_end - track_seg.t_start) * local_t
}
}
}
fn is_occupied(target: f32, occupied: &[f32], radius_norm: f32) -> bool {
let min = target - radius_norm;
let max = target + radius_norm;
occupied.iter().any(|&p| p >= min && p <= max)
}

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@ -1,9 +1,13 @@
use crate::{HEIGHT, WIDTH, states, FACTOR};
use crate::{FACTOR, HEIGHT, WIDTH, states};
use bevy::prelude::*;
use states::linear::*;
use std::f32::consts::FRAC_PI_2;
pub fn draw_track_gizmos(track: Res<Track>, mut gizmos: Gizmos) {
pub fn draw_track_gizmos(track: Res<Track>, mut gizmos: Gizmos, config: ResMut<LinearDebugConfig>) {
if !config.toggle_track {
return;
};
let mut current_pos = track.start_point;
let mut current_dir = track.start_direction.normalize();
@ -53,23 +57,51 @@ pub fn draw_track_gizmos(track: Res<Track>, mut gizmos: Gizmos) {
gizmos.circle_2d(current_pos, 5.0, Color::WHITE);
}
pub fn draw_grid(mut gizmos: Gizmos) {
let half_x = WIDTH as f32 / 2.0 * FACTOR as f32;
let half_y = HEIGHT as f32 / 2.0 * FACTOR as f32;
pub fn draw_grid(mut gizmos: Gizmos, config: ResMut<LinearDebugConfig>) {
if !config.toggle_grid {
return;
};
const FF: f32 = FACTOR as f32;
const HALF_X: f32 = WIDTH as f32 / 2.0;
const HALF_Y: f32 = HEIGHT as f32 / 2.0;
const STEP_X: f32 = HALF_X * FF;
const STEP_Y: f32 = HALF_Y * FF;
for i in 0..WIDTH {
gizmos.line_2d(
Vec2::new((i as f32 - 8.0) * FACTOR as f32, half_y),
Vec2::new((i as f32 - 8.0) * FACTOR as f32, -half_y),
Vec2::new((i as f32 - HALF_X) * FF, STEP_Y),
Vec2::new((i as f32 - HALF_X) * FF, -STEP_Y),
DARK_GREEN,
);
}
for i in 0..HEIGHT {
gizmos.line_2d(
Vec2::new(-half_x, (i as f32 - 4.0) * FACTOR as f32),
Vec2::new(half_x, (i as f32 - 4.0) * FACTOR as f32),
Vec2::new(-STEP_X, (i as f32 - HALF_Y) * FF),
Vec2::new(STEP_X, (i as f32 - HALF_Y) * FF),
DARK_GREEN,
)
}
}
// pub fn draw_cannon_laser(mut gizmos: Gizmos, config: ResMut<LinearDebugConfig>){
// if !config.toggle_laser {
// return;
// };
// }
pub fn toggle_debug_systems(
buttons: Query<(&Interaction, &DebugToggle), Changed<Interaction>>,
mut config: ResMut<LinearDebugConfig>,
) {
for (interaction, toggle_type) in &buttons {
if matches!(interaction, Interaction::Pressed) {
match toggle_type {
DebugToggle::Track => config.toggle_track = !config.toggle_track,
DebugToggle::Grid => config.toggle_grid = !config.toggle_grid,
DebugToggle::Laser => config.toggle_laser = !config.toggle_laser,
}
}
}
}

View file

@ -7,8 +7,8 @@ pub fn setup_linear_track() -> Track {
println!("Построение трека начато");
Track {
start_point: Vec2 {
x: CENTER_X - FACTOR as f32 * 7.0,
y: CENTER_Y - FACTOR as f32 * 4.0,
x: CENTER_X - STEP * 7.0 * 2.0,
y: CENTER_Y - STEP * 4.0 * 2.0,
},
start_direction: Vec2::X,
segments: vec![

View file

@ -1,11 +1,12 @@
use crate::states::AppState;
use crate::states::AppState::LinearPlayState;
use crate::states::linear::plugin::LinearUpdateSet;
use crate::states::linear::{LinearRestartMarker, LinearStateMarker};
use crate::states::linear::{DebugToggle, LinearRestartMarker, LinearStateMarker};
use crate::ui::button_click::ButtonClickMessage;
use crate::ui::click::handle_click_system;
use crate::ui::{ButtonStyle, spawn_button};
use crate::ui::{ButtonStyle, spawn_button, spawn_background};
use bevy::prelude::*;
use crate::{FACTOR, HEIGHT, WIDTH};
pub struct LinearUIPlugin;
@ -44,25 +45,63 @@ fn setup_ui(mut commands: Commands, asset_server: Res<AssetServer>) {
))
.id();
let restart_button_style = ButtonStyle {
let button_style = ButtonStyle {
font: asset_server.load("fonts/QR Ames Beta.otf"),
font_size: 24.0,
font_size: 16.0,
text_color: Color::WHITE,
normal_bg: Color::linear_rgba(0.15, 0.15, 0.15, 1.0),
hovered_bg: Color::linear_rgb(0.25, 0.25, 0.25),
pressed_bg: Color::linear_rgb(0.3, 0.3, 0.3),
width: Val::Px(200.0),
height: Val::Px(50.0),
width: Val::Px(100.0),
height: Val::Px(25.0),
margin: UiRect::all(Val::Px(10.0)),
};
let bg_image: Handle<Image> = asset_server.load("sprites/bg/linear_bg.png");
commands.spawn((
Sprite{
image: bg_image,
custom_size: Some(Vec2::new((WIDTH*FACTOR) as f32, (HEIGHT*FACTOR) as f32)),
..default()
},
Transform::from_xyz(0.0, 0.0, -10.0),
LinearStateMarker,
));
// spawn_background(&mut commands, bg_image, LinearStateMarker);
spawn_button(
&mut commands,
root,
"Restart",
&restart_button_style,
&button_style,
LinearRestartMarker,
);
spawn_button(
&mut commands,
root,
"Track",
&button_style,
DebugToggle::Track,
);
spawn_button(
&mut commands,
root,
"Grid",
&button_style,
DebugToggle::Grid,
);
spawn_button(
&mut commands,
root,
"Laser",
&button_style,
DebugToggle::Laser,
);
}
pub fn restart_game_button_system(