mirror of
https://github.com/bevyengine/bevy
synced 2024-12-19 17:43:07 +00:00
6ec1f3e6f8
# Objective Add example of an enum Component to ecs_guide. Fixes https://github.com/bevyengine/bevy/issues/11344. ## Solution Extended ecs_guide "game" to include an enum tracking whether a player is on a "hot" or "cold" streak. ## Testing Ran example manually. cc @MrGVSV
361 lines
14 KiB
Rust
361 lines
14 KiB
Rust
//! 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.
|
|
|
|
use bevy::{
|
|
app::{AppExit, ScheduleRunnerPlugin},
|
|
prelude::*,
|
|
utils::Duration,
|
|
};
|
|
use rand::random;
|
|
use std::fmt;
|
|
|
|
// 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
|
|
#[derive(Component)]
|
|
struct Player {
|
|
name: String,
|
|
}
|
|
|
|
// Each player also has a score. This component holds on to that score
|
|
#[derive(Component)]
|
|
struct Score {
|
|
value: usize,
|
|
}
|
|
|
|
// Enums can also be used as components.
|
|
// This component tracks how many consecutive rounds a player has/hasn't scored in.
|
|
#[derive(Component)]
|
|
enum PlayerStreak {
|
|
Hot(usize),
|
|
None,
|
|
Cold(usize),
|
|
}
|
|
|
|
impl fmt::Display for PlayerStreak {
|
|
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
|
|
match self {
|
|
PlayerStreak::Hot(n) => write!(f, "{n} round hot streak"),
|
|
PlayerStreak::None => write!(f, "0 round streak"),
|
|
PlayerStreak::Cold(n) => write!(f, "{n} round cold streak"),
|
|
}
|
|
}
|
|
}
|
|
|
|
// RESOURCES: "Global" state accessible by systems. These are also just normal Rust data types!
|
|
//
|
|
|
|
// This resource holds information about the game:
|
|
#[derive(Resource, Default)]
|
|
struct GameState {
|
|
current_round: usize,
|
|
total_players: usize,
|
|
winning_player: Option<String>,
|
|
}
|
|
|
|
// This resource provides rules for our "game".
|
|
#[derive(Resource)]
|
|
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<GameRules> is read-only. ResMut<GameState> can modify the resource
|
|
fn new_round_system(game_rules: Res<GameRules>, mut game_state: ResMut<GameState>) {
|
|
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`, `Score` and `PlayerStreak` components.
|
|
fn score_system(mut query: Query<(&Player, &mut Score, &mut PlayerStreak)>) {
|
|
for (player, mut score, mut streak) in &mut query {
|
|
let scored_a_point = random::<bool>();
|
|
if scored_a_point {
|
|
// Accessing components immutably is done via a regular reference - `player`
|
|
// has type `&Player`.
|
|
//
|
|
// Accessing components mutably is performed via type `Mut<T>` - `score`
|
|
// has type `Mut<Score>` and `streak` has type `Mut<PlayerStreak>`.
|
|
//
|
|
// `Mut<T>` implements `Deref<T>`, so struct fields can be updated using
|
|
// standard field update syntax ...
|
|
score.value += 1;
|
|
// ... and matching against enums requires dereferencing them
|
|
*streak = match *streak {
|
|
PlayerStreak::Hot(n) => PlayerStreak::Hot(n + 1),
|
|
PlayerStreak::Cold(_) | PlayerStreak::None => PlayerStreak::Hot(1),
|
|
};
|
|
println!(
|
|
"{} scored a point! Their score is: {} ({})",
|
|
player.name, score.value, *streak
|
|
);
|
|
} else {
|
|
*streak = match *streak {
|
|
PlayerStreak::Hot(_) | PlayerStreak::None => PlayerStreak::Cold(1),
|
|
PlayerStreak::Cold(n) => PlayerStreak::Cold(n + 1),
|
|
};
|
|
|
|
println!(
|
|
"{} did not score a point! Their score is: {} ({})",
|
|
player.name, score.value, *streak
|
|
);
|
|
}
|
|
}
|
|
|
|
// 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.
|
|
fn score_check_system(
|
|
game_rules: Res<GameRules>,
|
|
mut game_state: ResMut<GameState>,
|
|
query: Query<(&Player, &Score)>,
|
|
) {
|
|
for (player, score) in &query {
|
|
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<GameRules>,
|
|
game_state: Res<GameState>,
|
|
mut app_exit_events: EventWriter<AppExit>,
|
|
) {
|
|
if let Some(ref player) = game_state.winning_player {
|
|
println!("{player} won the game!");
|
|
app_exit_events.send(AppExit::Success);
|
|
} else if game_state.current_round == game_rules.max_rounds {
|
|
println!("Ran out of rounds. Nobody wins!");
|
|
app_exit_events.send(AppExit::Success);
|
|
}
|
|
}
|
|
|
|
// 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_systems(Startup, startup_system)
|
|
// Normal: app.add_systems(Update, normal_system)
|
|
fn startup_system(mut commands: Commands, mut game_state: ResMut<GameState>) {
|
|
// Create our game rules resource
|
|
commands.insert_resource(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!
|
|
commands.spawn_batch(vec![
|
|
(
|
|
Player {
|
|
name: "Alice".to_string(),
|
|
},
|
|
Score { value: 0 },
|
|
PlayerStreak::None,
|
|
),
|
|
(
|
|
Player {
|
|
name: "Bob".to_string(),
|
|
},
|
|
Score { value: 0 },
|
|
PlayerStreak::None,
|
|
),
|
|
]);
|
|
|
|
// set the total players to "2"
|
|
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
|
|
fn new_player_system(
|
|
mut commands: Commands,
|
|
game_rules: Res<GameRules>,
|
|
mut game_state: ResMut<GameState>,
|
|
) {
|
|
// Randomly add a new player
|
|
let add_new_player = random::<bool>();
|
|
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 },
|
|
PlayerStreak::None,
|
|
));
|
|
|
|
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 an
|
|
// "exclusive system".
