//! This is a guided introduction to Bevy's "Entity Component System" (ECS) //! All Bevy app logic is built using the ECS pattern, so definitely pay attention! //! //! Why ECS? //! * Data oriented: Functionality is driven by data //! * Clean Architecture: Loose coupling of functionality / prevents deeply nested inheritance //! * High Performance: Massively parallel and cache friendly //! //! ECS Definitions: //! //! Component: just a normal Rust data type. generally scoped to a single piece of functionality //! Examples: position, velocity, health, color, name //! //! Entity: a collection of components with a unique id //! Examples: Entity1 { Name("Alice"), Position(0, 0) }, //! Entity2 { Name("Bill"), Position(10, 5) } //! //! Resource: a shared global piece of data //! Examples: asset storage, events, system state //! //! System: runs logic on entities, components, and resources //! Examples: move system, damage system //! //! Now that you know a little bit about ECS, lets look at some Bevy code! //! We will now make a simple "game" to illustrate what Bevy's ECS looks like in practice. use bevy::{ app::{AppExit, ScheduleRunnerPlugin, ScheduleRunnerSettings}, ecs::schedule::ReportExecutionOrderAmbiguities, log::LogPlugin, prelude::*, utils::Duration, }; use rand::random; // COMPONENTS: Pieces of functionality we add to entities. These are just normal Rust data types // // Our game will have a number of "players". Each player has a name that identifies them #[derive(Component)] struct Player { name: String, } // Each player also has a score. This component holds on to that score #[derive(Component)] struct Score { value: usize, } // RESOURCES: "Global" state accessible by systems. These are also just normal Rust data types! // // This resource holds information about the game: #[derive(Resource, Default)] struct GameState { current_round: usize, total_players: usize, winning_player: Option, } // This resource provides rules for our "game". #[derive(Resource)] struct GameRules { winning_score: usize, max_rounds: usize, max_players: usize, } // SYSTEMS: Logic that runs on entities, components, and resources. These generally run once each // time the app updates. // // This is the simplest type of system. It just prints "This game is fun!" on each run: fn print_message_system() { println!("This game is fun!"); } // Systems can also read and modify resources. This system starts a new "round" on each update: // NOTE: "mut" denotes that the resource is "mutable" // Res is read-only. ResMut can modify the resource fn new_round_system(game_rules: Res, mut game_state: ResMut) { game_state.current_round += 1; println!( "Begin round {} of {}", game_state.current_round, game_rules.max_rounds ); } // This system updates the score for each entity with the "Player" and "Score" component. fn score_system(mut query: Query<(&Player, &mut Score)>) { for (player, mut score) in &mut query { let scored_a_point = random::(); if scored_a_point { score.value += 1; println!( "{} scored a point! Their score is: {}", player.name, score.value ); } else { println!( "{} did not score a point! Their score is: {}", player.name, score.value ); } } // this game isn't very fun is it :) } // This system runs on all entities with the "Player" and "Score" components, but it also // accesses the "GameRules" resource to determine if a player has won. fn score_check_system( game_rules: Res, mut game_state: ResMut, query: Query<(&Player, &Score)>, ) { for (player, score) in &query { if score.value == game_rules.winning_score { game_state.winning_player = Some(player.name.clone()); } } } // This system ends the game if we meet the right conditions. This fires an AppExit event, which // tells our App to quit. Check out the "event.rs" example if you want to learn more about using // events. fn game_over_system( game_rules: Res, game_state: Res, mut app_exit_events: EventWriter, ) { if let Some(ref player) = game_state.winning_player { println!("{player} won the game!"); app_exit_events.send(AppExit); } else if game_state.current_round == game_rules.max_rounds { println!("Ran out of rounds. Nobody wins!"); app_exit_events.send(AppExit); } } // This is a "startup" system that runs exactly once when the app starts up. Startup systems are // generally used to create the initial "state" of our game. The only thing that distinguishes a // "startup" system from a "normal" system is how it is registered: Startup: // app.add_startup_system(startup_system) Normal: app.add_system(normal_system) fn startup_system(mut commands: Commands, mut game_state: ResMut) { // Create our game rules resource commands.insert_resource(GameRules { max_rounds: 10, winning_score: 4, max_players: 4, }); // Add some players to our world. Players start with a score of 0 ... we want our game to be // fair! commands.spawn_batch(vec![ ( Player { name: "Alice".to_string(), }, Score { value: 0 }, ), ( Player { name: "Bob".to_string(), }, Score { value: 0 }, ), ]); // set the total players to "2" game_state.total_players = 2; } // This system uses a command buffer to (potentially) add a new player to our game on each // iteration. Normal systems cannot safely access the World instance directly because they run in // parallel. Our World contains all of our components, so mutating arbitrary parts of it in parallel // is not thread safe. Command buffers give us the ability to queue up changes to our World without // directly accessing it fn new_player_system( mut commands: Commands, game_rules: Res, mut game_state: ResMut, ) { // Randomly add a new player let add_new_player = random::(); if add_new_player && game_state.total_players < game_rules.max_players { game_state.total_players += 1; commands.spawn(( Player { name: format!("Player {}", game_state.total_players), }, Score { value: 0 }, )); println!