//! How to use an external thread to run an infinite task and communicate with a channel. use bevy::prelude::*; // Using crossbeam_channel instead of std as std `Receiver` is `!Sync` use crossbeam_channel::{bounded, Receiver}; use rand::Rng; use std::time::{Duration, Instant}; fn main() { App::new() .add_event::() .add_plugins(DefaultPlugins) .add_systems((setup.on_startup(), read_stream, spawn_text, move_text)) .run(); } #[derive(Resource, Deref)] struct StreamReceiver(Receiver); struct StreamEvent(u32); #[derive(Resource, Deref)] struct LoadedFont(Handle); fn setup(mut commands: Commands, asset_server: Res) { commands.spawn(Camera2dBundle::default()); let (tx, rx) = bounded::(10); std::thread::spawn(move || loop { // Everything here happens in another thread // This is where you could connect to an external data source let mut rng = rand::thread_rng(); let start_time = Instant::now(); let duration = Duration::from_secs_f32(rng.gen_range(0.0..0.2)); while start_time.elapsed() < duration { // Spinning for 'duration', simulating doing hard work! } tx.send(rng.gen_range(0..2000)).unwrap(); }); commands.insert_resource(StreamReceiver(rx)); commands.insert_resource(LoadedFont(asset_server.load("fonts/FiraSans-Bold.ttf"))); } // This system reads from the receiver and sends events to Bevy fn read_stream(receiver: Res, mut events: EventWriter) { for from_stream in receiver.try_iter() { events.send(StreamEvent(from_stream)); } } fn spawn_text( mut commands: Commands, mut reader: EventReader, loaded_font: Res, ) { let text_style = TextStyle { font: loaded_font.clone(), font_size: 20.0, color: Color::WHITE, }; for (per_frame, event) in reader.iter().enumerate() { commands.spawn(Text2dBundle { text: Text::from_section(event.0.to_string(), text_style.clone()) .with_alignment(TextAlignment::Center), transform: Transform::from_xyz( per_frame as f32 * 100.0 + rand::thread_rng().gen_range(-40.0..40.0), 300.0, 0.0, ), ..default() }); } } fn move_text( mut commands: Commands, mut texts: Query<(Entity, &mut Transform), With>, time: Res