mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
349 lines
14 KiB
Rust
349 lines
14 KiB
Rust
use bevy::{
|
|
app::{AppExit, ScheduleRunnerPlugin, ScheduleRunnerSettings},
|
|
ecs::schedule::ReportExecutionOrderAmbiguities,
|
|
log::LogPlugin,
|
|
prelude::*,
|
|
utils::Duration,
|
|
};
|
|
use rand::random;
|
|
|
|
/// 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.
|
|
|
|
// 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
|
|
struct Player {
|
|
name: String,
|
|
}
|
|
|
|
// Each player also has a score. This component holds on to that score
|
|
struct Score {
|
|
value: usize,
|
|
}
|
|
|
|
// RESOURCES: "Global" state accessible by systems. These are also just normal Rust data types!
|
|
//
|
|
|
|
// This resource holds information about the game:
|
|
#[derive(Default)]
|
|
struct GameState {
|
|
current_round: usize,
|
|
total_players: usize,
|
|
winning_player: Option<String>,
|
|
}
|
|
|
|
// This resource provides rules for our "game".
|
|
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" and "Score" component.
|
|
fn score_system(mut query: Query<(&Player, &mut Score)>) {
|
|
for (player, mut score) in query.iter_mut() {
|
|
let scored_a_point = random::<bool>();
|
|
if scored_a_point {
|
|
score.value += 1;
|
|
println!(
|
|
"{} scored a point! Their score is: {}",
|
|
player.name, score.value
|
|
);
|
|
} else {
|
|
println!(
|
|
"{} did not score a point! Their score is: {}",
|
|
player.name, score.value
|
|
);
|
|
}
|
|
}
|
|
|
|
// 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.iter() {
|
|
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!("{} won the game!", player);
|
|
app_exit_events.send(AppExit);
|
|
} else if game_state.current_round == game_rules.max_rounds {
|
|
println!("Ran out of rounds. Nobody wins!");
|
|
app_exit_events.send(AppExit);
|
|
}
|
|
|
|
println!();
|
|
}
|
|
|
|
// 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_startup_system(startup_system) Normal: app.add_system(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 },
|
|
),
|
|
(
|
|
Player {
|
|
name: "Bob".to_string(),
|
|
},
|
|
Score { value: 0 },
|
|
),
|
|
]);
|
|
|
|
// 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_bundle((
|
|
Player {
|
|
name: format!("Player {}", game_state.total_players),
|
|
},
|
|
Score { value: 0 },
|
|
));
|
|
|
|
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 a
|
|
// "thread local system". These run on the main app thread (hence the name "thread local")
|
|
// WARNING: These will block all parallel execution of other systems until they finish, so they
|
|
// should generally be avoided if you care about performance
|
|
#[allow(dead_code)]
|
|
fn thread_local_system(world: &mut World) {
|
|
// this does the same thing as "new_player_system"
|
|
let total_players = world.get_resource_mut::<GameState>().unwrap().total_players;
|
|
let should_add_player = {
|
|
let game_rules = world.get_resource::<GameRules>().unwrap();
|
|
let add_new_player = random::<bool>();
|
|
add_new_player && total_players < game_rules.max_players
|
|
};
|
|
// Randomly add a new player
|
|
if should_add_player {
|
|
world.spawn().insert_bundle((
|
|
Player {
|
|
name: format!("Player {}", total_players),
|
|
},
|
|
Score { value: 0 },
|
|
));
|
|
|
|
let mut game_state = world.get_resource_mut::<GameState>().unwrap();
|
|
game_state.total_players += 1;
|
|
}
|
|
}
|
|
|
|
// Sometimes systems need their own unique "local" state. Bevy's ECS provides Local<T> resources for
|
|
// this case. Local<T> resources are unique to their system and are automatically initialized on
|
|
// your behalf (if they don't already exist). If you have a system's id, you can also access local
|
|
// resources directly in the Resources collection using `Resources::get_local()`. In general you
|
|
// should only need this feature in the following cases: 1. You have multiple instances of the same
|
|
// system and they each need their own unique state 2. You already have a global version of a
|
|
// resource that you don't want to overwrite for your current system 3. You are too lazy to
|
|
// register the system's resource as a global resource
|
|
|
|
#[derive(Default)]
|
|
struct State {
|
|
counter: usize,
|
|
}
|
|
|
|
// NOTE: this doesn't do anything relevant to our game, it is just here for illustrative purposes
|
|
#[allow(dead_code)]
|
|
fn local_state_system(mut state: Local<State>, query: Query<(&Player, &Score)>) {
|
|
for (player, score) in query.iter() {
|
|
println!("processed: {} {}", player.name, score.value);
|
|
}
|
|
println!("this system ran {} times", state.counter);
|
|
state.counter += 1;
|
|
}
|
|
|
|
#[derive(Debug, Hash, PartialEq, Eq, Clone, StageLabel)]
|
|
enum MyStage {
|
|
BeforeRound,
|
|
AfterRound,
|
|
}
|
|
|
|
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemLabel)]
|
|
enum MyLabels {
|
|
ScoreCheck,
|
|
}
|
|
|
|
// 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 can be added to our app like this
|
|
.insert_resource(State { counter: 0 })
|
|
// Some systems are configured by adding their settings as a resource
|
|
.insert_resource(ScheduleRunnerSettings::run_loop(Duration::from_secs(5)))
|
|
// 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
|
|
// (configured above).
