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https://github.com/bevyengine/bevy
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1b444975ed
# Objective Fixes #7565 `ecs_guide` example is currently panicking. This seems to just be a problem with the example only caused by the base sets PR. ## Solution First, changed a few `in_set` to `in_base_set` to fix a few of ``` thread 'main' panicked at 'Systems cannot be added to 'base' system sets using 'in_set'. Use 'in_base_set' instead.', examples/ecs/ecs_guide.rs:301:45 ``` And then added an `in_base_set` to fix the resulting (confusing) cycle error ``` 2023-02-06T13:54:29.213843Z ERROR bevy_ecs::schedule_v3::schedule: schedule contains at least 1 cycle(s) -- cycle(s) found within: ---- 0: ["ecs_guide::game_over_system", "ecs_guide::score_check_system"] ``` I also changed this `add_system` call so the comment above and below make sense: ```diff // add_system(system) adds systems to the Update system set by default // However we can manually specify the set if we want to. The following is equivalent to // add_system(score_system) - .add_system(score_system) + .add_system(score_system.in_base_set(CoreSet::Update)) // There are other `CoreSets`, such as `Last` which runs at the very end of each run. ``` ## Notes - Does `MySet` even need to be a base set? Seems like yes. - Is that cycle error when there is no explicit `in_base_set` actually expected?
312 lines
12 KiB
Rust
312 lines
12 KiB
Rust
//! This is a guided introduction to Bevy's "Entity Component System" (ECS)
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//! All Bevy app logic is built using the ECS pattern, so definitely pay attention!
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//!
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//! Why ECS?
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//! * Data oriented: Functionality is driven by data
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//! * Clean Architecture: Loose coupling of functionality / prevents deeply nested inheritance
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//! * High Performance: Massively parallel and cache friendly
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//!
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//! ECS Definitions:
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//!
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//! Component: just a normal Rust data type. generally scoped to a single piece of functionality
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//! Examples: position, velocity, health, color, name
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//!
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//! Entity: a collection of components with a unique id
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//! Examples: Entity1 { Name("Alice"), Position(0, 0) },
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//! Entity2 { Name("Bill"), Position(10, 5) }
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//!
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//! Resource: a shared global piece of data
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//! Examples: asset storage, events, system state
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//!
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//! System: runs logic on entities, components, and resources
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//! Examples: move system, damage system
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//!
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//! Now that you know a little bit about ECS, lets look at some Bevy code!
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//! We will now make a simple "game" to illustrate what Bevy's ECS looks like in practice.
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use bevy::{
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app::{AppExit, ScheduleRunnerPlugin, ScheduleRunnerSettings},
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prelude::*,
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utils::Duration,
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};
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use rand::random;
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// COMPONENTS: Pieces of functionality we add to entities. These are just normal Rust data types
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//
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// Our game will have a number of "players". Each player has a name that identifies them
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#[derive(Component)]
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struct Player {
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name: String,
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}
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// Each player also has a score. This component holds on to that score
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#[derive(Component)]
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struct Score {
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value: usize,
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}
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// RESOURCES: "Global" state accessible by systems. These are also just normal Rust data types!
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//
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// This resource holds information about the game:
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#[derive(Resource, Default)]
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struct GameState {
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current_round: usize,
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total_players: usize,
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winning_player: Option<String>,
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}
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// This resource provides rules for our "game".
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#[derive(Resource)]
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struct GameRules {
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winning_score: usize,
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max_rounds: usize,
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max_players: usize,
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}
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// SYSTEMS: Logic that runs on entities, components, and resources. These generally run once each
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// time the app updates.
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//
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// This is the simplest type of system. It just prints "This game is fun!" on each run:
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fn print_message_system() {
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println!("This game is fun!");
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}
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// Systems can also read and modify resources. This system starts a new "round" on each update:
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// NOTE: "mut" denotes that the resource is "mutable"
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// Res<GameRules> is read-only. ResMut<GameState> can modify the resource
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fn new_round_system(game_rules: Res<GameRules>, mut game_state: ResMut<GameState>) {
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game_state.current_round += 1;
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println!(
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"Begin round {} of {}",
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game_state.current_round, game_rules.max_rounds
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);
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}
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// This system updates the score for each entity with the "Player" and "Score" component.
