//! 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}, 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::Success); } else if game_state.current_round == game_rules.max_rounds { println!("Ran out of rounds. Nobody wins!"); app_exit_events.send(AppExit::Success); } } // 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_systems(Startup, startup_system) Normal: app.add_systems(Update, 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 want to maximize parallelism. #[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 of type `T` that is owned by the system. // This value is automatically initialized using `T`'s `FromWorld`* implementation upon the system's initialization upon the system's initialization. // 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 set 'Last' for the {}th time", *counter); // Print an empty line between rounds println!(); } /// A group of related system sets, used for controlling the order of systems. Systems can be /// added to any number of sets. #[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)] enum MySet { BeforeRound, Round, 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::() // 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. .add_plugins(ScheduleRunnerPlugin::run_loop(Duration::from_secs(5))) // `Startup` systems run exactly once BEFORE all other systems. These are generally used for // app initialization code (ex: adding entities and resources) .add_systems(Startup, startup_system) // `Update` systems run once every update. These are generally used for "real-time app logic" .add_systems(Update, print_message_system) // SYSTEM EXECUTION ORDER // // Each system belongs to a `Schedule`, which controls the execution strategy and broad order // of the systems within each tick. The `Startup` schedule holds // startup systems, which are run a single time before `Update` runs. `Update` runs once per app update, // which is generally one "frame" or one "tick". // // By default, all systems in a `Schedule` 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. // // You can force an explicit ordering between systems 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. // There are other schedules, such as `Last` which runs at the very end of each run. .add_systems(Last, print_at_end_round) // We can also create new system sets, and order them relative to other system sets. // Here is what our games execution order will look like: // "before_round": new_player_system, new_round_system // "round": print_message_system, score_system // "after_round": score_check_system, game_over_system .configure_sets( Update, // chain() will ensure sets run in the order they are listed (MySet::BeforeRound, MySet::Round, MySet::AfterRound).chain(), ) // The add_systems function is powerful. You can define complex system configurations with ease! .add_systems( Update, ( // These `BeforeRound` systems will run before `Round` systems, thanks to the chained set configuration ( // You can also chain systems! new_round_system will run first, followed by new_player_system (new_round_system, new_player_system).chain(), exclusive_player_system, ) // All of the systems in the tuple above will be added to this set .in_set(MySet::BeforeRound), // This `Round` system will run after the `BeforeRound` systems thanks to the chained set configuration score_system.in_set(MySet::Round), // These `AfterRound` systems will run after the `Round` systems thanks to the chained set configuration ( score_check_system, // In addition to chain(), you can also use `before(system)` and `after(system)`. This also works // with sets! game_over_system.after(score_check_system), ) .in_set(MySet::AfterRound), ), ) // This call to run() starts the app we just built! .run(); }