bevy/examples/game/alien_cake_addict.rs
Carter Anderson 9d453530fa System Param Lifetime Split (#2605)
# Objective

Enable using exact World lifetimes during read-only access . This is motivated by the new renderer's need to allow read-only world-only queries to outlive the query itself (but still be constrained by the world lifetime).

For example:
115b170d1f/pipelined/bevy_pbr2/src/render/mod.rs (L774)

## Solution

Split out SystemParam state and world lifetimes and pipe those lifetimes up to read-only Query ops (and add into_inner for Res). According to every safety test I've run so far (except one), this is safe (see the temporary safety test commit). Note that changing the mutable variants to the new lifetimes would allow aliased mutable pointers (try doing that to see how it affects the temporary safety tests).

The new state lifetime on SystemParam does make `#[derive(SystemParam)]` more cumbersome (the current impl requires PhantomData if you don't use both lifetimes). We can make this better by detecting whether or not a lifetime is used in the derive and adjusting accordingly, but that should probably be done in its own pr.  

## Why is this a draft?

The new lifetimes break QuerySet safety in one very specific case (see the query_set system in system_safety_test). We need to solve this before we can use the lifetimes given.

This is due to the fact that QuerySet is just a wrapper over Query, which now relies on world lifetimes instead of `&self` lifetimes to prevent aliasing (but in systems, each Query has its own implied lifetime, not a centralized world lifetime).  I believe the fix is to rewrite QuerySet to have its own World lifetime (and own the internal reference). This will complicate the impl a bit, but I think it is doable. I'm curious if anyone else has better ideas.

Personally, I think these new lifetimes need to happen. We've gotta have a way to directly tie read-only World queries to the World lifetime. The new renderer is the first place this has come up, but I doubt it will be the last. Worst case scenario we can come up with a second `WorldLifetimeQuery<Q, F = ()>` parameter to enable these read-only scenarios, but I'd rather not add another type to the type zoo.
2021-08-15 20:51:53 +00:00

