forked from bevyengine/bevy
-
Notifications
You must be signed in to change notification settings - Fork 0
/
ecs_guide.rs
361 lines (334 loc) · 14.3 KB
/
ecs_guide.rs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
//! 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();
}