|
|
// WARNING: These will block all parallel execution of other systems until they finish, so they
|
|
// should generally be avoided if you want to maximize parallelism.
|
|
fn exclusive_player_system(world: &mut World) {
|
|
// this does the same thing as "new_player_system"
|
|
let total_players = world.resource_mut::<GameState>().total_players;
|
|
let should_add_player = {
|
|
let game_rules = world.resource::<GameRules>();
|
|
let add_new_player = random::<bool>();
|
|
add_new_player && total_players < game_rules.max_players
|
|
};
|
|
// Randomly add a new player
|
|
if should_add_player {
|
|
println!("Player {} has joined the game!", total_players + 1);
|
|
world.spawn((
|
|
Player {
|
|
name: format!("Player {}", total_players + 1),
|
|
},
|
|
Score { value: 0 },
|
|
PlayerStreak::None,
|
|
));
|
|
|
|
let mut game_state = world.resource_mut::<GameState>();
|
|
game_state.total_players += 1;
|
|
}
|
|
}
|
|
|
|
// Sometimes systems need to be stateful. Bevy's ECS provides the `Local` system parameter
|
|
// for this case. A `Local<T>` refers to a value of type `T` that is owned by the system.
|
|
// This value is automatically initialized using `T`'s `FromWorld`* implementation upon the system's initialization.
|
|
// In this system's `Local` (`counter`), `T` is `u32`.
|
|
// Therefore, on the first turn, `counter` has a value of 0.
|
|
//
|
|
// *: `FromWorld` is a trait which creates a value using the contents of the `World`.
|
|
// For any type which is `Default`, like `u32` in this example, `FromWorld` creates the default value.
|
|
fn print_at_end_round(mut counter: Local<u32>) {
|
|
*counter += 1;
|
|
println!("In set 'Last' for the {}th time", *counter);
|
|
// Print an empty line between rounds
|
|
println!();
|
|
}
|
|
|
|
/// A group of related system sets, used for controlling the order of systems. Systems can be
|
|
/// added to any number of sets.
|
|
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone)]
|
|
enum MySet {
|
|
BeforeRound,
|
|
Round,
|
|
AfterRound,
|
|
}
|
|
|
|
// 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::new()
|
|
// Resources that implement the Default or FromWorld trait can be added like this:
|
|
.init_resource::<GameState>()
|
|
// 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_plugins(ScheduleRunnerPlugin::run_loop(Duration::from_secs(5)))
|
|
// `Startup` systems run exactly once BEFORE all other systems. These are generally used for
|
|
// app initialization code (ex: adding entities and resources)
|
|
.add_systems(Startup, startup_system)
|
|
// `Update` systems run once every update. These are generally used for "real-time app logic"
|
|
.add_systems(Update, print_message_system)
|
|
// SYSTEM EXECUTION ORDER
|
|
//
|
|
// Each system belongs to a `Schedule`, which controls the execution strategy and broad order
|
|
// of the systems within each tick. The `Startup` schedule holds
|
|
// startup systems, which are run a single time before `Update` runs. `Update` runs once per app update,
|
|
// which is generally one "frame" or one "tick".
|
|
//
|
|
// By default, all systems in a `Schedule` run in parallel, except when they require mutable access to a
|
|
// piece of data. 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.
|
|
//
|
|
// You can force an explicit ordering between systems using the `.before` or `.after` methods.
|
|
// Systems will not be scheduled until all of the systems that they have an "ordering dependency" on have
|
|
// completed.
|
|
// There are other schedules, such as `Last` which runs at the very end of each run.
|
|
.add_systems(Last, print_at_end_round)
|
|
// We can also create new system sets, and order them relative to other system sets.
|
|
// Here is what our games execution order will look like:
|
|
// "before_round": new_player_system, new_round_system
|
|
// "round": print_message_system, score_system
|
|
// "after_round": score_check_system, game_over_system
|
|
.configure_sets(
|
|
Update,
|
|
// chain() will ensure sets run in the order they are listed
|
|
(MySet::BeforeRound, MySet::Round, MySet::AfterRound).chain(),
|
|
)
|
|
// The add_systems function is powerful. You can define complex system configurations with ease!
|
|
.add_systems(
|
|
Update,
|
|
(
|
|
// These `BeforeRound` systems will run before `Round` systems, thanks to the chained set configuration
|
|
(
|
|
// You can also chain systems! new_round_system will run first, followed by new_player_system
|
|
(new_round_system, new_player_system).chain(),
|
|
exclusive_player_system,
|
|
)
|
|
// All of the systems in the tuple above will be added to this set
|
|
.in_set(MySet::BeforeRound),
|
|
// This `Round` system will run after the `BeforeRound` systems thanks to the chained set configuration
|
|
score_system.in_set(MySet::Round),
|
|
// These `AfterRound` systems will run after the `Round` systems thanks to the chained set configuration
|
|
(
|
|
score_check_system,
|
|
// In addition to chain(), you can also use `before(system)` and `after(system)`. This also works
|
|
// with sets!
|
|
game_over_system.after(score_check_system),
|
|
)
|
|
.in_set(MySet::AfterRound),
|
|
),
|
|
)
|
|
// This call to run() starts the app we just built!
|
|
.run();
|
|
}
|