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https://github.com/bevyengine/bevy
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Make ecs_guide a "real game"
This commit is contained in:
parent
24e5238e75
commit
2fb9e115ff
2 changed files with 225 additions and 103 deletions
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@ -54,6 +54,13 @@ impl AppPlugin for ScheduleRunnerPlugin {
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if let Some(ref mut schedule) = app.schedule {
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schedule.execute(&mut app.world, &mut app.resources);
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}
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if let Some(app_exit_events) = app.resources.get_mut::<Events<AppExit>>() {
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if app_exit_event_reader.latest(&app_exit_events).is_some() {
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break;
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}
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}
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if let Some(wait) = wait {
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thread::sleep(wait);
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}
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@ -1,4 +1,6 @@
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use bevy::prelude::*;
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use bevy::{app::AppExit, prelude::*};
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use rand::random;
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use std::time::Duration;
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/// This is a guided introduction to Bevy's "Entity Component System" (ECS)
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/// All Bevy app logic is built using the ECS pattern, so definitely pay attention!
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@ -23,16 +25,19 @@ use bevy::prelude::*;
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/// Examples: move_system, damage_system
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///
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/// Now that you know a little bit about ECS, lets look at some Bevy code!
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/// We will now make a simple "game" to illustrate what Bevy's ECS looks like in practice.
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//
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// COMPONENTS: Pieces of functionality we add to entities. These are just normal Rust data types
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//
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struct X {
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value: usize,
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// Our game will have a number of "players". Each player has a name that identifies them
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struct Player {
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name: String,
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}
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struct Y {
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// Each player also has a score. This component holds on to that score
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struct Score {
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value: usize,
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}
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@ -40,48 +45,89 @@ struct Y {
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// RESOURCES: "Global" state accessible by systems. These are also just normal Rust data types!
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//
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struct A {
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value: usize,
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}
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// This resource holds information about the game:
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#[derive(Default)]
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struct B {
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value: usize,
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struct GameState {
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current_round: usize,
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total_players: usize,
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winning_player: Option<String>,
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}
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struct C {
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value: usize,
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// The game rules resource provides rules for our "game".
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struct GameRules {
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winning_score: usize,
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max_rounds: usize,
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max_players: usize,
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}
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//
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// SYSTEMS: Logic that runs on entities, components, and resources. These run once each time the app updates.
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//
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// This is the simplest system:
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fn empty_system() {
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println!("hello!");
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// This is the simplest type of system. It just prints "This game is fun" on each run:
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fn print_message_system() {
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println!("This game is fun!");
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}
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// Systems can also read and modify resources:
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fn resource_system(a: Resource<A>, mut b: ResourceMut<B>) {
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b.value += 1;
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println!("resource_system: {} {}", a.value, b.value);
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// Systems can also read and modify resources. This system starts a new "round" on each update:
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fn new_round_system(game_rules: Resource<GameRules>, mut game_state: ResourceMut<GameState>) {
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game_state.current_round += 1;
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println!(
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"Begin round {} of {}",
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game_state.current_round, game_rules.max_rounds
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);
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}
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// This system runs once for each entity with the X and Y component
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// NOTE: x is a read-only reference (Ref) whereas y can be modified (RefMut)
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fn for_each_entity_system(x: Ref<X>, mut y: RefMut<Y>) {
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y.value += 1;
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println!("for_each_entity_system: {} {}", x.value, y.value);
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// This system runs once for each entity with both the "Player" and "Score" component.
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// NOTE: "player" is a read-only reference (Ref) whereas "score" can be modified (RefMut)
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fn score_system(player: Ref<Player>, mut score: RefMut<Score>) {
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let scored_a_point = random::<bool>();
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if scored_a_point {
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score.value += 1;
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println!(
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"{} scored a point! Their score is: {}",
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player.name, score.value
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);
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} else {
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println!(
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"{} did not score a point! Their score is: {}",
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player.name, score.value
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);
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}
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// this game isn't very fun is it :)
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}
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// This system is the same as the above example, but it also accesses resource A
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// This system runs on all entities with the "Player" and "Score" components, but it also
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// accesses the "GameRules" resource to determine if a player has won.
