
## Objective A major critique of Bevy at the moment is how boilerplatey it is to compose (and read) entity hierarchies: ```rust commands .spawn(Foo) .with_children(|p| { p.spawn(Bar).with_children(|p| { p.spawn(Baz); }); p.spawn(Bar).with_children(|p| { p.spawn(Baz); }); }); ``` There is also currently no good way to statically define and return an entity hierarchy from a function. Instead, people often do this "internally" with a Commands function that returns nothing, making it impossible to spawn the hierarchy in other cases (direct World spawns, ChildSpawner, etc). Additionally, because this style of API results in creating the hierarchy bits _after_ the initial spawn of a bundle, it causes ECS archetype changes (and often expensive table moves). Because children are initialized after the fact, we also can't count them to pre-allocate space. This means each time a child inserts itself, it has a high chance of overflowing the currently allocated capacity in the `RelationshipTarget` collection, causing literal worst-case reallocations. We can do better! ## Solution The Bundle trait has been extended to support an optional `BundleEffect`. This is applied directly to World immediately _after_ the Bundle has fully inserted. Note that this is [intentionally](https://github.com/bevyengine/bevy/discussions/16920) _not done via a deferred Command_, which would require repeatedly copying each remaining subtree of the hierarchy to a new command as we walk down the tree (_not_ good performance). This allows us to implement the new `SpawnRelated` trait for all `RelationshipTarget` impls, which looks like this in practice: ```rust world.spawn(( Foo, Children::spawn(( Spawn(( Bar, Children::spawn(Spawn(Baz)), )), Spawn(( Bar, Children::spawn(Spawn(Baz)), )), )) )) ``` `Children::spawn` returns `SpawnRelatedBundle<Children, L: SpawnableList>`, which is a `Bundle` that inserts `Children` (preallocated to the size of the `SpawnableList::size_hint()`). `Spawn<B: Bundle>(pub B)` implements `SpawnableList` with a size of 1. `SpawnableList` is also implemented for tuples of `SpawnableList` (same general pattern as the Bundle impl). There are currently three built-in `SpawnableList` implementations: ```rust world.spawn(( Foo, Children::spawn(( Spawn(Name::new("Child1")), SpawnIter(["Child2", "Child3"].into_iter().map(Name::new), SpawnWith(|parent: &mut ChildSpawner| { parent.spawn(Name::new("Child4")); parent.spawn(Name::new("Child5")); }) )), )) ``` We get the benefits of "structured init", but we have nice flexibility where it is required! Some readers' first instinct might be to try to remove the need for the `Spawn` wrapper. This is impossible in the Rust type system, as a tuple of "child Bundles to be spawned" and a "tuple of Components to be added via a single Bundle" is ambiguous in the Rust type system. There are two ways to resolve that ambiguity: 1. By adding support for variadics to the Rust type system (removing the need for nested bundles). This is out of scope for this PR :) 2. Using wrapper types to resolve the ambiguity (this is what I did in this PR). For the single-entity spawn cases, `Children::spawn_one` does also exist, which removes the need for the wrapper: ```rust world.spawn(( Foo, Children::spawn_one(Bar), )) ``` ## This works for all Relationships This API isn't just for `Children` / `ChildOf` relationships. It works for any relationship type, and they can be mixed and matched! ```rust world.spawn(( Foo, Observers::spawn(( Spawn(Observer::new(|trigger: Trigger<FuseLit>| {})), Spawn(Observer::new(|trigger: Trigger<Exploded>| {})), )), OwnerOf::spawn(Spawn(Bar)) Children::spawn(Spawn(Baz)) )) ``` ## Macros While `Spawn` is necessary to satisfy the type system, we _can_ remove the need to express it via macros. The example above can be expressed more succinctly using the new `children![X]` macro, which internally produces `Children::spawn(Spawn(X))`: ```rust world.spawn(( Foo, children![ ( Bar, children![Baz], ), ( Bar, children![Baz], ), ] )) ``` There is also a `related!` macro, which is a generic version of the `children!