mirror of
https://github.com/bevyengine/bevy
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7482a0d26d
Fixes #15834 ## Migration Guide The APIs of `Time`, `Timer` and `Stopwatch` have been cleaned up for consistency with each other and the standard library's `Duration` type. The following methods have been renamed: - `Stowatch::paused` -> `Stopwatch::is_paused` - `Time::elapsed_seconds` -> `Time::elasped_secs` (including `_f64` and `_wrapped` variants)
159 lines
5.7 KiB
Rust
159 lines
5.7 KiB
Rust
//! This example demonstrates how fallible parameters can prevent their systems
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//! from running if their acquiry conditions aren't met.
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//!
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//! Fallible parameters include:
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//! - [`Res<R>`], [`ResMut<R>`] - Resource has to exist.
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//! - [`Single<D, F>`] - There must be exactly one matching entity.
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//! - [`Option<Single<D, F>>`] - There must be zero or one matching entity.
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//! - [`Populated<D, F>`] - There must be at least one matching entity.
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use bevy::prelude::*;
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use rand::Rng;
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fn main() {
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println!();
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println!("Press 'A' to add enemy ships and 'R' to remove them.");
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println!("Player ship will wait for enemy ships and track one if it exists,");
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println!("but will stop tracking if there are more than one.");
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println!();
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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// Systems that fail parameter validation will emit warnings.
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// The default policy is to emit a warning once per system.
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// This is good for catching unexpected behavior, but can
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// lead to spam. You can disable invalid param warnings
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// per system using the `.never_param_warn()` method.
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.add_systems(
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Update,
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(
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user_input,
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move_targets.never_param_warn(),
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move_pointer.never_param_warn(),
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)
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.chain(),
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)
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// We will leave this systems with default warning policy.
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.add_systems(Update, do_nothing_fail_validation)
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.run();
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}
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/// Enemy component stores data for movement in a circle.
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#[derive(Component, Default)]
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struct Enemy {
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origin: Vec2,
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radius: f32,
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rotation: f32,
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rotation_speed: f32,
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}
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/// Player component stores data for going after enemies.
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#[derive(Component, Default)]
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struct Player {
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speed: f32,
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rotation_speed: f32,
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min_follow_radius: f32,
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// Spawn 2D camera.
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commands.spawn(Camera2d);
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// Spawn player.
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let texture = asset_server.load("textures/simplespace/ship_C.png");
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commands.spawn((
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Player {
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speed: 100.0,
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rotation_speed: 2.0,
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min_follow_radius: 50.0,
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},
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Sprite {
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image: texture,
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color: bevy::color::palettes::tailwind::BLUE_800.into(),
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..Default::default()
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},
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Transform::from_translation(Vec3::ZERO),
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));
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}
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/// System that reads user input.
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/// If user presses 'A' we spawn a new random enemy.
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/// If user presses 'R' we remove a random enemy (if any exist).
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fn user_input(
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mut commands: Commands,
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enemies: Query<Entity, With<Enemy>>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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asset_server: Res<AssetServer>,
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) {
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let mut rng = rand::thread_rng();
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if keyboard_input.just_pressed(KeyCode::KeyA) {
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let texture = asset_server.load("textures/simplespace/enemy_A.png");
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commands.spawn((
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Enemy {
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origin: Vec2::new(rng.gen_range(-200.0..200.0), rng.gen_range(-200.0..200.0)),
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radius: rng.gen_range(50.0..150.0),
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rotation: rng.gen_range(0.0..std::f32::consts::TAU),
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rotation_speed: rng.gen_range(0.5..1.5),
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},
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Sprite {
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image: texture,
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color: bevy::color::palettes::tailwind::RED_800.into(),
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..default()
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},
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Transform::from_translation(Vec3::ZERO),
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));
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}
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if keyboard_input.just_pressed(KeyCode::KeyR) {
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if let Some(entity) = enemies.iter().next() {
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commands.entity(entity).despawn();
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}
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}
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}
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// System that moves the enemies in a circle.
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// Only runs if there are enemies.
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fn move_targets(mut enemies: Populated<(&mut Transform, &mut Enemy)>, time: Res<Time>) {
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for (mut transform, mut target) in &mut *enemies {
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target.rotation += target.rotation_speed * time.delta_secs();
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transform.rotation = Quat::from_rotation_z(target.rotation);
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let offset = transform.right() * target.radius;
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transform.translation = target.origin.extend(0.0) + offset;
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}
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}
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/// System that moves the player.
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/// The player will search for enemies if there are none.
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/// If there is one, player will track it.
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/// If there are too many enemies, the player will cease all action (the system will not run).
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fn move_pointer(
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// `Single` ensures the system runs ONLY when exactly one matching entity exists.
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mut player: Single<(&mut Transform, &Player)>,
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// `Option<Single>` ensures that the system runs ONLY when zero or one matching entity exists.
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enemy: Option<Single<&Transform, (With<Enemy>, Without<Player>)>>,
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time: Res<Time>,
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) {
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let (player_transform, player) = &mut *player;
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if let Some(enemy_transform) = enemy {
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// Enemy found, rotate and move towards it.
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let delta = enemy_transform.translation - player_transform.translation;
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let distance = delta.length();
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let front = delta / distance;
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let up = Vec3::Z;
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let side = front.cross(up);
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player_transform.rotation = Quat::from_mat3(&Mat3::from_cols(side, front, up));
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let max_step = distance - player.min_follow_radius;
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if 0.0 < max_step {
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let velocity = (player.speed * time.delta_secs()).min(max_step);
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player_transform.translation += front * velocity;
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}
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} else {
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// No enemy found, keep searching.
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player_transform.rotate_axis(Dir3::Z, player.rotation_speed * time.delta_secs());
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}
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}
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/// This system always fails param validation, because we never
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/// create an entity with both [`Player`] and [`Enemy`] components.
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fn do_nothing_fail_validation(_: Single<(), (With<Player>, With<Enemy>)>) {}
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