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https://github.com/bevyengine/bevy
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quality pass on ecs_guide
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1 changed files with 38 additions and 33 deletions
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@ -53,7 +53,7 @@ struct GameState {
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winning_player: Option<String>,
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}
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// The game rules resource provides rules for our "game".
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// This 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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@ -61,15 +61,17 @@ struct GameRules {
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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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// SYSTEMS: Logic that runs on entities, components, and resources. These generally run once each time the app updates.
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//
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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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// 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. This system starts a new "round" on each update:
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// NOTE: "mut" denotes that the resource is "mutable"
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// Resource<GameRules> is read-only. ResourceMut<GameState> can modify the resource
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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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@ -79,7 +81,7 @@ fn new_round_system(game_rules: Resource<GameRules>, mut game_state: ResourceMut
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}
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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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// NOTE: Ref<Player> is a read-only reference, whereas RefMut<Score> can modify the component
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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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@ -113,7 +115,7 @@ fn score_check_system(
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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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// App to quit. Check out the "event.rs" example if you want to learn more about using events.
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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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@ -134,8 +136,7 @@ fn game_over_system(
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// startup" system from a "normal" system is how it is registered:
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// Startup: app.add_startup_system(startup_system)
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// Normal: app.add_system(normal_system)
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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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// Startup systems are generally used to create the initial "state" of our game:
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fn startup_system(world: &mut World, resources: &mut Resources) {
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// Create our game rules resource
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resources.insert(GameRules {
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@ -163,13 +164,13 @@ fn startup_system(world: &mut World, resources: &mut Resources) {
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],
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);
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// set the current players to "2"
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// set the total 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 (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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// This system uses a command buffer to (potentially) add a new player to our game on each iteration
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// Normal systems cannot safely access the World instance directly 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 new_player_system(
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@ -195,9 +196,10 @@ fn new_player_system(
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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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// 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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// WARNING: These will block all parallel execution of other systems until they finish, so they should generally be avoided if you
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// care about performance
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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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@ -225,13 +227,13 @@ fn thread_local_system(world: &mut World, resources: &mut Resources) {
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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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// 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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// The .system() call converts the 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 in the main() function below.
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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<Player>, y: Ref<Score>| {
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println!("processed: {} {}", x.name, y.value);
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(move |player: Ref<Player>, score: Ref<Score>| {
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println!("processed: {} {}", player.name, score.value);
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println!("this ran {} times", counter);
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counter += 1;
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})
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@ -246,15 +248,17 @@ struct State {
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counter: usize,
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}
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// NOTE: this doesn't do anything relevant to our game, it is just here for illustrative purposes
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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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fn stateful_system(mut state: RefMut<State>, player: Ref<Player>, score: RefMut<Score>) {
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println!("processed: {} {}", player.name, score.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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// NOTE: this doesn't do anything relevant to our game, it is just here for illustrative purposes
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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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@ -288,10 +292,10 @@ 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, resources, and plugins 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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// We could easily turn this game into a plugin, but you can check out the plugin example for that :)
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// We could easily turn our 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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@ -301,10 +305,9 @@ fn main() {
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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 (ex: adding entities and resources)
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.add_startup_system(startup_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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// my_system.system() calls converts normal rust functions into ECS systems:
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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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// Systems that need a reference to Resources to be constructed can be added using "init_system":
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// .init_system(complex_system)
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//
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// SYSTEM EXECUTION ORDER
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@ -321,22 +324,24 @@ fn main() {
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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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// and the next stage won't start until all systems in the current 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. The following is equivalent to add_system(score_system.system())
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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):
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// We can also create new stages. "before_round" will contain the systems that run before a round starts
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// We can also create new stages. Here is what our games stage order will look like:
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// "before_round": new_player_system, new_round_system
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// "update": print_message_system, score_system
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// "after_round": score_check_system, game_over_system
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.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
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.add_stage_after(stage::UPDATE, "end_game")
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.add_stage_after(stage::UPDATE, "after_round")
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.add_system_to_stage("before_round", new_round_system.system())
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.add_system_to_stage("before_round", new_player_system.system())
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.add_system_to_stage("after_round", score_check_system.system())
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.add_system_to_stage("after_round", game_over_system.system())
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// score_check_system will run before game_over_system because score_check_system modifies GameState and game_over_system
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// reads GameState. This works, but its a bit confusing. In practice, it would be clearer to create a new stage that runs
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// before "end_game"
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.add_system_to_stage("end_game", score_check_system.system())
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.add_system_to_stage("end_game", game_over_system.system())
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// before "after_round"
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// This call to run() starts the app we just built!
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.run();
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}
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