//! Demonstrates how to observe life-cycle triggers as well as define custom ones. use bevy::{ prelude::*, utils::{HashMap, HashSet}, }; use rand::{Rng, SeedableRng}; use rand_chacha::ChaCha8Rng; fn main() { App::new() .add_plugins(DefaultPlugins) .init_resource::() .add_systems(Startup, setup) .add_systems(Update, (draw_shapes, handle_click)) // Observers are systems that run when an event is "triggered". This observer runs whenever // `ExplodeMines` is triggered. .add_observer( |trigger: Trigger, mines: Query<&Mine>, index: Res, mut commands: Commands| { // You can access the trigger data via the `Observer` let event = trigger.event(); // Access resources for e in index.get_nearby(event.pos) { // Run queries let mine = mines.get(e).unwrap(); if mine.pos.distance(event.pos) < mine.size + event.radius { // And queue commands, including triggering additional events // Here we trigger the `Explode` event for entity `e` commands.trigger_targets(Explode, e); } } }, ) // This observer runs whenever the `Mine` component is added to an entity, and places it in a simple spatial index. .add_observer(on_add_mine) // This observer runs whenever the `Mine` component is removed from an entity (including despawning it) // and removes it from the spatial index. .add_observer(on_remove_mine) .run(); } #[derive(Component)] struct Mine { pos: Vec2, size: f32, } impl Mine { fn random(rand: &mut ChaCha8Rng) -> Self { Mine { pos: Vec2::new( (rand.gen::() - 0.5) * 1200.0, (rand.gen::() - 0.5) * 600.0, ), size: 4.0 + rand.gen::() * 16.0, } } } #[derive(Event)] struct ExplodeMines { pos: Vec2, radius: f32, } #[derive(Event)] struct Explode; fn setup(mut commands: Commands) { commands.spawn(Camera2d); commands.spawn(( Text::new( "Click on a \"Mine\" to trigger it.\n\ When it explodes it will trigger all overlapping mines.", ), Node { position_type: PositionType::Absolute, top: Val::Px(12.), left: Val::Px(12.), ..default() }, )); let mut rng = ChaCha8Rng::seed_from_u64(19878367467713); commands .spawn(Mine::random(&mut rng)) // Observers can watch for events targeting a specific entity. // This will create a new observer that runs whenever the Explode event // is triggered for this spawned entity. .observe(explode_mine); // We want to spawn a bunch of mines. We could just call the code above for each of them. // That would create a new observer instance for every Mine entity. Having duplicate observers // generally isn't worth worrying about as the overhead is low. But if you want to be maximally efficient, // you can reuse observers across entities. // // First, observers are actually just entities with the Observer component! The `observe()` functions // you've seen so far in this example are just shorthand for manually spawning an observer. let mut observer = Observer::new(explode_mine); // As we spawn entities, we can make this observer watch each of them: for _ in 0..1000 { let entity = commands.spawn(Mine::random(&mut rng)).id(); observer.watch_entity(entity); } // By spawning the Observer component, it becomes active! commands.spawn(observer); } fn on_add_mine( trigger: Trigger, query: Query<&Mine>, mut index: ResMut, ) { let mine = query.get(trigger.entity()).unwrap(); let tile = ( (mine.pos.x / CELL_SIZE).floor() as i32, (mine.pos.y / CELL_SIZE).floor() as i32, ); index.map.entry(tile).or_default().insert(trigger.entity()); } // Remove despawned mines from our index fn on_remove_mine( trigger: Trigger, query: Query<&Mine>, mut index: ResMut, ) { let mine = query.get(trigger.entity()).unwrap(); let tile = ( (mine.pos.x / CELL_SIZE).floor() as i32, (mine.pos.y / CELL_SIZE).floor() as i32, ); index.map.entry(tile).and_modify(|set| { set.remove(&trigger.entity()); }); } fn explode_mine(trigger: Trigger, query: Query<&Mine>, mut commands: Commands) { // If a triggered event is targeting a specific entity you can access it with `.entity()` let id = trigger.entity(); let Some(mut entity) = commands.get_entity(id) else { return; }; info!("Boom! {:?} exploded.", id.index()); entity.despawn(); let mine = query.get(id).unwrap(); // Trigger another explosion cascade. commands.trigger(ExplodeMines { pos: mine.pos, radius: mine.size, }); } // Draw a circle for each mine using `Gizmos` fn draw_shapes(mut gizmos: Gizmos, mines: Query<&Mine>) { for mine in &mines { gizmos.circle_2d( mine.pos, mine.size, Color::hsl((mine.size - 4.0) / 16.0 * 360.0, 1.0, 0.8), ); } } // Trigger `ExplodeMines` at the position of a given click fn handle_click( mouse_button_input: Res>, camera: Single<(&Camera, &GlobalTransform)>, windows: Single<&Window>, mut commands: Commands, ) { let (camera, camera_transform) = *camera; if let Some(pos) = windows .cursor_position() .and_then(|cursor| camera.viewport_to_world(camera_transform, cursor).ok()) .map(|ray| ray.origin.truncate()) { if mouse_button_input.just_pressed(MouseButton::Left) { commands.trigger(ExplodeMines { pos, radius: 1.0 }); } } } #[derive(Resource, Default)] struct SpatialIndex { map: HashMap<(i32, i32), HashSet>, } /// Cell size has to be bigger than any `TriggerMine::radius` const CELL_SIZE: f32 = 64.0; impl SpatialIndex { // Lookup all entities within adjacent cells of our spatial index fn get_nearby(&self, pos: Vec2) -> Vec { let tile = ( (pos.x / CELL_SIZE).floor() as i32, (pos.y / CELL_SIZE).floor() as i32, ); let mut nearby = Vec::new(); for x in -1..2 { for y in -1..2 { if let Some(mines) = self.map.get(&(tile.0 + x, tile.1 + y)) { nearby.extend(mines.iter()); } } } nearby } }