
Huge thanks to @maniwani, @devil-ira, @hymm, @cart, @superdump and @jakobhellermann for the help with this PR. # Objective - Followup #6587. - Minimal integration for the Stageless Scheduling RFC: https://github.com/bevyengine/rfcs/pull/45 ## Solution - [x] Remove old scheduling module - [x] Migrate new methods to no longer use extension methods - [x] Fix compiler errors - [x] Fix benchmarks - [x] Fix examples - [x] Fix docs - [x] Fix tests ## Changelog ### Added - a large number of methods on `App` to work with schedules ergonomically - the `CoreSchedule` enum - `App::add_extract_system` via the `RenderingAppExtension` trait extension method - the private `prepare_view_uniforms` system now has a public system set for scheduling purposes, called `ViewSet::PrepareUniforms` ### Removed - stages, and all code that mentions stages - states have been dramatically simplified, and no longer use a stack - `RunCriteriaLabel` - `AsSystemLabel` trait - `on_hierarchy_reports_enabled` run criteria (now just uses an ad hoc resource checking run condition) - systems in `RenderSet/Stage::Extract` no longer warn when they do not read data from the main world - `RunCriteriaLabel` - `transform_propagate_system_set`: this was a nonstandard pattern that didn't actually provide enough control. The systems are already `pub`: the docs have been updated to ensure that the third-party usage is clear. ### Changed - `System::default_labels` is now `System::default_system_sets`. - `App::add_default_labels` is now `App::add_default_sets` - `CoreStage` and `StartupStage` enums are now `CoreSet` and `StartupSet` - `App::add_system_set` was renamed to `App::add_systems` - The `StartupSchedule` label is now defined as part of the `CoreSchedules` enum - `.label(SystemLabel)` is now referred to as `.in_set(SystemSet)` - `SystemLabel` trait was replaced by `SystemSet` - `SystemTypeIdLabel<T>` was replaced by `SystemSetType<T>` - The `ReportHierarchyIssue` resource now has a public constructor (`new`), and implements `PartialEq` - Fixed time steps now use a schedule (`CoreSchedule::FixedTimeStep`) rather than a run criteria. - Adding rendering extraction systems now panics rather than silently failing if no subapp with the `RenderApp` label is found. - the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. - `SceneSpawnerSystem` now runs under `CoreSet::Update`, rather than `CoreStage::PreUpdate.at_end()`. - `bevy_pbr::add_clusters` is no longer an exclusive system - the top level `bevy_ecs::schedule` module was replaced with `bevy_ecs::scheduling` - `tick_global_task_pools_on_main_thread` is no longer run as an exclusive system. Instead, it has been replaced by `tick_global_task_pools`, which uses a `NonSend` resource to force running on the main thread. ## Migration Guide - Calls to `.label(MyLabel)` should be replaced with `.in_set(MySet)` - Stages have been removed. Replace these with system sets, and then add command flushes using the `apply_system_buffers` exclusive system where needed. - The `CoreStage`, `StartupStage, `RenderStage` and `AssetStage` enums have been replaced with `CoreSet`, `StartupSet, `RenderSet` and `AssetSet`. The same scheduling guarantees have been preserved. - Systems are no longer added to `CoreSet::Update` by default. Add systems manually if this behavior is needed, although you should consider adding your game logic systems to `CoreSchedule::FixedTimestep` instead for more reliable framerate-independent behavior. - Similarly, startup systems are no longer part of `StartupSet::Startup` by default. In most cases, this won't matter to you. - For example, `add_system_to_stage(CoreStage::PostUpdate, my_system)` should be replaced with - `add_system(my_system.in_set(CoreSet::PostUpdate)` - When testing systems or otherwise running them in a headless fashion, simply construct and run a schedule using `Schedule::new()` and `World::run_schedule` rather than constructing stages - Run criteria have been renamed to run conditions. These can now be combined with each other and with states. - Looping run criteria and state stacks have been removed. Use an exclusive system that runs a schedule if you need this level of control over system control flow. - For app-level control flow over which schedules get run when (such as for rollback networking), create your own schedule and insert it under the `CoreSchedule::Outer` label. - Fixed timesteps are now evaluated in a schedule, rather than controlled via run criteria. The `run_fixed_timestep` system runs this schedule between `CoreSet::First` and `CoreSet::PreUpdate` by default. - Command flush points introduced by `AssetStage` have been removed. If you were relying on these, add them back manually. - Adding extract systems is now typically done directly on the main app. Make sure the `RenderingAppExtension` trait is in scope, then call `app.add_extract_system(my_system)`. - the `calculate_bounds` system, with the `CalculateBounds` label, is now in `CoreSet::Update`, rather than in `CoreSet::PostUpdate` before commands are applied. You may need to order your movement systems to occur before this system in order to avoid system order ambiguities in culling behavior. - the `RenderLabel` `AppLabel` was renamed to `RenderApp` for clarity - `App::add_state` now takes 0 arguments: the starting state is set based on the `Default` impl. - Instead of creating `SystemSet` containers for systems that run in stages, simply use `.on_enter::<State::Variant>()` or its `on_exit` or `on_update` siblings. - `SystemLabel` derives should be replaced with `SystemSet`. You will also need to add the `Debug`, `PartialEq`, `Eq`, and `Hash` traits to satisfy the new trait bounds. - `with_run_criteria` has been renamed to `run_if`. Run criteria have been renamed to run conditions for clarity, and should now simply return a bool. - States have been dramatically simplified: there is no longer a "state stack". To queue a transition to the next state, call `NextState::set` ## TODO - [x] remove dead methods on App and World - [x] add `App::add_system_to_schedule` and `App::add_systems_to_schedule` - [x] avoid adding the default system set at inappropriate times - [x] remove any accidental cycles in the default plugins schedule - [x] migrate benchmarks - [x] expose explicit labels for the built-in command flush points - [x] migrate engine code - [x] remove all mentions of stages from the docs - [x] verify docs for States - [x] fix uses of exclusive systems that use .end / .at_start / .before_commands - [x] migrate RenderStage and AssetStage - [x] migrate examples - [x] ensure that transform propagation is exported in a sufficiently public way (the systems are already pub) - [x] ensure that on_enter schedules are run at least once before the main app - [x] re-enable opt-in to execution order ambiguities - [x] revert change to `update_bounds` to ensure it runs in `PostUpdate` - [x] test all examples - [x] unbreak directional lights - [x] unbreak shadows (see 3d_scene, 3d_shape, lighting, transparaency_3d examples) - [x] game menu example shows loading screen and menu simultaneously - [x] display settings menu is a blank screen - [x] `without_winit` example panics - [x] ensure all tests pass - [x] SubApp doc test fails - [x] runs_spawn_local tasks fails - [x] [Fix panic_when_hierachy_cycle test hanging](https://github.com/alice-i-cecile/bevy/pull/120) ## Points of Difficulty and Controversy **Reviewers, please give feedback on these and look closely** 1. Default sets, from the RFC, have been removed. These added a tremendous amount of implicit complexity and result in hard to debug scheduling errors. They're going to be tackled in the form of "base sets" by @cart in a followup. 