bevy社區有一篇不錯的入門教程:Creating a Snake Clone in Rust, with Bevy,詳細講解了貪吃蛇的開發過程,我加了一些個人理解,記錄於此:
一、先搭一個"空"架子
1.1 Cargo.toml依賴項
[dependencies]
bevy = { version = "0.5.0", features = ["dynamic"] }
rand = "0.7.3"
bevy_prototype_debug_lines = "0.3.2"
貪吃蛇游戲過程中,要在隨機位置生成食物,所以用到了rand,至於bevy_prototype_debug_lines這是1個畫線的輔助plugin,后面在講grid坐標轉換時,可以輔助畫線,更容易理解坐標系統
1.2 main.rs
use bevy::prelude::*;
fn setup(mut commands: Commands, mut materials: ResMut<Assets<ColorMaterial>>) {
//這是1個2d游戲,所以放了一個2d"攝像機"
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 {
//窗口標題
title: "snake".to_string(),
//窗口大小
width: 300.,
height: 200.,
//不允許改變窗口尺寸
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())
//默認插件
.add_plugins(DefaultPlugins)
.run();
}

運行起來,就得到了1個黑背景的窗口應用程序。
二、加入蛇頭&理解bevy的坐標系
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個30*30px大小的2d方塊
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();
//畫橫線
lines.line(
Vec3::new(-1. * half_win_width, 0., 0.0),
Vec3::new(half_win_width, 0., 0.0),
0.0,
);
//畫豎線
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();
}

帶<--的為新增部分,代碼雖然看上去加了不少,但並不難理解,主要就是定義了1個方塊充分蛇頭,然后畫了2根輔助線。從運行結果來看,屏幕中心就是bevy 坐標系的中心。

再加點運動效果:
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、自定義網格坐標
貪吃蛇的游戲中,蛇頭的移動往往是按一格格跳的,即相當於整個屏幕看成一個網絡,蛇頭每次移動一格。 先加一些相關定義:
//格子的數量(橫向10等分,縱向10等分,即10*10的網格)
const CELL_X_COUNT: u32 = 10;
const CELL_Y_COUNT: u32 = 10;
/**
* 網格中的位置
*/
#[derive(Default, Copy, Clone, Eq, PartialEq, Hash)]
struct Position {
x: i32,
y: i32,
}
/**
* 蛇頭在網格中的大小
*/
struct Size {
width: f32,
height: f32,
}
impl Size {
//貪吃蛇都是用方塊,所以width/height均設置成x
pub fn square(x: f32) -> Self {
Self {
width: x,
height: x,
}
}
}
為了方便觀察,在背景上畫上網格線:
//畫網格輔助線
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;
}
//畫豎線
lines.line(
Vec3::new(0., -1. * half_win_height, 0.0),
Vec3::new(0., half_win_height, 0.0),
0.0,
);
}
蛇頭初始化的地方,相應的調整一下:
fn spawn_snake(mut commands: Commands, materials: Res<Materials>) {
commands
.spawn_bundle(SpriteBundle {
material: materials.head_material.clone(),
//注:后面會根據網格大小,對方塊進行縮放,所以這里的尺寸其實無效了,設置成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 }) // <--
//大小為網格的80%
.insert(Size::square(0.8)); // <--
}
另外把窗口大小調整成400*400 ,同時先注釋掉方塊運動相關的代碼,跑一下看看網格線顯示是否正常:

網絡線是ok了,但是方塊的大小和位置並無任何變化,接下來再寫2個函數,來應用網格系統:
//根據網格大小,對方塊尺寸進行縮放
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),
);
}
}
/**
* 根據方塊的position,將其放入適合的網格中
*/
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;
//計算最終坐標值
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函數里,把這2個函數加進去
.add_system_set_to_stage( //<--
CoreStage::PostUpdate,
SystemSet::new()
.with_system(position_translation.system())
.with_system(size_scaling.system()),
)
.add_plugins(DefaultPlugins)

移動方塊時,就不能再按像素來移動了,而是按單元格來移動
fn snake_movement(mut head_positions: Query<&mut Position, With<SnakeHead>>) {
for mut pos in head_positions.iter_mut() {
//每次向上移動1格
pos.y += 1;
if pos.y >= CELL_Y_COUNT as i32 {
pos.y = 0;
}
}
}
大多數游戲引擎,都有所謂幀數的概念,在我的mac上,1秒大概是60幀,窗口刷新非常快(注:因為gif錄制軟件的原因,實際運行起來比圖片中還要快。)


可以利用 FixedTimestep 把指定函數的執行速度調慢一些。
.add_system_set(// <--
SystemSet::new()
.with_run_criteria(FixedTimestep::step(1.0))
.with_system(snake_movement.system()),
)

現在看上去好多了,最后再加入按鍵控制:
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的完整代碼如下:
use bevy::core::FixedTimestep;
use bevy::prelude::*;
use bevy_prototype_debug_lines::*;
//格子的數量(橫向10等分,縱向10等分,即10*10的網格)
const CELL_X_COUNT: u32 = 10;
const CELL_Y_COUNT: u32 = 10;
/**
* 網格中的位置
*/
#[derive(Default, Copy, Clone, Eq, PartialEq, Hash)]
struct Position {
x: i32,
y: i32,
}
/**
* 蛇頭在網格中的大小
*/
struct Size {
width: f32,
height: f32,
}
impl Size {
//貪吃蛇都是用方塊,所以width/height均設置成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:后面會根據網格大小,對方塊進行縮放,所以這里的尺寸其實無效了,設置成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 }) // <--
//大小為網格的80%
.insert(Size::square(0.8)); // <--
}
//根據網格大小,對方塊尺寸進行縮放
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),
);
}
}
/**
* 根據方塊的position,將其放入適合的網格中
*/
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;
//返回最終的坐標位置
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,
);
}
}
//畫網格輔助線
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;
}
//畫豎線
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,我們將繼續實現貪吃蛇的其它功能...
參考文章:
https://bevyengine.org/learn/book/getting-started/