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// NOTE: resources must always come before components in system functions
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fn resources_and_components_system(a: Resource<A>, x: Ref<X>, mut y: RefMut<Y>) {
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y.value += 1;
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println!("resources_and_components:");
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println!(" components: {} {}", x.value, y.value);
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println!(" resource: {} ", a.value);
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fn score_check_system(
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game_rules: Resource<GameRules>,
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mut game_state: ResourceMut<GameState>,
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player: Ref<Player>,
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score: Ref<Score>,
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) {
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if score.value == game_rules.winning_score {
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game_state.winning_player = Some(player.name.clone());
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}
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}
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// This system ends the game if we meet the right conditions. This fires an AppExit event, which tells our
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// App to quit. Check out the "event.rs" example if you want to learn more about using events (and creating your own!)
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fn game_over_system(
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game_rules: Resource<GameRules>,
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game_state: Resource<GameState>,
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mut app_exit_events: ResourceMut<Events<AppExit>>,
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) {
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if let Some(ref player) = game_state.winning_player {
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println!("{} won the game!", player);
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app_exit_events.send(AppExit);
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} else if game_state.current_round == game_rules.max_rounds {
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println!("Ran out of rounds. Nobody wins!");
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app_exit_events.send(AppExit);
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}
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println!();
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}
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// This is a "startup" system that runs once when the app starts up. The only thing that distinguishes a
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@ -91,56 +137,102 @@ fn resources_and_components_system(a: Resource<A>, x: Ref<X>, mut y: RefMut<Y>)
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// With startup systems we can create resources and add entities to our world, which can then be used by
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// our other systems:
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fn startup_system(world: &mut World, resources: &mut Resources) {
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resources.insert(A { value: 1 });
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// Create our game rules resource
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resources.insert(GameRules {
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max_rounds: 10,
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winning_score: 4,
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max_players: 4,
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});
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// Add some entities to our world
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// Add some players to our world. Players start with a score of 0 ... we want our game to be fair!
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world.insert(
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(),
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vec![
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(X { value: 0 }, Y { value: 1 }),
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(X { value: 2 }, Y { value: 3 }),
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(
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Player {
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name: "Alice".to_string(),
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},
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Score { value: 0 },
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),
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(
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Player {
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name: "Bob".to_string(),
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},
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Score { value: 0 },
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),
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],
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);
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// Add some entities to our world
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world.insert(
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(),
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vec![
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(X { value: 0 }, Y { value: 1 }),
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(X { value: 2 }, Y { value: 3 }),
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],
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);
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// set the current players to "2"
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let mut game_state = resources.get_mut::<GameState>().unwrap();
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game_state.total_players = 2;
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}
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// This system uses a command buffer to create a new entity on each iteration
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// This system uses a command buffer to (potentially) create a new entity on each iteration
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// Normal systems cannot safely access the World instance because they run in parallel
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// Command buffers give us the ability to queue up changes to our World without directly accessing it
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// NOTE: Command buffers must always come before resources and components in system functions
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fn command_buffer_system(command_buffer: &mut CommandBuffer, a: Resource<A>) {
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// Creates a new entity with a value read from resource A
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command_buffer.insert((), vec![(X { value: a.value },)]);
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fn new_player_system(
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command_buffer: &mut CommandBuffer,
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game_rules: Resource<GameRules>,
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mut game_state: ResourceMut<GameState>,
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) {
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// Randomly add a new player
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let add_new_player = random::<bool>();
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if add_new_player && game_state.total_players < game_rules.max_players {
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game_state.total_players += 1;
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command_buffer.insert(
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(),
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vec![(
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Player {
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name: format!("Player {}", game_state.total_players),
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},
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Score { value: 0 },
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)],
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);
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println!("Player {} joined the game!", game_state.total_players);
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}
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}
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// If you really need full/immediate read/write access to the world or resources, you can use a "thread local system".
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// These run on the main app thread (hence the name "thread local")
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// WARNING: These will block all parallel execution of other systems until they finish, so they should generally be avoided
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// NOTE: You may notice that this looks exactly like the "setup" system above. Thats because they are both thread local!
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fn thread_local_system(world: &mut World, _resources: &mut Resources) {
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world.insert((), vec![(X { value: 1 },)]);
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// NOTE: You may notice that this looks exactly like the "startup_system" above. Thats because they are both thread local!