("Player {} joined the game!", game_state.total_players); } } // If you really need full, immediate read/write access to the world or resources, you can use an // "exclusive system". // WARNING: These will block all parallel execution of other systems until they finish, so they // should generally be avoided if you care about performance. #[allow(dead_code)] fn exclusive_player_system(world: &mut World) { // this does the same thing as "new_player_system" let total_players = world.resource_mut::().total_players; let should_add_player = { let game_rules = world.resource::(); let add_new_player = random::(); add_new_player && total_players < game_rules.max_players }; // Randomly add a new player if should_add_player { println!("Player {} has joined the game!", total_players + 1); world.spawn(( Player { name: format!("Player {}", total_players + 1), }, Score { value: 0 }, )); let mut game_state = world.resource_mut::(); game_state.total_players += 1; } } // Sometimes systems need to be stateful. Bevy's ECS provides the `Local` system parameter // for this case. A `Local` refers to a value owned by the system of type `T`, which is automatically // initialized using `T`'s `FromWorld`* implementation. In this system's `Local` (`counter`), `T` is `u32`. // Therefore, on the first turn, `counter` has a value of 0. // // *: `FromWorld` is a trait which creates a value using the contents of the `World`. // For any type which is `Default`, like `u32` in this example, `FromWorld` creates the default value. fn print_at_end_round(mut counter: Local) { *counter += 1; println!("In stage 'Last' for the {}th time", *counter); // Print an empty line between rounds println!(); } #[derive(Debug, Hash, PartialEq, Eq, Clone, StageLabel)] enum MyStage { BeforeRound, AfterRound, } // Our Bevy app's entry point fn main() { // Bevy apps are created using the builder pattern. We use the builder to add systems, // resources, and plugins to our app App::new() // Resources that implement the Default or FromWorld trait can be added like this: .init_resource::() // Some systems are configured by adding their settings as a resource. .insert_resource(ScheduleRunnerSettings::run_loop(Duration::from_secs(5))) // Plugins are just a grouped set of app builder calls (just like we're doing here). // We could easily turn our game into a plugin, but you can check out the plugin example for // that :) The plugin below runs our app's "system schedule" once every 5 seconds // (configured above). .add_plugin(ScheduleRunnerPlugin::default()) // Startup systems run exactly once BEFORE all other systems. These are generally used for // app initialization code (ex: adding entities and resources) .add_startup_system(startup_system) .add_system(print_message_system) // SYSTEM EXECUTION ORDER // // Each system belongs to a `Stage`, which controls the execution strategy and broad order // of the systems within each tick. Startup stages (which startup systems are // registered in) will always complete before ordinary stages begin, // and every system in a stage must complete before the next stage advances. // Once every stage has concluded, the main loop is complete and begins again. // // By default, all systems run in parallel, except when they require mutable access to a // piece of data. This is efficient, but sometimes order matters. // For example, we want our "game over" system to execute after all other systems to ensure // we don't accidentally run the game for an extra round. // // Rather than splitting each of your systems into separate stages, you should force an // explicit ordering between them by giving the relevant systems a label with // `.label`, then using the `.before` or `.after` methods. Systems will not be // scheduled until all of the systems that they have an "ordering dependency" on have // completed. // // Doing that will, in just about all cases, lead to better performance compared to // splitting systems between stages, because it gives the scheduling algorithm more // opportunities to run systems in parallel. // Stages are still necessary, however: end of a stage is a hard sync point // (meaning, no systems are running) where `Commands` issued by systems are processed. // This is required because commands can perform operations that are incompatible with // having systems in flight, such as spawning or deleting entities, // adding or removing resources, etc. // // add_system(system) adds systems to the UPDATE stage by default // However we can manually specify the stage if we want to. The following is equivalent to // add_system(score_system) .add_system_to_stage(CoreStage::Update, score_system) // There are other `CoreStages`, such as `Last` which runs at the very end of each run. .add_system_to_stage(CoreStage::Last, print_at_end_round) // We can also create new stages. Here is what our games stage order will look like: // "before_round": new_player_system, new_round_system // "update": print_message_system, score_system // "after_round": score_check_system, game_over_system .add_stage_before( CoreStage::Update, MyStage::BeforeRound, SystemStage::parallel(), ) .add_stage_after( CoreStage::Update, MyStage::AfterRound, SystemStage::parallel(), ) .add_system_to_stage(MyStage::BeforeRound, new_round_system) .add_system_to_stage( MyStage::BeforeRound, new_player_system.after(new_round_system), ) .add_system_to_stage(MyStage::BeforeRound, exclusive_player_system) .add_system_to_stage(MyStage::AfterRound, score_check_system) .add_system_to_stage( // We can ensure that `game_over_system` runs after `score_check_system` using explicit ordering // To do this we use either `.before` or `.after` to describe the order we want the relationship // Since we are using `after`, `game_over_system` runs after `score_check_system` MyStage::AfterRound, game_over_system.after(score_check_system), ) // We can check our systems for execution order ambiguities by examining the output produced // in the console by using the `LogPlugin` and adding the following Resource to our App :) // Be aware that not everything reported by this checker is a potential problem, you'll have // to make that judgement yourself. .add_plugin(LogPlugin::default()) .init_resource::() // This call to run() starts the app we just built! .run(); }