` macro that supports any relationship type: ```rust world.spawn(( Foo, related!(Children[ ( Bar, related!(Children[Baz]), ), ( Bar, related!(Children[Baz]), ), ]) )) ``` ## Returning Hierarchies from Functions Thanks to these changes, the following pattern is now possible: ```rust fn button(text: &str, color: Color) -> impl Bundle { ( Node { width: Val::Px(300.), height: Val::Px(100.), ..default() }, BackgroundColor(color), children![ Text::new(text), ] ) } fn ui() -> impl Bundle { ( Node { width: Val::Percent(100.0), height: Val::Percent(100.0), ..default(), }, children![ button("hello", BLUE), button("world", RED), ] ) } // spawn from a system fn system(mut commands: Commands) { commands.spawn(ui()); } // spawn directly on World world.spawn(ui()); ``` ## Additional Changes and Notes * `Bundle::from_components` has been split out into `BundleFromComponents::from_components`, enabling us to implement `Bundle` for types that cannot be "taken" from the ECS (such as the new `SpawnRelatedBundle`). * The `NoBundleEffect` trait (which implements `BundleEffect`) is implemented for empty tuples (and tuples of empty tuples), which allows us to constrain APIs to only accept bundles that do not have effects. This is critical because the current batch spawn APIs cannot efficiently apply BundleEffects in their current form (as doing so in-place could invalidate the cached raw pointers). We could consider allocating a buffer of the effects to be applied later, but that does have performance implications that could offset the balance and value of the batched APIs (and would likely require some refactors to the underlying code). I've decided to be conservative here. We can consider relaxing that requirement on those APIs later, but that should be done in a followup imo. * I've ported a few examples to illustrate real-world usage. I think in a followup we should port all examples to the `children!` form whenever possible (and for cases that require things like SpawnIter, use the raw APIs). * Some may ask "why not use the `Relationship` to spawn (ex: `ChildOf::spawn(Foo)`) instead of the `RelationshipTarget` (ex: `Children::spawn(Spawn(Foo))`)?". That _would_ allow us to remove the `Spawn` wrapper. I've explicitly chosen to disallow this pattern. `Bundle::Effect` has the ability to create _significant_ weirdness. Things in `Bundle` position look like components. For example `world.spawn((Foo, ChildOf::spawn(Bar)))` _looks and reads_ like Foo is a child of Bar. `ChildOf` is in Foo's "component position" but it is not a component on Foo. This is a huge problem. Now that `Bundle::Effect` exists, we should be _very_ principled about keeping the "weird and unintuitive behavior" to a minimum. Things that read like components _should be the components they appear to be". ## Remaining Work * The macros are currently trivially implemented using macro_rules and are currently limited to the max tuple length. They will require a proc_macro implementation to work around the tuple length limit. ## Next Steps * Port the remaining examples to use `children!` where possible and raw `Spawn` / `SpawnIter` / `SpawnWith` where the flexibility of the raw API is required. ## Migration Guide Existing spawn patterns will continue to work as expected. Manual Bundle implementations now require a `BundleEffect` associated type. Exisiting bundles would have no bundle effect, so use `()`. Additionally `Bundle::from_components` has been moved to the new `BundleFromComponents` trait. ```rust // Before unsafe impl Bundle for X { unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> Self { } /* remaining bundle impl here */ } // After unsafe impl Bundle for X { type Effect = (); /* remaining bundle impl here */ } unsafe impl BundleFromComponents for X { unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> Self { } } ``` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com> Co-authored-by: Emerson Coskey <emerson@coskey.dev>
410 lines
12 KiB
Rust
410 lines
12 KiB
Rust
//! Eat the cakes. Eat them all. An example 3D game.
