tetris/src/game/systems/movement.rs

100 lines
3.2 KiB
Rust

use bevy::prelude::*;
use crate::{
game::{grid::*, tetris::*},
util::Vector2I,
};
pub fn apply_gravity(
mut piece_query: Query<(&mut Gravity, &PieceControls, &ChildOf)>,
time: Res<Time>,
game_gravity_query: Query<&GameGravity>,
) {
const SOFT_DROP_SPEED: f32 = 10.0;
for (mut piece_gravity, controls, parent) in piece_query.iter_mut() {
if let Ok(game_gravity) = game_gravity_query.get(parent.0) {
piece_gravity.cumulated += game_gravity.current * time.delta_secs();
}
if controls.fast_drop {
piece_gravity.cumulated += SOFT_DROP_SPEED * time.delta_secs();
}
}
}
pub fn apply_piece_movement(
mut piece_query: Query<(
&PieceControls,
Option<&mut Gravity>,
Entity,
&ChildOf,
&Children,
)>,
game_query: Query<(&BlockSet, &GameArea)>,
mut transform_query: Query<(&mut GridTransform, Has<Block>)>,
mut commands: Commands,
) {
for (controls, maybe_gravity, entity, parent, children) in piece_query.iter_mut() {
let game_entity = parent.parent();
let (collisions, game_area) = game_query.get(game_entity).unwrap();
let blocks: Vec<Vector2I> = {
let mut blocks = vec![];
for child in children.iter() {
let block = transform_query
.get(child)
.iter()
.filter_map(|(transform, has_block)| {
if *has_block {
Some(transform.translation)
} else {
None
}
})
.next();
if let Some(pos) = block {
blocks.push(pos);
}
}
blocks
};
let cast_shape =
|pos| collisions.cast_shape(pos, &blocks) || !game_area.is_shape_inside(pos, &blocks);
let piece_pos = &mut transform_query.get_mut(entity).unwrap().0.translation;
if controls.instant_drop {
let mut drop_pos = *piece_pos;
while !cast_shape(drop_pos + Vector2I::DOWN) {
drop_pos = drop_pos + Vector2I::DOWN;
}
*piece_pos = drop_pos;
commands.trigger_targets(OnPiecePlaced { piece: entity }, game_entity);
continue;
}
let can_move_down = !cast_shape(*piece_pos + Vector2I::DOWN);
if let Some(mut gravity) = maybe_gravity {
if gravity.cumulated >= 1.0 && can_move_down {
gravity.cumulated -= 1.0;
*piece_pos = *piece_pos + Vector2I::DOWN;
}
if gravity.cumulated >= 3.0 && !can_move_down {
commands.trigger_targets(OnPiecePlaced { piece: entity }, game_entity);
continue;
}
}
if let Some(movement) = controls.movement {
let dir = match movement {
input::Move::Left => Vector2I::LEFT,
input::Move::Right => Vector2I::RIGHT,
};
if !cast_shape(*piece_pos + dir) {
*piece_pos = *piece_pos + dir;
}
}
}
}