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#[allow(dead_code)]
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fn thread_local_system(world: &mut World, resources: &mut Resources) {
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// this does the same thing as "new_player_system"
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let mut game_state = resources.get_mut::<GameState>().unwrap();
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let game_rules = resources.get::<GameRules>().unwrap();
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// Randomly add a new player
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let add_new_player = random::<bool>();
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if add_new_player && game_state.total_players < game_rules.max_players {
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world.insert(
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(),
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vec![(
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Player {
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name: format!("Player {}", game_state.total_players),
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},
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Score { value: 0 },
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)],
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);
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game_state.total_players += 1;
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}
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}
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// These are like normal systems, but they also "capture" variables, which they can use as local state.
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// Closures are like normal systems, but they also "capture" variables, which they can use as local state.
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// This system captures the "counter" variable and uses it to maintain a count across executions
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// NOTE: This function returns a Box<dyn Schedulable> type. If you are new to rust don't worry! All you
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// need to know for now is that the Box contains our system AND the state it captured.
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// You may recognize the .system() call from when we added our system functions to our App in the main()
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// function above. Now you know that we are actually converting our functions into the Box<dyn Schedulable> type!
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// The .system() call converts a function into the Box<dyn Schedulable> type. We will use the same approach
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// when we add our other systems to our app
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#[allow(dead_code)]
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fn closure_system() -> Box<dyn Schedulable> {
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let mut counter = 0;
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(move |x: Ref<X>, mut y: RefMut<Y>| {
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y.value += 1;
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println!("closure_system: {} {}", x.value, y.value);
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println!(" ran {} times: ", counter);
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(move |x: Ref<Player>, y: Ref<Score>| {
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println!("processed: {} {}", x.name, y.value);
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println!("this ran {} times", counter);
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counter += 1;
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})
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.system()
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@ -150,45 +242,45 @@ fn closure_system() -> Box<dyn Schedulable> {
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// like "saving", "networking/multiplayer", and "replays" much harder.
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// Instead you should use the "state" pattern whenever possible:
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#[derive(Default)]
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struct State {
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counter: usize,
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}
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fn stateful_system(mut state: RefMut<State>, x: Ref<X>, mut y: RefMut<Y>) {
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y.value += 1;
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println!("stateful_system: {} {}", x.value, y.value);
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println!(" ran {} times: ", state.counter);
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#[allow(dead_code)]
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fn stateful_system(mut state: RefMut<State>, x: Ref<Player>, y: RefMut<Score>) {
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println!("processed: {} {}", x.name, y.value);
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println!("this ran {} times", state.counter);
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state.counter += 1;
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}
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// If you need more flexibility, you can define complex systems using "system builders".
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// SystemBuilder enables scenarios like "multiple queries" and "query filters"
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fn complex_system(_resources: &mut Resources) -> Box<dyn Schedulable> {
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#[allow(dead_code)]
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fn complex_system(resources: &mut Resources) -> Box<dyn Schedulable> {
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let mut counter = 0;
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let game_state = resources.get::<GameState>().unwrap();
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let initial_player_count = game_state.total_players;
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SystemBuilder::new("complex_system")
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.read_resource::<A>()
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.write_resource::<B>()
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.read_resource::<C>()
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// this query is equivalent to the system we saw above: system(x: Ref<X>, y: RefMut<Y>)
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.with_query(<(Read<X>, Write<Y>)>::query())
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// this query only runs on entities with an X component that has changed since the last update
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.with_query(<Read<X>>::query().filter(changed::<X>()))
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.read_resource::<GameState>()
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.write_resource::<GameRules>()
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// this query is equivalent to the system we saw above: system(player: Ref<Player>, mut score: RefMut<Score>)
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.with_query(<(Read<Player>, Write<Score>)>::query())
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// this query only returns entities with a Player component that has changed since the last update
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.with_query(<Read<Player>>::query().filter(changed::<Player>()))
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.build(
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move |_command_buffer, world, (a, ref mut b, c), (x_y_query, x_changed_query)| {
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println!("complex_system:");
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println!(" resources: {} {} {}", a.value, b.value, c.value);
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for (x, mut y) in x_y_query.iter_mut(world) {
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y.value += 1;
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println!(
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" processed entity {} times: {} {}",
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counter, x.value, y.value
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);
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move |_command_buffer,
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world,
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(_game_state, _game_rules),
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(player_score_query, player_changed_query)| {
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println!("The game started with {} players", initial_player_count);
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for (player, score) in player_score_query.iter_mut(world) {
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println!("processed : {} {}", player.name, score.value);
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counter += 1;
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}
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for x in x_changed_query.iter(world) {
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println!(" x changed: {}", x.value);
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for player in player_changed_query.iter(world) {
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println!("This player was modified: {}", player.name);
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}
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},
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)
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@ -196,32 +288,55 @@ fn complex_system(_resources: &mut Resources) -> Box<dyn Schedulable> {
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// Our Bevy app's entry point
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fn main() {
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// Bevy apps are created using the builder pattern. We use the builder to add systems and resources to our app
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// Bevy apps are created using the builder pattern. We use the builder to add systems and resources to our app
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App::build()
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// Plugins are just a grouped set of app builder calls (just like we're doing here).
