use bevy::{app::AppExit, prelude::*}; use rand::random; use std::time::Duration; /// 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. // // 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 struct Player { name: String, } // Each player also has a score. This component holds on to that score 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(Default)] struct GameState { current_round: usize, total_players: usize, winning_player: Option, } // This resource provides rules for our "game". 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, score) in &mut query.iter() { 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. // NOTE: resources must always come before worlds/queries in system functions fn score_check_system( game_rules: Res, mut game_state: ResMut, mut query: Query<(&Player, &Score)>, ) { for (player, score) in &mut query.iter() { 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: ResMut>, ) { if let Some(ref player) = game_state.winning_player { println!("{} won the game!", player); 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); } println!(); } // 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) // This startup system needs direct access to the ECS World and Resources, which makes it a "thread local system". // That being said, startup systems can use any of the system forms we've covered. We will also cover thread local systems more in a bit. fn startup_system(world: &mut World, resources: &mut Resources) { // Create our game rules resource resources.insert(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! world.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" let mut game_state = resources.get_mut::().unwrap(); 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 // NOTE: Command buffers must always come before resources and queries in system functions 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 a "thread local system". // These run on the main app thread (hence the name "thread local") // WARNING: These will block all parallel execution of other systems until they finish, so they should generally be avoided if you // care about performance // NOTE: You may notice that this function signature looks exactly like the "startup_system" above. // Thats because they are both thread local! #[allow(dead_code)] fn thread_local_system(world: &mut World, resources: &mut Resources) { // this does the same thing as "new_player_system" let mut game_state = resources.get_mut::().unwrap(); let game_rules = resources.get::().unwrap(); // Randomly add a new player let add_new_player = random::(); if add_new_player && game_state.total_players < game_rules.max_players { world.spawn(( Player { name: format!("Player {}", game_state.total_players), }, Score { value: 0 }, )); game_state.total_players += 1; } } // Sometimes systems need their own unique "local" state. Bevy's ECS provides Local resources for this case. // Local resources are unique to their system and are automatically initialized on your behalf (if they don't already exist). // If you have a system's id, you can also access local resources directly in the Resources collection using `Resources::get_local()`. // In general you should only need this feature in the following cases: // 1. You have multiple instances of the same system and they each need their own unique state // 2. You already have a global version of a resource that you don't want to overwrite for your current system // 3. You are too lazy to register the system's resource as a global resource #[derive(Default)] struct State { counter: usize, } // NOTE: this doesn't do anything relevant to our game, it is just here for illustrative purposes #[allow(dead_code)] fn local_state_system(mut state: Local, mut query: Query<(&Player, &Score)>) { for (player, score) in &mut query.iter() { println!("processed: {} {}", player.name, score.value); } println!("this system ran {} times", state.counter); state.counter += 1; } // 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::build() // 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_plugin(ScheduleRunnerPlugin::run_loop(Duration::from_secs(5))) // Resources can be added to our app like this .add_resource(State { counter: 0 }) // Resources that implement the Default or FromResources trait can be added like this: .init_resource::() // 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(ThreadLocalSystem::new(startup_system)) // my_system.system() calls converts normal rust functions into ECS systems: .add_system(print_message_system.system()) // // SYSTEM EXECUTION ORDER // // By default, all systems run in parallel. 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. // // First, if a system writes a component or resource (ComMut / ResMut), it will force a synchronization. // Any systems that access the data type and were registered BEFORE the system will need to finish first. // Any systems that were registered _after_ the system will need to wait for it to finish. This is a great // default that makes everything "just work" as fast as possible without us needing to think about it ... provided // we don't care about execution order. If we do care, one option would be to use the rules above to force a synchronization // at the right time. But that is complicated and error prone! // // This is where "stages" come in. A "stage" is a group of systems that execute (in parallel). Stages are executed in order, // and the next stage won't start until all systems in the current stage have finished. // 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.system()) .add_system_to_stage(stage::UPDATE, score_system.system()) // 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(stage::UPDATE, "before_round") .add_stage_after(stage::UPDATE, "after_round") .add_system_to_stage("before_round", new_round_system.system()) .add_system_to_stage("before_round", new_player_system.system()) .add_system_to_stage("after_round", score_check_system.system()) .add_system_to_stage("after_round", game_over_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 it's a bit confusing. In practice, it would be clearer to create a new stage that runs // before "after_round" // This call to run() starts the app we just built! .run(); }