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fn score_system(mut query: Query<(&Player, &mut Score)>) {
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for (player, mut score) in &mut query {
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let scored_a_point = random::<bool>();
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if scored_a_point {
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score.value += 1;
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println!(
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"{} scored a point! Their score is: {}",
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player.name, score.value
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);
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} else {
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println!(
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"{} did not score a point! Their score is: {}",
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player.name, score.value
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);
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}
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}
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// this game isn't very fun is it :)
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}
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// This system runs on all entities with the "Player" and "Score" components, but it also
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// accesses the "GameRules" resource to determine if a player has won.
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fn score_check_system(
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game_rules: Res<GameRules>,
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mut game_state: ResMut<GameState>,
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query: Query<(&Player, &Score)>,
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) {
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for (player, score) in &query {
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if score.value == game_rules.winning_score {
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game_state.winning_player = Some(player.name.clone());
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}
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}
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}
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// This system ends the game if we meet the right conditions. This fires an AppExit event, which
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// tells our App to quit. Check out the "event.rs" example if you want to learn more about using
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// events.
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fn game_over_system(
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game_rules: Res<GameRules>,
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game_state: Res<GameState>,
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mut app_exit_events: EventWriter<AppExit>,
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) {
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if let Some(ref player) = game_state.winning_player {
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println!("{player} won the game!");
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app_exit_events.send(AppExit);
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} else if game_state.current_round == game_rules.max_rounds {
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println!("Ran out of rounds. Nobody wins!");
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app_exit_events.send(AppExit);
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}
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}
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// This is a "startup" system that runs exactly once when the app starts up. Startup systems are
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// generally used to create the initial "state" of our game. The only thing that distinguishes a
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// "startup" system from a "normal" system is how it is registered: Startup:
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// app.add_startup_system(startup_system) Normal: app.add_system(normal_system)
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fn startup_system(mut commands: Commands, mut game_state: ResMut<GameState>) {
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// Create our game rules resource
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commands.insert_resource(GameRules {
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max_rounds: 10,
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winning_score: 4,
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max_players: 4,
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});
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// Add some players to our world. Players start with a score of 0 ... we want our game to be
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// fair!
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commands.spawn_batch(vec![
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(
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Player {
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name: "Alice".to_string(),
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},
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Score { value: 0 },
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),
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(
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Player {
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name: "Bob".to_string(),
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},
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Score { value: 0 },
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),
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]);
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// set the total players to "2"
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game_state.total_players = 2;
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}
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// This system uses a command buffer to (potentially) add a new player to our game on each
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// iteration. Normal systems cannot safely access the World instance directly because they run in
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// parallel. Our World contains all of our components, so mutating arbitrary parts of it in parallel
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// is not thread safe. Command buffers give us the ability to queue up changes to our World without
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// directly accessing it
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fn new_player_system(
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mut commands: Commands,
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game_rules: Res<GameRules>,
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mut game_state: ResMut<GameState>,
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) {
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// Randomly add a new player
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let add_new_player = random::<bool>();
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if add_new_player && game_state.total_players < game_rules.max_players {
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game_state.total_players += 1;
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commands.spawn((
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Player {
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name: format!("Player {}", game_state.total_players),
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},
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Score { value: 0 },
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));
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println!("Player {} joined the game!", game_state.total_players);
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}
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}
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// If you really need full, immediate read/write access to the world or resources, you can use an
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// "exclusive system".
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// WARNING: These will block all parallel execution of other systems until they finish, so they
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// should generally be avoided if you care about performance.
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#[allow(dead_code)]
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fn exclusive_player_system(world: &mut World) {
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// this does the same thing as "new_player_system"
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let total_players = world.resource_mut::<GameState>().total_players;
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let should_add_player = {
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let game_rules = world.resource::<GameRules>();
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let add_new_player = random::<bool>();
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add_new_player && total_players < game_rules.max_players
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};
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// Randomly add a new player
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if should_add_player {
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println!("Player {} has joined the game!", total_players + 1);
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world.spawn((
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Player {
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name: format!("Player {}", total_players + 1),
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},
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Score { value: 0 },
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));
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let mut game_state = world.resource_mut::<GameState>();
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game_state.total_players += 1;
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}
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}
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// Sometimes systems need to be stateful. Bevy's ECS provides the `Local` system parameter
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// for this case. A `Local<T>` refers to a value owned by the system of type `T`, which is automatically
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// initialized using `T`'s `FromWorld`* implementation. In this system's `Local` (`counter`), `T` is `u32`.