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// The plugin below runs our app's "system schedule" exactly once. Most apps will run on a loop,
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// but we don't want to spam your console with a bunch of example text :)
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.add_plugin(ScheduleRunnerPlugin::run_once())
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// We could easily turn this game into a plugin, but you can check out the plugin example for that :)
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// The plugin below runs our app's "system schedule" once every 5 seconds.
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.add_plugin(ScheduleRunnerPlugin::run_loop(Duration::from_secs(5)))
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// Resources can be added to our app like this
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.add_resource(C { value: 1 })
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.add_resource(State { counter: 0 })
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// Resources that implement the Default or FromResources trait can be added like this:
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.init_resource::<B>()
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.init_resource::<State>()
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// Systems can be added to our app like this
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// the system() call converts normal rust functions into ECS systems
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.add_system(empty_system.system())
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.init_resource::<GameState>()
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// Startup systems run exactly once BEFORE all other systems. These are generally used for
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// app initialization code (adding entities and resources)
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// app initialization code (ex: adding entities and resources)
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.add_startup_system(startup_system)
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// Systems that need resources to be constructed can be added like this
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.init_system(complex_system)
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// Here we just add the rest of the example systems
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.add_system(resource_system.system())
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.add_system(for_each_entity_system.system())
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.add_system(resources_and_components_system.system())
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.add_system(command_buffer_system.system())
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.add_system(thread_local_system)
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.add_system(closure_system())
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.add_system(stateful_system.system())
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// This .system() call converts normal rust functions into ECS systems
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// Functions can be added to our app as systems like this:
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.add_system(print_message_system.system())
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// Systems that need a reference to Resources to be constructed can be added like this:
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// .init_system(complex_system)
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//
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// SYSTEM EXECUTION ORDER
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//
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// By default, all systems run in parallel. This is efficient, but sometimes order matters.
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// For example, we want our "game over" system to execute after all other systems to ensure we don't
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// accidentally run the game for an extra round.
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//
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// First, if a system writes a component or resource (RefMut / ResourceMut), it will force a synchronization.
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// Any systems that access the data type and were registered BEFORE the system will need to finish first.
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// Any systems that were registered _after_ the system will need to wait for it to finish. This is a great
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// default that makes everything "just work" as fast as possible without us needing to think about it ... provided
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// we don't care about execution order. If we do care, one option would be to use the rules above to force a synchronization
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// at the right time. But that is complicated and error prone!
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//
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// This is where "stages" come in. A "stage" is a group of systems that execute (in parallel). Stages are executed in order,
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// and the next stage won't start until all systems in the previous stage have finished.
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// .add_system(system) adds systems to the UPDATE stage by default:
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// However we can manually specify the stage if we want to:
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.add_system_to_stage(stage::UPDATE, score_system.system())
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// add_system_to_stage(stage::UPDATE, system) is equivalent to add_system(system):
|
||||
// We can also create new stages. "before_round" will contain the systems that run before a round starts
|
||||
.add_stage_before(stage::UPDATE, "before_round")
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||||
// The "end_game" stage will contain the systems that run after a round finishes
|
||||
.add_stage_after(stage::UPDATE, "end_game")
|
||||
.add_system_to_stage("before_round", new_round_system.system())
|
||||
.add_system_to_stage("before_round", new_player_system.system())
|
||||
// score_check_system will run before game_over_system because score_check_system modifies GameState and game_over_system
|
||||
// reads GameState. This works, but its a bit confusing. In practice, it would be clearer to create a new stage that runs
|
||||
// before "end_game"
|
||||
.add_system_to_stage("end_game", score_check_system.system())
|
||||
.add_system_to_stage("end_game", game_over_system.system())
|
||||
// This call to run() starts the app we just built!
|
||||
.run();
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue