Currently im using the Position of two objects (comets and the ship) to detect if they collide.
fn collision_detection(
comets: Query<&Transform, With<Comet>>,
mut ships: Query<(&Transform, &mut ShipStatus), With<Ship>>,
) {
for comet in comets.iter() {
for (ship, mut status) in ships.iter_mut() {
if comet.translation.x < ship.translation.x + 80.0 && comet.translation.y < ship.translation.y + 80.0
&& comet.translation.x > ship.translation.x - 80.0 && comet.translation.y > ship.translation.y - 80.0 {
status.dead = true;
}
}
}
}
But there has to be a better way of doing this.
Bevy doesn't have a complete collision system currently. Unless it has been expanded in the few months since the introductory page was created:
Physics
Many games require collision detection and physics. I'm planning on building a plug-able physics interface with
nphysics
/ncollide
as the first backend.
Fortunately, this simple example is actually provided by bevy::sprite::collide_aabb::collide
which does simple AABB collision detection.
use bevy::sprite::collide_aabb::collide;
let ship_size = Vec2::new(80.0, 80.0);
let comet_size = Vec2::new(0.0, 0.0);
for comet in comets.iter() {
for (ship, mut status) in ships.iter_mut() {
if collide(ship.translation, ship_size, comet.translation, comet_size).is_some() {
status.dead = true;
}
}
}