bevy/examples/games/alien_cake_addict.rs
Alice Cecile 206c7ce219 Migrate engine to Schedule v3 (#7267)
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.
2023-02-06 02:04:50 +00:00

414 lines
13 KiB
Rust

//! Eat the cakes. Eat them all. An example 3D game.
use std::f32::consts::PI;
use bevy::prelude::*;
use rand::Rng;
#[derive(Clone, Eq, PartialEq, Debug, Hash, Default)]
enum GameState {
#[default]
Playing,
GameOver,
}
impl States for GameState {
type Iter = std::array::IntoIter<GameState, 2>;
fn variants() -> Self::Iter {
[GameState::Playing, GameState::GameOver].into_iter()
}
}
#[derive(Resource)]
struct BonusSpawnTimer(Timer);
fn main() {
App::new()
.init_resource::<Game>()
.insert_resource(BonusSpawnTimer(Timer::from_seconds(
5.0,
TimerMode::Repeating,
)))
.add_plugins(DefaultPlugins)
.add_state::<GameState>()
.add_startup_system(setup_cameras)
.add_system_to_schedule(OnEnter(GameState::Playing), setup)
.add_systems(
(
move_player,
focus_camera,
rotate_bonus,
scoreboard_system,
spawn_bonus,
)
.on_update(GameState::Playing),
)
.add_system_to_schedule(OnExit(GameState::Playing), teardown)
.add_system_to_schedule(OnEnter(GameState::GameOver), display_score)
.add_system(gameover_keyboard.on_update(GameState::GameOver))
.add_system_to_schedule(OnExit(GameState::GameOver), teardown)
.add_system(bevy::window::close_on_esc)
.run();
}
struct Cell {
height: f32,
}
#[derive(Default)]
struct Player {
entity: Option<Entity>,
i: usize,
j: usize,
move_cooldown: Timer,
}
#[derive(Default)]
struct Bonus {
entity: Option<Entity>,
i: usize,
j: usize,
handle: Handle<Scene>,
}
#[derive(Resource, Default)]
struct Game {
board: Vec<Vec<Cell>>,
player: Player,
bonus: Bonus,
score: i32,
cake_eaten: u32,
camera_should_focus: Vec3,
camera_is_focus: Vec3,
}
const BOARD_SIZE_I: usize = 14;
const BOARD_SIZE_J: usize = 21;
const RESET_FOCUS: [f32; 3] = [
BOARD_SIZE_I as f32 / 2.0,
0.0,
BOARD_SIZE_J as f32 / 2.0 - 0.5,
];
fn setup_cameras(mut commands: Commands, mut game: ResMut<Game>) {
game.camera_should_focus = Vec3::from(RESET_FOCUS);
game.camera_is_focus = game.camera_should_focus;
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(
-(BOARD_SIZE_I as f32 / 2.0),
2.0 * BOARD_SIZE_J as f32 / 3.0,
BOARD_SIZE_J as f32 / 2.0 - 0.5,
)
.looking_at(game.camera_is_focus, Vec3::Y),
..default()
});
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>, mut game: ResMut<Game>) {
// reset the game state
game.cake_eaten = 0;
game.score = 0;
game.player.i = BOARD_SIZE_I / 2;
game.player.j = BOARD_SIZE_J / 2;
game.player.move_cooldown = Timer::from_seconds(0.3, TimerMode::Once);
commands.spawn(PointLightBundle {
transform: Transform::from_xyz(4.0, 10.0, 4.0),
point_light: PointLight {
intensity: 3000.0,
shadows_enabled: true,
range: 30.0,
..default()
},
..default()
});
// spawn the game board
let cell_scene = asset_server.load("models/AlienCake/tile.glb#Scene0");
game.board = (0..BOARD_SIZE_J)
.map(|j| {
(0..BOARD_SIZE_I)
.map(|i| {
let height = rand::thread_rng().gen_range(-0.1..0.1);
commands.spawn(SceneBundle {
transform: Transform::from_xyz(i as f32, height - 0.2, j as f32),
scene: cell_scene.clone(),
..default()
});
Cell { height }
})
.collect()
})
.collect();
// spawn the game character
game.player.entity = Some(
commands
.spawn(SceneBundle {
transform: Transform {
translation: Vec3::new(
game.player.i as f32,
game.board[game.player.j][game.player.i].height,
game.player.j as f32,
),
rotation: Quat::from_rotation_y(-PI / 2.),
..default()
},
scene: asset_server.load("models/AlienCake/alien.glb#Scene0"),
..default()
})
.id(),
);
// load the scene for the cake
game.bonus.handle = asset_server.load("models/AlienCake/cakeBirthday.glb#Scene0");
// scoreboard
commands.spawn(
TextBundle::from_section(
"Score:",
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 40.0,
color: Color::rgb(0.5, 0.5, 1.0),
},
)
.with_style(Style {
position_type: PositionType::Absolute,
position: UiRect {
top: Val::Px(5.0),
left: Val::Px(5.0),
..default()
},
..default()
}),
);
}
// remove all entities that are not a camera
fn teardown(mut commands: Commands, entities: Query<Entity, Without<Camera>>) {
for entity in &entities {
commands.entity(entity).despawn();
}
}
// control the game character
fn move_player(
mut commands: Commands,
keyboard_input: Res<Input<KeyCode>>,
mut game: ResMut<Game>,
mut transforms: Query<&mut Transform>,
time: Res<Time>,
) {
if game.player.move_cooldown.tick(time.delta()).finished() {
let mut moved = false;
let mut rotation = 0.0;
if keyboard_input.pressed(KeyCode::Up) {
if game.player.i < BOARD_SIZE_I - 1 {
game.player.i += 1;
}
rotation = -PI / 2.;
moved = true;
}
if keyboard_input.pressed(KeyCode::Down) {
if game.player.i > 0 {
game.player.i -= 1;
}
rotation = PI / 2.;
moved = true;
}
if keyboard_input.pressed(KeyCode::Right) {
if game.player.j < BOARD_SIZE_J - 1 {
game.player.j += 1;
}
rotation = PI;
moved = true;
}
if keyboard_input.pressed(KeyCode::Left) {
if game.player.j > 0 {
game.player.j -= 1;
}
rotation = 0.0;
moved = true;
}
// move on the board
if moved {
game.player.move_cooldown.reset();
*transforms.get_mut(game.player.entity.unwrap()).unwrap() = Transform {
translation: Vec3::new(
game.player.i as f32,
game.board[game.player.j][game.player.i].height,
game.player.j as f32,
),
rotation: Quat::from_rotation_y(rotation),
..default()
};
}
}
// eat the cake!