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// Therefore, on the first turn, `counter` has a value of 0.
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//
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// *: `FromWorld` is a trait which creates a value using the contents of the `World`.
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// For any type which is `Default`, like `u32` in this example, `FromWorld` creates the default value.
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fn print_at_end_round(mut counter: Local<u32>) {
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*counter += 1;
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println!("In set 'Last' for the {}th time", *counter);
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// Print an empty line between rounds
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println!();
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}
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/// A group of related system sets, used for controlling the order of systems
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#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
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#[system_set(base)]
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enum MySet {
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BeforeRound,
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AfterRound,
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}
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// Our Bevy app's entry point
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fn main() {
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// Bevy apps are created using the builder pattern. We use the builder to add systems,
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// resources, and plugins to our app
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App::new()
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// Resources that implement the Default or FromWorld trait can be added like this:
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.init_resource::<GameState>()
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// Some systems are configured by adding their settings as a resource.
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.insert_resource(ScheduleRunnerSettings::run_loop(Duration::from_secs(5)))
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// Plugins are just a grouped set of app builder calls (just like we're doing here).
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// We could easily turn our game into a plugin, but you can check out the plugin example for
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// that :) The plugin below runs our app's "system schedule" once every 5 seconds
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// (configured above).
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.add_plugin(ScheduleRunnerPlugin::default())
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// Startup systems run exactly once BEFORE all other systems. These are generally used for
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// app initialization code (ex: adding entities and resources)
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.add_startup_system(startup_system)
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.add_system(print_message_system)
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// SYSTEM EXECUTION ORDER
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//
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// Each system belongs to a `Schedule`, which controls the execution strategy and broad order
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// of the systems within each tick. The [`CoreSchedule::Startup`] schedule holds
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// startup systems, which are run a single time before the [`CoreSchedule::Main`] runs.
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//
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// By default, all systems run in parallel, except when they require mutable access to a
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// piece of data. This is efficient, but sometimes order matters.
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// For example, we want our "game over" system to execute after all other systems to ensure
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// we don't accidentally run the game for an extra round.
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//
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// You can force an explicit ordering between systems using the `.before` or `.after` methods.
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// Systems will not be scheduled until all of the systems that they have an "ordering dependency" on have
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// completed.
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//
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// add_system(system) adds systems to the Update system set by default
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// However we can manually specify the set if we want to. The following is equivalent to
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// add_system(score_system)
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.add_system(score_system.in_base_set(CoreSet::Update))
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// There are other `CoreSets`, such as `Last` which runs at the very end of each run.
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.add_system(print_at_end_round.in_base_set(CoreSet::Last))
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// We can also create new system sets, and order them relative to other system sets.
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// Here is what our games stage order will look like:
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// "before_round": new_player_system, new_round_system
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// "update": print_message_system, score_system
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// "after_round": score_check_system, game_over_system
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.configure_set(MySet::BeforeRound.before(CoreSet::Update))
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.configure_set(MySet::AfterRound.after(CoreSet::Update))
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.add_system(new_round_system.in_base_set(MySet::BeforeRound))
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.add_system(
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new_player_system
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.after(new_round_system)
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.in_base_set(MySet::BeforeRound),
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)
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.add_system(exclusive_player_system.in_base_set(MySet::BeforeRound))
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.add_system(score_check_system.in_base_set(MySet::AfterRound))
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.add_system(
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// We can ensure that `game_over_system` runs after `score_check_system` using explicit ordering
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// To do this we use either `.before` or `.after` to describe the order we want the relationship
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// Since we are using `after`, `game_over_system` runs after `score_check_system`
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game_over_system
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.after(score_check_system)
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.in_base_set(MySet::AfterRound),
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)
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// This call to run() starts the app we just built!
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.run();
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}
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