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use std::f32::consts::PI;
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use bevy::prelude::*;
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use rand::{Rng, SeedableRng};
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use rand_chacha::ChaCha8Rng;
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#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug, Default, States)]
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enum GameState {
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#[default]
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Playing,
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GameOver,
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}
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#[derive(Resource)]
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struct BonusSpawnTimer(Timer);
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.init_resource::<Game>()
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.insert_resource(BonusSpawnTimer(Timer::from_seconds(
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5.0,
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TimerMode::Repeating,
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)))
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.init_state::<GameState>()
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.enable_state_scoped_entities::<GameState>()
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.add_systems(Startup, setup_cameras)
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.add_systems(OnEnter(GameState::Playing), setup)
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.add_systems(
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Update,
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(
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move_player,
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focus_camera,
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rotate_bonus,
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scoreboard_system,
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spawn_bonus,
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)
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.run_if(in_state(GameState::Playing)),
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)
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.add_systems(OnEnter(GameState::GameOver), display_score)
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.add_systems(
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Update,
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gameover_keyboard.run_if(in_state(GameState::GameOver)),
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)
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.run();
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}
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struct Cell {
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height: f32,
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}
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#[derive(Default)]
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struct Player {
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entity: Option<Entity>,
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i: usize,
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j: usize,
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move_cooldown: Timer,
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}
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#[derive(Default)]
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struct Bonus {
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entity: Option<Entity>,
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i: usize,
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j: usize,
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handle: Handle<Scene>,
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}
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#[derive(Resource, Default)]
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struct Game {
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board: Vec<Vec<Cell>>,
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player: Player,
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bonus: Bonus,
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score: i32,
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cake_eaten: u32,
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camera_should_focus: Vec3,
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camera_is_focus: Vec3,
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}
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#[derive(Resource, Deref, DerefMut)]
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struct Random(ChaCha8Rng);
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const BOARD_SIZE_I: usize = 14;
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const BOARD_SIZE_J: usize = 21;
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const RESET_FOCUS: [f32; 3] = [
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BOARD_SIZE_I as f32 / 2.0,
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0.0,
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BOARD_SIZE_J as f32 / 2.0 - 0.5,
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];
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fn setup_cameras(mut commands: Commands, mut game: ResMut<Game>) {
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game.camera_should_focus = Vec3::from(RESET_FOCUS);
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game.camera_is_focus = game.camera_should_focus;
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(
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-(BOARD_SIZE_I as f32 / 2.0),
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2.0 * BOARD_SIZE_J as f32 / 3.0,
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BOARD_SIZE_J as f32 / 2.0 - 0.5,
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)
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.looking_at(game.camera_is_focus, Vec3::Y),
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));
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>, mut game: ResMut<Game>) {
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let mut rng = if std::env::var("GITHUB_ACTIONS") == Ok("true".to_string()) {
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// We're seeding the PRNG here to make this example deterministic for testing purposes.
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// This isn't strictly required in practical use unless you need your app to be deterministic.
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ChaCha8Rng::seed_from_u64(19878367467713)
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} else {
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ChaCha8Rng::from_entropy()
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};
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// reset the game state
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game.cake_eaten = 0;
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game.score = 0;
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game.player.i = BOARD_SIZE_I / 2;
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game.player.j = BOARD_SIZE_J / 2;
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game.player.move_cooldown = Timer::from_seconds(0.3, TimerMode::Once);
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commands.spawn((
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StateScoped(GameState::Playing),
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PointLight {
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intensity: 2_000_000.0,
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shadows_enabled: true,
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range: 30.0,
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..default()
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},
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Transform::from_xyz(4.0, 10.0, 4.0),
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));
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// spawn the game board
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let cell_scene =
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asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/AlienCake/tile.glb"));
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game.board = (0..BOARD_SIZE_J)
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.map(|j| {
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(0..BOARD_SIZE_I)
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.map(|i| {
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let height = rng.gen_range(-0.1..0.1);
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commands.spawn((
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StateScoped(GameState::Playing),