|
|
.add_plugin(ScheduleRunnerPlugin::default())
|
|
// Resources that implement the Default or FromResources trait can be added like this:
|
|
.init_resource::<GameState>()
|
|
// Startup systems run exactly once BEFORE all other systems. These are generally used for
|
|
// app initialization code (ex: adding entities and resources)
|
|
.add_startup_system(startup_system)
|
|
// my_system calls converts normal rust functions into ECS systems:
|
|
.add_system(print_message_system)
|
|
// SYSTEM EXECUTION ORDER
|
|
//
|
|
// Each system belongs to a `Stage`, which controls the execution strategy and broad order
|
|
// of the systems within each tick. Startup stages (which startup systems are
|
|
// registered in) will always complete before ordinary stages begin,
|
|
// and every system in a stage must complete before the next stage advances.
|
|
// Once every stage has concluded, the main loop is complete and begins again.
|
|
//
|
|
// By default, all systems 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.
|
|
//
|
|
// Rather than splitting each of your systems into separate stages, you should force an
|
|
// explicit ordering between them by giving the relevant systems a label with
|
|
// `.label`, then 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.
|
|
//
|
|
// Doing that will, in just about all cases, lead to better performance compared to
|
|
// splitting systems between stages, because it gives the scheduling algorithm more
|
|
// opportunities to run systems in parallel.
|
|
// Stages are still necessary, however: end of a stage is a hard sync point
|
|
// (meaning, no systems are running) where `Commands` issued by systems are processed.
|
|
// This is required because commands can perform operations that are incompatible with
|
|
// having systems in flight, such as spawning or deleting entities,
|
|
// adding or removing resources, etc.
|
|
//
|
|
// add_system(system) adds systems to the UPDATE stage by default
|
|
// However we can manually specify the stage if we want to. The following is equivalent to
|
|
// add_system(score_system)
|
|
.add_system_to_stage(CoreStage::Update, score_system)
|
|
// We can also create new stages. Here is what our games stage order will look like:
|
|
// "before_round": new_player_system, new_round_system
|
|
// "update": print_message_system, score_system
|
|
// "after_round": score_check_system, game_over_system
|
|
.add_stage_before(
|
|
CoreStage::Update,
|
|
MyStage::BeforeRound,
|
|
SystemStage::parallel(),
|
|
)
|
|
.add_stage_after(
|
|
CoreStage::Update,
|
|
MyStage::AfterRound,
|
|
SystemStage::parallel(),
|
|
)
|
|
.add_system_to_stage(MyStage::BeforeRound, new_round_system)
|
|
.add_system_to_stage(MyStage::BeforeRound, new_player_system)
|
|
// We can ensure that game_over system runs after score_check_system using explicit ordering
|
|
// constraints First, we label the system we want to refer to using `.label`
|
|
// Then, we use either `.before` or `.after` to describe the order we want the relationship
|
|
.add_system_to_stage(
|
|
MyStage::AfterRound,
|
|
score_check_system.label(MyLabels::ScoreCheck),
|
|
)
|
|
.add_system_to_stage(
|
|
MyStage::AfterRound,
|
|
game_over_system.after(MyLabels::ScoreCheck),
|
|
)
|
|
// We can check our systems for execution order ambiguities by examining the output produced
|
|
// in the console by using the `LogPlugin` and adding the following Resource to our App :)
|
|
// Be aware that not everything reported by this checker is a potential problem, you'll have
|
|
// to make that judgement yourself.
|
|
.add_plugin(LogPlugin::default())
|
|
.insert_resource(ReportExecutionOrderAmbiguities)
|
|
// This call to run() starts the app we just built!
|
|
.run();
|
|
}
|