Add ant sprite animation + improve random walk
Ants now randomize the velocity derivative instead of the velocity directly
This commit is contained in:
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assets/sprites/ant_walk_anim.png
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assets/sprites/ant_walk_anim.png
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After Width: | Height: | Size: 716 KiB |
@ -1,5 +1,11 @@
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use super::common::{Position, RandomizedVelocity};
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use super::common::{
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AnimationIndices, AnimationTimer, Position, RandomizedVelocityChange, Velocity,
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VelocityChangeTimer,
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};
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use crate::{ANT_ANIMATION_SPEED, VELOCITY_CHANGE_PERIOD, VELOCITY_CHANGE_SCALE};
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use bevy::prelude::*;
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use rand::Rng;
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use std::f32::consts::PI;
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/// This bundle represents the ant entity.
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/// The ``state`` determines the ant's behavior, it stores its current ``position``
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@ -13,7 +19,14 @@ use bevy::prelude::*;
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pub struct AntBundle {
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pub state: AntState,
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pub position: Position,
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pub velocity: RandomizedVelocity,
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pub velocity: Velocity,
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pub velocity_change: RandomizedVelocityChange,
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// TODO: This timer is only needed once
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pub velocity_change_timer: VelocityChangeTimer,
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pub texture_atlas: TextureAtlas,
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pub animation_indices: AnimationIndices,
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// TODO: This timer is only needed once
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pub animation_timer: AnimationTimer,
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// These are not components, but other bundles of components. Those can be nested.
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pub sprite: SpriteBundle,
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@ -42,17 +55,37 @@ pub enum AntState {
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// The "impl" keyword allows us to implement functions in a struct's namespace, i.e. "methods"
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impl AntBundle {
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/// Instantiate a new ``AntBundle`` with a color and a starting position.
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pub fn new(position: Vec2, color: Color) -> Self {
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pub fn new(
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position: Vec2,
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texture: Handle<Image>,
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texture_atlas: TextureAtlas,
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animation_indices: AnimationIndices,
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scale: Vec2,
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) -> Self {
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Self {
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state: AntState::Searching,
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position: Position(position),
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velocity: RandomizedVelocity(Vec2::ZERO),
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velocity: Velocity(rand::thread_rng().gen_range(-PI..PI)),
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velocity_change: RandomizedVelocityChange(
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rand::thread_rng().gen_range(-1.0..1.0) * VELOCITY_CHANGE_SCALE,
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),
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velocity_change_timer: VelocityChangeTimer(Timer::from_seconds(
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VELOCITY_CHANGE_PERIOD,
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TimerMode::Repeating,
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)),
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texture_atlas,
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animation_indices,
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animation_timer: AnimationTimer(Timer::from_seconds(
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ANT_ANIMATION_SPEED,
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TimerMode::Repeating,
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)),
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sprite: SpriteBundle {
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transform: Transform {
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scale: Vec3::new(20., 20., 20.),
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translation: position.extend(0.),
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scale: scale.extend(1.),
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..default()
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},
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sprite: Sprite { color, ..default() },
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texture,
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..default()
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},
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}
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@ -4,7 +4,19 @@ use bevy::prelude::*;
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pub struct Position(pub Vec2);
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#[derive(Component)]
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pub struct Velocity(pub Vec2);
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pub struct Velocity(pub f32);
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#[derive(Component)]
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pub struct RandomizedVelocity(pub Vec2);
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pub struct RandomizedVelocityChange(pub f32);
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#[derive(Component)]
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pub struct AnimationIndices {
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pub first: usize,
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pub last: usize,
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}
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#[derive(Component)]
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pub struct AnimationTimer(pub Timer);
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#[derive(Component)]
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pub struct VelocityChangeTimer(pub Timer);
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27
src/main.rs
27
src/main.rs
@ -4,24 +4,33 @@ mod systems;
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use bevy::prelude::*;
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use std::f32::consts::PI;
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use systems::{
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random_walk::{random_walk_system, randomized_velocity_system, wall_avoidance_system},
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ant::{
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animation_system, position_update_system, randomized_velocity_change_system,
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randomized_velocity_system, wall_avoidance_system,
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},
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startup::{hello_ants_system, setup_system},
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};
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// TODO: Use Settings Resource
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const MIN_POSITION: Vec2 = Vec2::ZERO;
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const MAX_POSITION: Vec2 = Vec2::new(500., 500.);
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const MIN_POSITION: Vec2 = Vec2::splat(-450.);
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const MAX_POSITION: Vec2 = Vec2::splat(450.);
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const ANT_COUNT: u32 = 25;
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const ANT_SPEED: f32 = 0.75;
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const RANDOM_WALK_CONE: f32 = PI / 180. * 20.;
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const ANT_COUNT: u32 = 200;
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const ANT_SPEED: f32 = 0.5;
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const ANT_ANIMATION_SPEED: f32 = 1. / 62.;
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const ANT_SCALE: f32 = 0.15;
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const VELOCITY_CHANGE_SCALE: f32 = PI / 180. * 1.; // Single degree
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const VELOCITY_CHANGE_MAX: f32 = PI / 180. * 0.5;
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const VELOCITY_CHANGE_PERIOD: f32 = 0.5;
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/// The app's entrypoint.