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Transform::from_xyz(i as f32, height - 0.2, j as f32),
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SceneRoot(cell_scene.clone()),
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));
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Cell { height }
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})
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.collect()
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})
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.collect();
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// spawn the game character
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game.player.entity = Some(
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commands
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.spawn((
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StateScoped(GameState::Playing),
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Transform {
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translation: Vec3::new(
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game.player.i as f32,
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game.board[game.player.j][game.player.i].height,
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game.player.j as f32,
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),
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rotation: Quat::from_rotation_y(-PI / 2.),
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..default()
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},
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SceneRoot(
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asset_server
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.load(GltfAssetLabel::Scene(0).from_asset("models/AlienCake/alien.glb")),
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),
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))
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.id(),
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);
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// load the scene for the cake
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game.bonus.handle =
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asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/AlienCake/cakeBirthday.glb"));
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// scoreboard
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commands.spawn((
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StateScoped(GameState::Playing),
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Text::new("Score:"),
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TextFont {
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font_size: 33.0,
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..default()
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},
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TextColor(Color::srgb(0.5, 0.5, 1.0)),
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(5.0),
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left: Val::Px(5.0),
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..default()
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},
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));
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commands.insert_resource(Random(rng));
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}
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// control the game character
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fn move_player(
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mut commands: Commands,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut game: ResMut<Game>,
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mut transforms: Query<&mut Transform>,
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time: Res<Time>,
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) {
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if game.player.move_cooldown.tick(time.delta()).finished() {
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let mut moved = false;
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let mut rotation = 0.0;
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if keyboard_input.pressed(KeyCode::ArrowUp) {
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if game.player.i < BOARD_SIZE_I - 1 {
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game.player.i += 1;
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}
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rotation = -PI / 2.;
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moved = true;
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}
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if keyboard_input.pressed(KeyCode::ArrowDown) {
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if game.player.i > 0 {
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game.player.i -= 1;
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}
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rotation = PI / 2.;
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moved = true;
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}
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if keyboard_input.pressed(KeyCode::ArrowRight) {
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if game.player.j < BOARD_SIZE_J - 1 {
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game.player.j += 1;
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}
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rotation = PI;
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moved = true;
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}
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if keyboard_input.pressed(KeyCode::ArrowLeft) {
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if game.player.j > 0 {
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game.player.j -= 1;
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}
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rotation = 0.0;
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moved = true;
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}
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// move on the board
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if moved {
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game.player.move_cooldown.reset();
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*transforms.get_mut(game.player.entity.unwrap()).unwrap() = Transform {
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translation: Vec3::new(
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game.player.i as f32,
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game.board[game.player.j][game.player.i].height,
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game.player.j as f32,
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),
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rotation: Quat::from_rotation_y(rotation),
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..default()
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};
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}
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}
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// eat the cake!
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if let Some(entity) = game.bonus.entity {
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if game.player.i == game.bonus.i && game.player.j == game.bonus.j {
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game.score += 2;
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game.cake_eaten += 1;
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commands.entity(entity).despawn();
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game.bonus.entity = None;
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}
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}
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}
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// change the focus of the camera
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fn focus_camera(
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time: Res<Time>,
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mut game: ResMut<Game>,
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mut transforms: ParamSet<(Query<&mut Transform, With<Camera3d>>, Query<&Transform>)>,
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) {
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const SPEED: f32 = 2.0;
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// if there is both a player and a bonus, target the mid-point of them
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if let (Some(player_entity), Some(bonus_entity)) = (game.player.entity, game.bonus.entity) {
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let transform_query = transforms.p1();
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if let (Ok(player_transform), Ok(bonus_transform)) = (