2. The outer schedule controls which schedule is run when `App::update` is called. 3. I implemented `Label for `Box<dyn Label>` for our label types. This enables us to store schedule labels in concrete form, and then later run them. I ran into the same set of problems when working with one-shot systems. We've previously investigated this pattern in depth, and it does not appear to lead to extra indirection with nested boxes. 4. `SubApp::update` simply runs the default schedule once. This sucks, but this whole API is incomplete and this was the minimal changeset. 5. `time_system` and `tick_global_task_pools_on_main_thread` no longer use exclusive systems to attempt to force scheduling order 6. Implemetnation strategy for fixed timesteps 7. `AssetStage` was migrated to `AssetSet` without reintroducing command flush points. These did not appear to be used, and it's nice to remove these bottlenecks. 8. Migration of `bevy_render/lib.rs` and pipelined rendering. The logic here is unusually tricky, as we have complex scheduling requirements. ## Future Work (ideally before 0.10) - Rename schedule_v3 module to schedule or scheduling - Add a derive macro to states, and likely a `EnumIter` trait of some form - Figure out what exactly to do with the "systems added should basically work by default" problem - Improve ergonomics for working with fixed timesteps and states - Polish FixedTime API to match Time - Rebase and merge #7415 - Resolve all internal ambiguities (blocked on better tools, especially #7442) - Add "base sets" to replace the removed default sets.
414 lines
13 KiB
Rust
414 lines
13 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;
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#[derive(Clone, Eq, PartialEq, Debug, Hash, Default)]
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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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impl States for GameState {
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type Iter = std::array::IntoIter<GameState, 2>;
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fn variants() -> Self::Iter {
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[GameState::Playing, GameState::GameOver].into_iter()
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}
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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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.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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.add_plugins(DefaultPlugins)
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.add_state::<GameState>()
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.add_startup_system(setup_cameras)
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.add_system_to_schedule(OnEnter(GameState::Playing), setup)
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.add_systems(
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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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.on_update(GameState::Playing),
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)
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.add_system_to_schedule(OnExit(GameState::Playing), teardown)
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.add_system_to_schedule(OnEnter(GameState::GameOver), display_score)
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.add_system(gameover_keyboard.on_update(GameState::GameOver))
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.add_system_to_schedule(OnExit(GameState::GameOver), teardown)
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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, TimerMode::Once);
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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();
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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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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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) {
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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_recursive();
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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 = 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 =
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Vec3::splat(1.0 + (game.score as f32 / 10.0 * time.elapsed_seconds().sin()).abs());
|
|
}
|
|
}
|
|
}
|
|
|
|
// update the score displayed during the game
|
|
fn scoreboard_system(game: Res<Game>, mut query: Query<&mut Text>) {
|
|
let mut text = query.single_mut();
|
|
text.sections[0].value = format!("Sugar Rush: {}", game.score);
|
|
}
|
|
|
|
// restart the game when pressing spacebar
|
|
fn gameover_keyboard(
|
|
mut next_state: ResMut<NextState<GameState>>,
|
|
keyboard_input: Res<Input<KeyCode>>,
|
|
) {
|
|
if keyboard_input.just_pressed(KeyCode::Space) {
|
|
next_state.set(GameState::Playing);
|
|
}
|
|
}
|
|
|
|
// display the number of cake eaten before losing
|
|
fn display_score(mut commands: Commands, asset_server: Res<AssetServer>, game: Res<Game>) {
|
|
commands
|
|
.spawn(NodeBundle {
|
|
style: Style {
|
|
size: Size::new(Val::Percent(100.0), Val::Percent(100.0)),
|
|
align_items: AlignItems::Center,
|
|
justify_content: JustifyContent::Center,
|
|
..default()
|
|
},
|
|
..default()
|
|
})
|
|
.with_children(|parent| {
|
|
parent.spawn(TextBundle::from_section(
|
|
format!("Cake eaten: {}", game.cake_eaten),
|
|
TextStyle {
|
|
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
|
|
font_size: 80.0,
|
|
color: Color::rgb(0.5, 0.5, 1.0),
|
|
},
|
|
));
|
|
});
|
|
}
|