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fn main() {
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let mut app = App::new();
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// The DefaultPlugins contain the "Window" plugin.
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app.add_plugins(DefaultPlugins);
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// ImagePlugin::default_nearest() is supposed to prevent blurry sprites.
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app.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()));
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// Sets the color used to clear the screen, i.e. the background color.
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app.insert_resource(ClearColor(Color::srgb(0.9, 0.9, 0.9)));
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@ -38,9 +47,11 @@ fn main() {
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app.add_systems(
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FixedUpdate,
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(
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randomized_velocity_change_system,
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randomized_velocity_system,
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wall_avoidance_system,
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random_walk_system,
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position_update_system,
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animation_system,
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)
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.chain(),
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);
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96
src/systems/ant.rs
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96
src/systems/ant.rs
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@ -0,0 +1,96 @@
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use crate::{
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components::common::{
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AnimationIndices, AnimationTimer, Position, RandomizedVelocityChange, Velocity,
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VelocityChangeTimer,
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},
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ANT_SPEED, MAX_POSITION, MIN_POSITION, VELOCITY_CHANGE_MAX, VELOCITY_CHANGE_SCALE,
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};
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use bevy::prelude::*;
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use rand::Rng;
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use std::f32::consts::PI;
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/// Randomizes the ``RandomizeVelocityChange`` components.
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#[allow(clippy::needless_pass_by_value)]
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pub fn randomized_velocity_change_system(
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mut query: Query<(&mut RandomizedVelocityChange, &mut VelocityChangeTimer)>,
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time: Res<Time>,
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) {
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for (mut velocity_change, mut timer) in &mut query {
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timer.0.tick(time.delta());
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if timer.0.just_finished() {
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velocity_change.0 += rand::thread_rng().gen_range(-1.0..1.0) * VELOCITY_CHANGE_SCALE;
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velocity_change.0 = velocity_change
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.0
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.clamp(-VELOCITY_CHANGE_MAX, VELOCITY_CHANGE_MAX);
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}
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}
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}
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/// Updates the ``Velocity`` components for entities that have a ``RandomizedVelocityChange``.
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pub fn randomized_velocity_system(
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mut query: Query<(&mut Transform, &mut Velocity, &RandomizedVelocityChange)>,
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) {
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for (mut transform, mut velocity, velocity_change) in &mut query {
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velocity.0 += velocity_change.0;
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transform.rotation = Quat::from_euler(EulerRot::XYZ, 0., 0., velocity.0 - PI / 2.);
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}
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}
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/// Updates ``Position`` and ``Transform`` components of entities that also have
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/// the ``RandomizedVelocity`` component, like an ``Ant``.
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pub fn position_update_system(
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// We query for each entity that has a Position, Transform and Velocity component.
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// The Transform component comes from the SpriteBundle.
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mut query: Query<(&mut Position, &mut Transform, &Velocity)>,
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) {
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for (mut position, mut transform, velocity) in &mut query {
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let new_position: Vec2 = position.0 + Vec2::from_angle(velocity.0).normalize() * ANT_SPEED;
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transform.translation = new_position.clamp(MIN_POSITION, MAX_POSITION).extend(0.);
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position.0 = new_position.clamp(MIN_POSITION, MAX_POSITION);
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}
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}
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/// Sets an ant's velocity perpendicular to a wall, if touched.
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pub fn wall_avoidance_system(mut query: Query<(&Position, &mut Velocity)>) {
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let touches_left_wall = |position: Vec2| -> bool { position.x <= MIN_POSITION.x };
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let touches_right_wall = |position: Vec2| -> bool { position.x >= MAX_POSITION.x };
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let touches_bottom_wall = |position: Vec2| -> bool { position.y <= MIN_POSITION.y };
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let touches_top_wall = |position: Vec2| -> bool { position.y >= MAX_POSITION.y };
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for (position, mut velocity) in &mut query {
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let mut new_velocity: f32 = velocity.0;
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if touches_left_wall(position.0) {
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new_velocity = 0.;
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} else if touches_right_wall(position.0) {
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new_velocity = PI;
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} else if touches_bottom_wall(position.0) {
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new_velocity = PI / 2.;
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} else if touches_top_wall(position.0) {
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new_velocity = 3. * PI / 2.;
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}
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velocity.0 = new_velocity;
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}
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}
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/// Animates the ants by incrementing their ``TextureAtlas`` indices, based on a timer.
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#[allow(clippy::needless_pass_by_value)]
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pub fn animation_system(
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mut query: Query<(&AnimationIndices, &mut AnimationTimer, &mut TextureAtlas)>,
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time: Res<Time>,
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) {
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for (indices, mut timer, mut atlas) in &mut query {
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timer.0.tick(time.delta());
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if timer.0.just_finished() {
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atlas.index = if atlas.index == indices.last {
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indices.first
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} else {
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atlas.index + 1
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};
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}
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}
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}
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@ -1,2 +1,2 @@
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pub mod random_walk;
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pub mod ant;
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pub mod startup;
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@ -1,65 +0,0 @@
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use crate::{
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components::common::{Position, RandomizedVelocity},
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ANT_SPEED, MAX_POSITION, MIN_POSITION, RANDOM_WALK_CONE,
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};
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use bevy::prelude::*;
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/// Randomizes the ``RandomizedVelocity`` components of entities that have them.