399 lines
12 KiB
Rust

use bevy::{
core::FixedTimestep,
ecs::schedule::SystemSet,
prelude::*,
render::{camera::Camera, render_graph::base::camera::CAMERA_3D},
};
use rand::Rng;
#[derive(Clone, Eq, PartialEq, Debug, Hash)]
enum GameState {
Playing,
GameOver,
}
fn main() {
App::new()
.insert_resource(Msaa { samples: 4 })
.init_resource::<Game>()
.add_plugins(DefaultPlugins)
.add_state(GameState::Playing)
.add_startup_system(setup_cameras)
.add_system_set(SystemSet::on_enter(GameState::Playing).with_system(setup))
.add_system_set(
SystemSet::on_update(GameState::Playing)
.with_system(move_player)
.with_system(focus_camera)
.with_system(rotate_bonus)
.with_system(scoreboard_system),
)
.add_system_set(SystemSet::on_exit(GameState::Playing).with_system(teardown))
.add_system_set(SystemSet::on_enter(GameState::GameOver).with_system(display_score))
.add_system_set(SystemSet::on_update(GameState::GameOver).with_system(gameover_keyboard))
.add_system_set(SystemSet::on_exit(GameState::GameOver).with_system(teardown))
.add_system_set(
SystemSet::new()
.with_run_criteria(FixedTimestep::step(5.0))
.with_system(spawn_bonus),
)
.add_system(bevy::input::system::exit_on_esc_system)
.run();
}
struct Cell {
height: f32,
}
#[derive(Default)]
struct Player {
entity: Option<Entity>,
i: usize,
j: usize,
}
#[derive(Default)]
struct Bonus {
entity: Option<Entity>,
i: usize,
j: usize,
handle: Handle<Scene>,
}
#[derive(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_bundle(PerspectiveCameraBundle {
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::default()
});
commands.spawn_bundle(UiCameraBundle::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;
commands.spawn_bundle(PointLightBundle {
transform: Transform::from_xyz(4.0, 5.0, 4.0),
..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_bundle((
Transform::from_xyz(i as f32, height - 0.2, j as f32),
GlobalTransform::identity(),
))
.with_children(|cell| {
cell.spawn_scene(cell_scene.clone());
});
Cell { height }
})
.collect()
})
.collect();
// spawn the game character
game.player.entity = Some(
commands
.spawn_bundle((
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(-std::f32::consts::FRAC_PI_2),
..Default::default()
},
GlobalTransform::identity(),
))
.with_children(|cell| {
cell.spawn_scene(asset_server.load("models/AlienCake/alien.glb#Scene0"));
})
.id(),
);
// load the scene for the cake
game.bonus.handle = asset_server.load("models/AlienCake/cakeBirthday.glb#Scene0");
// scoreboard
commands.spawn_bundle(TextBundle {
text: Text::with_section(
"Score:",
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 40.0,
color: Color::rgb(0.5, 0.5, 1.0),
},
Default::default(),
),
style: Style {
position_type: PositionType::Absolute,
position: Rect {
top: Val::Px(5.0),
left: Val::Px(5.0),
..Default::default()
},
..Default::default()
},
..Default::default()
});
}
// remove all entities that are not a camera
fn teardown(mut commands: Commands, entities: Query<Entity, Without<Camera>>) {
for entity in entities.iter() {
commands.entity(entity).despawn_recursive();
}
}
// control the game character
fn move_player(
mut commands: Commands,
keyboard_input: Res<Input<KeyCode>>,
mut game: ResMut<Game>,
mut transforms: Query<&mut Transform>,
) {
let mut moved = false;
let mut rotation = 0.0;
if keyboard_input.just_pressed(KeyCode::Up) {
if game.player.i < BOARD_SIZE_I - 1 {
game.player.i += 1;
}
rotation = -std::f32::consts::FRAC_PI_2;
moved = true;
}
if keyboard_input.just_pressed(KeyCode::Down) {
if game.player.i > 0 {
game.player.i -= 1;
}
rotation = std::f32::consts::FRAC_PI_2;
moved = true;
}
if keyboard_input.just_pressed(KeyCode::Right) {
if game.player.j < BOARD_SIZE_J - 1 {
game.player.j += 1;
}
rotation = std::f32::consts::PI;
moved = true;
}
if keyboard_input.just_pressed(KeyCode::Left) {
if game.player.j > 0 {
game.player.j -= 1;
}
rotation = 0.0;
moved = true;
}
// move on the board
if moved {
*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::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: QuerySet<(
QueryState<(&mut Transform, &Camera)>,
QueryState<&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.q1();
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.q1().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, camera) in transforms.q0().iter_mut() {
if camera.name == Some(CAMERA_3D.to_string()) {
*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(
mut state: ResMut<State<GameState>>,
mut commands: Commands,
mut game: ResMut<Game>,
) {
if *state.current() != GameState::Playing {
return;
}
if let Some(entity) = game.bonus.entity {
game.score -= 3;
commands.entity(entity).despawn_recursive();
game.bonus.entity = None;
if game.score <= -5 {
state.set(GameState::GameOver).unwrap();
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_bundle((
Transform {
translation: Vec3::new(
game.bonus.i as f32,
game.board[game.bonus.j][game.bonus.i].height + 0.2,
game.bonus.j as f32,
),
..Default::default()
},
GlobalTransform::identity(),
))
.with_children(|cell| {
cell.spawn_scene(game.bonus.handle.clone());
})
.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(Quat::from_rotation_y(time.delta_seconds()));
cake_transform.scale = Vec3::splat(
1.0 + (game.score as f32 / 10.0 * time.seconds_since_startup().sin() as f32).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().unwrap();
text.sections[0].value = format!("Sugar Rush: {}", game.score);
}
// restart the game when pressing spacebar
fn gameover_keyboard(mut state: ResMut<State<GameState>>, keyboard_input: Res<Input<KeyCode>>) {
if keyboard_input.just_pressed(KeyCode::Space) {
state.set(GameState::Playing).unwrap();
}
}
// display the number of cake eaten before losing
fn display_score(
mut commands: Commands,
asset_server: Res<AssetServer>,
game: Res<Game>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
commands
.spawn_bundle(NodeBundle {
style: Style {
margin: Rect::all(Val::Auto),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..Default::default()
},
material: materials.add(Color::NONE.into()),
..Default::default()
})
.with_children(|parent| {
parent.spawn_bundle(TextBundle {
text: Text::with_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),
},
Default::default(),
),
..Default::default()
});
});
}