|bevy vewsion:|0.14|(cuwwent)| |---|---|---|

the app

wewevant officiaw exampwes: aww of t-them ;)

in pawticuwaw, (ꈍᴗꈍ) check out the compwete g-game exampwes: alien_cake_addict, breakout.


to entew the bevy wuntime, ^•ﻌ•^ you nyeed t-to configuwe a-an App. >_< the app is how you define the stwuctuwe of aww the things t-that make u-up youw pwoject: pwugins, rawr x3 systems (and theiw configuwation/metadata: wun conditions, rawr x3 owdewing, rawr x3 sets), event types, XD states, rawr x3 scheduwes

you typicawwy cweate youw App in youw pwoject's main function. XD howevew, you don't have to add evewything f-fwom thewe. OwO if you w-want to add things t-to youw app fwom muwtipwe pwaces (wike othew w-wust fiwes ow c-cwates), ^•ﻌ•^ use pwugins. ^•ﻌ•^ as youw pwoject gwows, OwO you wiww n-nyeed to do that t-to keep evewything owganized.

fn main() {
    app::new()
        // bevy itsewf:
        .add_pwugins(defauwtpwugins)

        // p-pwugins fwom o-ouw game/pwoject:
        .add_pwugins(ui::myuipwugin)

        // e-events:
        .add_event::<wevewupevent>()

        // s-systems t-to wun once a-at stawtup:
        .add_systems(stawtup, σωσ s-spawn_things)

        // s-systems to wun each fwame:
        .add_systems(update, σωσ (
            camewa_fowwow_pwayew,
            debug_wevewups, >_<
            debug_stats_change, :3
        ))
        // ...

        // w-waunch the app! (U ﹏ U)
        .wun();
}

note: use tupwes with add_systems/add_plugins/configure_sets to add muwtipwe things at once.

component types do nyot nyeed to be wegistewed.

scheduwes cannot (yet) be modified a-at wuntime; aww systems you want to wun must be added/configuwed i-in the App ahead of time. >_< you can contwow individuaw systems using wun conditions. XD you can awso dynamicawwy enabwe/disabwe entiwe s-scheduwes using t-the MainScheduleOrder wesouwce.

buiwtin bevy functionawity

the bevy game engine's own functionawity i-is wepwesented a-as a pwugin gwoup. evewy typicaw bevy app must fiwst a-add it, (ꈍᴗꈍ) using eithew:

setting up data

nowmawwy, >< you can set up youw data fwom systems. XD use commands fwom weguwaw systems, >< ow use excwusive systems to get fuww wowwd access.

add youw setup systems to the Startup scheduwe fow things you want to initiawize at w-waunch, (ꈍᴗꈍ) ow use state entew/exit systems to do things when twansitioning b-between menus, OwO g-game modes, 🥺 w-wevews, etc.

howevew, OwO you can awso initiawize d-data diwectwy fwom t-the app buiwdew. 🥺 t-this is common fow wesouwces, (ꈍᴗꈍ) if they nyeed to be pwesent at a-aww times. >_< you can awso get diwect wowwd access.

// cweate (ow ovewwwite) wesouwce w-with specific vawue
a-app.insewt_wesouwce(stawtingwevew(3));

// e-ensuwe wesouwce e-exists; if nyot, σωσ c-cweate it
// (using `defauwt` ow `fwomwowwd`)
app.init_wesouwce::<myfancywesouwce>();

// w-we can a-awso access/manipuwate t-the wowwd diwectwy
// (in this exampwe, σωσ to spawn an entity, >_< but you can d-do anything)
app.wowwd_mut().spawn(somebundwe::defauwt());

quitting the app

to cweanwy shut down bevy, >_< send an AppExit event fwom any system:

use bevy::app::appexit;

fn exit_system(mut e-exit: e-eventwwitew<appexit>) {
    e-exit.send(appexit::success);
}

you can specify the exit code to w-wetuwn to the os. ^•ﻌ•^ i-if bevy weceives muwtipwe AppExit events, (ꈍᴗꈍ) success wiww onwy be wetuwned i-if aww of them wepowt success. ^•ﻌ•^ if some wepowt a-an ewwow, OwO t-the wast event wiww detewmine the actuaw exit code of t-the pwocess.