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#[allow(clippy::needless_pass_by_value)] // I can't specify &Res<Time>, so pass by value
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pub fn randomized_velocity_system(mut query: Query<&mut RandomizedVelocity>) {
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for mut velocity in &mut query {
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let mut new_velocity: Vec2 = Vec2::from_angle(
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// We first multiply with CONE to get the angle-delta to [0, CONE].
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// Then, we subtract CONE/2 to bring the angle-delta to [-CONE/2, CONE/2].
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// Lastly, we add the angle-delta to the current angle.
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// This should vary the direction in a front-facing CONE-degree cone.
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rand::random::<f32>().mul_add(
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RANDOM_WALK_CONE,
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velocity.0.to_angle() - RANDOM_WALK_CONE / 2.,
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),
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);
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new_velocity = new_velocity.normalize() * ANT_SPEED;
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velocity.0 = new_velocity;
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}
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}
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/// Updates ``Position`` and ``Transform`` components of entities that also have
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/// the ``RandomizedVelocity`` component, like an ``Ant``.
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#[allow(clippy::module_name_repetitions)]
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pub fn random_walk_system(
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// We query for each entity that has a Position, Transform and Velocity component.
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// The Transform component comes from the SpriteBundle.
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mut query: Query<(&mut Position, &mut Transform, &RandomizedVelocity)>,
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) {
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for (mut position, mut transform, velocity) in &mut query {
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let new_position: Vec2 = position.0 + velocity.0;
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transform.translation = new_position.clamp(MIN_POSITION, MAX_POSITION).extend(0.);
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position.0 = new_position.clamp(MIN_POSITION, MAX_POSITION);
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}
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}
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/// Sets an ant's velocity perpendicular to a wall, if touched.
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pub fn wall_avoidance_system(mut query: Query<(&Position, &mut RandomizedVelocity)>) {
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let touches_left_wall = |position: Vec2| -> bool { position.x <= 0. };
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let touches_right_wall = |position: Vec2| -> bool { position.x >= MAX_POSITION.x };
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let touches_bottom_wall = |position: Vec2| -> bool { position.y <= 0. };
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let touches_top_wall = |position: Vec2| -> bool { position.y >= MAX_POSITION.y };
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for (position, mut velocity) in &mut query {
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let mut new_velocity: Vec2 = velocity.0;
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if touches_left_wall(position.0) {
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new_velocity = Vec2::new(1., 0.);
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} else if touches_right_wall(position.0) {
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new_velocity = Vec2::new(-1., 0.);
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} else if touches_bottom_wall(position.0) {
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new_velocity = Vec2::new(0., 1.);
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} else if touches_top_wall(position.0) {
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new_velocity = Vec2::new(0., -1.);
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}
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velocity.0 = new_velocity;
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}
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}
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@ -1,5 +1,9 @@
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use crate::{components::ant::AntBundle, ANT_COUNT};
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use crate::{
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components::{ant::AntBundle, common::AnimationIndices},
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ANT_COUNT, ANT_SCALE, MAX_POSITION,
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};
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use bevy::prelude::*;
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use rand::Rng;
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/// Signal that the app has started by printing a message to the terminal.
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pub fn hello_ants_system() {
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@ -7,14 +11,36 @@ pub fn hello_ants_system() {
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}
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/// Prepares the environment before the Update schedule by spawning required entities.
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pub fn setup_system(mut commands: Commands) {
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#[allow(clippy::needless_pass_by_value)]
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pub fn setup_system(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
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) {
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// Using the default camera, world space coordinates correspond 1:1 with screen pixels.
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// The point (0, 0) is in the center of the screen.
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commands.spawn(Camera2dBundle::default());
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// Spawn cute ants
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// https://github.com/bevyengine/bevy/blob/latest/examples/2d/sprite_sheet.rs
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// TODO: Some weird cloning here
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let texture: Handle<Image> = asset_server.load("sprites/ant_walk_anim.png");
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let layout = TextureAtlasLayout::from_grid(UVec2::new(202, 248), 8, 8, None, None);
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let texture_atlas_layout = texture_atlas_layouts.add(layout);
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for _ in 0..ANT_COUNT {
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commands.spawn(AntBundle::new(Vec2::new(0., 0.), Color::srgb(1., 0., 0.)));
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let animation_indices = AnimationIndices { first: 0, last: 61 };
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let texture_atlas = TextureAtlas {
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layout: texture_atlas_layout.clone(),
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index: rand::thread_rng().gen_range(animation_indices.first..=animation_indices.last),
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};
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commands.spawn(AntBundle::new(
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Vec2::ZERO,
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texture.clone(),
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texture_atlas,
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animation_indices,
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Vec2::splat(ANT_SCALE),
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));
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}
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println!("Spawned {ANT_COUNT} cute ants 😍");
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}
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Block a user