
# Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%:  To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
396 lines
12 KiB
Rust
396 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::{ecs::schedule::SystemSet, prelude::*, time::FixedTimestep};
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use rand::Rng;
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#[derive(Clone, Eq, PartialEq, Debug, Hash)]
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enum GameState {
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Playing,
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GameOver,
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}
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fn main() {
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App::new()
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.init_resource::<Game>()
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.add_plugins(DefaultPlugins)
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.add_state(GameState::Playing)
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.add_startup_system(setup_cameras)
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.add_system_set(SystemSet::on_enter(GameState::Playing).with_system(setup))
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.add_system_set(
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SystemSet::on_update(GameState::Playing)
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.with_system(move_player)
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.with_system(focus_camera)
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.with_system(rotate_bonus)
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.with_system(scoreboard_system),
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)
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.add_system_set(SystemSet::on_exit(GameState::Playing).with_system(teardown))
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.add_system_set(SystemSet::on_enter(GameState::GameOver).with_system(display_score))
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.add_system_set(SystemSet::on_update(GameState::GameOver).with_system(gameover_keyboard))
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.add_system_set(SystemSet::on_exit(GameState::GameOver).with_system(teardown))
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.add_system_set(
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SystemSet::new()
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.with_run_criteria(FixedTimestep::step(5.0))
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.with_system(spawn_bonus),
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)
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.add_system(bevy::window::close_on_esc)
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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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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(Camera3dBundle {
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transform: 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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..default()
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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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// 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, false);
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commands.spawn(PointLightBundle {
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transform: Transform::from_xyz(4.0, 10.0, 4.0),
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point_light: PointLight {
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intensity: 3000.0,
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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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..default()
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});
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// spawn the game board
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let cell_scene = asset_server.load("models/AlienCake/tile.glb#Scene0");
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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 = rand::thread_rng().gen_range(-0.1..0.1);
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commands.spawn(SceneBundle {
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transform: Transform::from_xyz(i as f32, height - 0.2, j as f32),
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scene: cell_scene.clone(),
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..default()
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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(SceneBundle {
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transform: 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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scene: asset_server.load("models/AlienCake/alien.glb#Scene0"),
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..default()
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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 = asset_server.load("models/AlienCake/cakeBirthday.glb#Scene0");
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// scoreboard
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commands.spawn(
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TextBundle::from_section(
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"Score:",
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TextStyle {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 40.0,
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color: Color::rgb(0.5, 0.5, 1.0),
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},
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)
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.with_style(Style {
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position_type: PositionType::Absolute,
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position: UiRect {
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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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..default()
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}),
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);
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}
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// remove all entities that are not a camera
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fn teardown(mut commands: Commands, entities: Query<Entity, Without<Camera>>) {
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for entity in &entities {
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commands.entity(entity).despawn_recursive();
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}
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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<Input<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::Up) {
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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::Down) {
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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::Right) {
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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::Left) {
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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_recursive();
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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_seconds();
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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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mut state: ResMut<State<GameState>>,
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mut commands: Commands,
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mut game: ResMut<Game>,
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) {
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if *state.current() != GameState::Playing {
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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_recursive();
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game.bonus.entity = None;
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if game.score <= -5 {
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// We don't particularly care if this operation fails
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let _ = state.overwrite_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 = rand::thread_rng().gen_range(0..BOARD_SIZE_I);
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game.bonus.j = rand::thread_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(SceneBundle {
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transform: 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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scene: game.bonus.handle.clone(),
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..default()
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})
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.with_children(|children| {
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children.spawn(PointLightBundle {
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point_light: PointLight {
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color: Color::rgb(1.0, 1.0, 0.0),
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intensity: 1000.0,
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range: 10.0,
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..default()
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},
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transform: Transform::from_xyz(0.0, 2.0, 0.0),
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..default()
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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_seconds());
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cake_transform.scale = Vec3::splat(
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1.0 + (game.score as f32 / 10.0 * time.seconds_since_startup().sin() as f32).abs(),
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);
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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 query: Query<&mut Text>) {
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let mut text = query.single_mut();
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text.sections[0].value = 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(mut state: ResMut<State<GameState>>, keyboard_input: Res<Input<KeyCode>>) {
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if keyboard_input.just_pressed(KeyCode::Space) {
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state.set(GameState::Playing).unwrap();
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}
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}
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// display the number of cake eaten before losing
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fn display_score(mut commands: Commands, asset_server: Res<AssetServer>, game: Res<Game>) {
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commands
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.spawn(NodeBundle {
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style: Style {
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margin: UiRect::all(Val::Auto),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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..default()
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},
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color: Color::NONE.into(),
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..default()
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})
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.with_children(|parent| {
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parent.spawn(TextBundle::from_section(
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format!("Cake eaten: {}", game.cake_eaten),
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TextStyle {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 80.0,
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color: Color::rgb(0.5, 0.5, 1.0),
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},
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));
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});
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}
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