if let Some(entity) = game.bonus.entity {
if game.player.i == game.bonus.i && game.player.j == game.bonus.j {
game.score += 2;
game.cake_eaten += 1;
commands.entity(entity).despawn_recursive();
game.bonus.entity = None;
}
}
}
// change the focus of the camera
fn focus_camera(
time: Res<Time>,
mut game: ResMut<Game>,
mut transforms: ParamSet<(Query<&mut Transform, With<Camera3d>>, Query<&Transform>)>,
) {
const SPEED: f32 = 2.0;
// if there is both a player and a bonus, target the mid-point of them
if let (Some(player_entity), Some(bonus_entity)) = (game.player.entity, game.bonus.entity) {
let transform_query = transforms.p1();
if let (Ok(player_transform), Ok(bonus_transform)) = (
transform_query.get(player_entity),
transform_query.get(bonus_entity),
) {
game.camera_should_focus = player_transform
.translation
.lerp(bonus_transform.translation, 0.5);
}
// otherwise, if there is only a player, target the player
} else if let Some(player_entity) = game.player.entity {
if let Ok(player_transform) = transforms.p1().get(player_entity) {
game.camera_should_focus = player_transform.translation;
}
// otherwise, target the middle
} else {
game.camera_should_focus = Vec3::from(RESET_FOCUS);
}
// calculate the camera motion based on the difference between where the camera is looking
// and where it should be looking; the greater the distance, the faster the motion;
// smooth out the camera movement using the frame time
let mut camera_motion = game.camera_should_focus - game.camera_is_focus;
if camera_motion.length() > 0.2 {
camera_motion *= SPEED * time.delta_seconds();
// set the new camera's actual focus
game.camera_is_focus += camera_motion;
}
// look at that new camera's actual focus
for mut transform in transforms.p0().iter_mut() {
*transform = transform.looking_at(game.camera_is_focus, Vec3::Y);
}
}
// despawn the bonus if there is one, then spawn a new one at a random location
fn spawn_bonus(
time: Res<Time>,
mut timer: ResMut<BonusSpawnTimer>,
mut next_state: ResMut<NextState<GameState>>,
mut commands: Commands,
mut game: ResMut<Game>,
) {
// make sure we wait enough time before spawning the next cake
if !timer.0.tick(time.delta()).finished() {
return;
}
if let Some(entity) = game.bonus.entity {
game.score -= 3;
commands.entity(entity).despawn_recursive();
game.bonus.entity = None;
if game.score <= -5 {
next_state.set(GameState::GameOver);
return;
}
}
// ensure bonus doesn't spawn on the player
loop {
game.bonus.i = rand::thread_rng().gen_range(0..BOARD_SIZE_I);
game.bonus.j = rand::thread_rng().gen_range(0..BOARD_SIZE_J);
if game.bonus.i != game.player.i || game.bonus.j != game.player.j {
break;
}
}
game.bonus.entity = Some(
commands
.spawn(SceneBundle {
transform: Transform::from_xyz(
game.bonus.i as f32,
game.board[game.bonus.j][game.bonus.i].height + 0.2,
game.bonus.j as f32,
),
scene: game.bonus.handle.clone(),
..default()
})
.with_children(|children| {
children.spawn(PointLightBundle {
point_light: PointLight {
color: Color::rgb(1.0, 1.0, 0.0),
intensity: 1000.0,
range: 10.0,
..default()
},
transform: Transform::from_xyz(0.0, 2.0, 0.0),
..default()
});
})
.id(),
);
}
// let the cake turn on itself
fn rotate_bonus(game: Res<Game>, time: Res<Time>, mut transforms: Query<&mut Transform>) {
if let Some(entity) = game.bonus.entity {
if let Ok(mut cake_transform) = transforms.get_mut(entity) {
cake_transform.rotate_y(time.delta_seconds());
cake_transform.scale =
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),
},
));
});
}