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transform_query.get(player_entity),
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transform_query.get(bonus_entity),
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) {
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game.camera_should_focus = player_transform
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.translation
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.lerp(bonus_transform.translation, 0.5);
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}
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// otherwise, if there is only a player, target the player
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} else if let Some(player_entity) = game.player.entity {
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if let Ok(player_transform) = transforms.p1().get(player_entity) {
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game.camera_should_focus = player_transform.translation;
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}
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// otherwise, target the middle
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} else {
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game.camera_should_focus = Vec3::from(RESET_FOCUS);
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}
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// calculate the camera motion based on the difference between where the camera is looking
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// and where it should be looking; the greater the distance, the faster the motion;
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// smooth out the camera movement using the frame time
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let mut camera_motion = game.camera_should_focus - game.camera_is_focus;
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if camera_motion.length() > 0.2 {
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camera_motion *= SPEED * time.delta_secs();
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// set the new camera's actual focus
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game.camera_is_focus += camera_motion;
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}
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// look at that new camera's actual focus
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for mut transform in transforms.p0().iter_mut() {
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*transform = transform.looking_at(game.camera_is_focus, Vec3::Y);
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}
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}
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// despawn the bonus if there is one, then spawn a new one at a random location
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fn spawn_bonus(
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time: Res<Time>,
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mut timer: ResMut<BonusSpawnTimer>,
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mut next_state: ResMut<NextState<GameState>>,
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mut commands: Commands,
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mut game: ResMut<Game>,
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mut rng: ResMut<Random>,
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) {
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// make sure we wait enough time before spawning the next cake
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if !timer.0.tick(time.delta()).finished() {
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return;
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}
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if let Some(entity) = game.bonus.entity {
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game.score -= 3;
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commands.entity(entity).despawn();
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game.bonus.entity = None;
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if game.score <= -5 {
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next_state.set(GameState::GameOver);
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return;
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}
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}
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// ensure bonus doesn't spawn on the player
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loop {
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game.bonus.i = rng.gen_range(0..BOARD_SIZE_I);
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game.bonus.j = rng.gen_range(0..BOARD_SIZE_J);
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if game.bonus.i != game.player.i || game.bonus.j != game.player.j {
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break;
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}
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}
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game.bonus.entity = Some(
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commands
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.spawn((
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StateScoped(GameState::Playing),
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Transform::from_xyz(
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game.bonus.i as f32,
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game.board[game.bonus.j][game.bonus.i].height + 0.2,
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game.bonus.j as f32,
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),
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SceneRoot(game.bonus.handle.clone()),
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children![(
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PointLight {
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color: Color::srgb(1.0, 1.0, 0.0),
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intensity: 500_000.0,
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range: 10.0,
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..default()
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},
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Transform::from_xyz(0.0, 2.0, 0.0),
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)],
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))
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.id(),
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);
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}
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// let the cake turn on itself
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fn rotate_bonus(game: Res<Game>, time: Res<Time>, mut transforms: Query<&mut Transform>) {
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if let Some(entity) = game.bonus.entity {
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if let Ok(mut cake_transform) = transforms.get_mut(entity) {
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cake_transform.rotate_y(time.delta_secs());
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cake_transform.scale =
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Vec3::splat(1.0 + (game.score as f32 / 10.0 * ops::sin(time.elapsed_secs())).abs());
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}
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}
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}
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// update the score displayed during the game
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fn scoreboard_system(game: Res<Game>, mut display: Single<&mut Text>) {
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display.0 = format!("Sugar Rush: {}", game.score);
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}
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// restart the game when pressing spacebar
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fn gameover_keyboard(
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mut next_state: ResMut<NextState<GameState>>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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) {
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if keyboard_input.just_pressed(KeyCode::Space) {
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|
next_state.set(GameState::Playing);
|
|
}
|
|
}
|
|
|
|
// display the number of cake eaten before losing
|
|
fn display_score(mut commands: Commands, game: Res<Game>) {
|
|
commands.spawn((
|
|
StateScoped(GameState::GameOver),
|
|
Node {
|
|
width: Val::Percent(100.),
|
|
align_items: AlignItems::Center,
|
|
justify_content: JustifyContent::Center,
|
|
..default()
|
|
},
|
|
children![(
|
|
Text::new(format!("Cake eaten: {}", game.cake_eaten)),
|
|
TextFont {
|
|
font_size: 67.0,
|
|
..default()
|
|
},
|
|
TextColor(Color::srgb(0.5, 0.5, 1.0)),
|
|
)],
|
|
));
|
|
}
|