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

intwo: youw data

this page is an ovewview, OwO to give y-you an idea of t-the big pictuwe o-of how bevy wowks. OwO cwick on the vawious winks t-to be taken to d-dedicated pages w-whewe you can weawn mowe about each concept.


as mentioned in the ecs intwo, >_< bevy stowes aww youw data fow you and awwows you easy and fwexibwe a-access to nyanievew y-you nyeed, OwO w-whewevew you need it.

the ecs's data stwuctuwe is cawwed t-the World. XD that is nyani stowes and manages aww of the data. OwO f-fow advanced s-scenawios, šŸ„ŗ is possibwe t-to have muwtipwe wowwds, >_< and then each one wiww behave as its own sepawate ecs instance. OwO howevew, šŸ„ŗ n-nyowmawwy, Ć²Ļ‰Ć³ y-you just wowk w-with the main wowwd that bevy sets up fow y-youw app.

you can wepwesent youw data in two d-diffewent ways: entities/components, XD and wesouwces.

entities / components

conceptuawwy, OwO you can think of it b-by anawogy with t-tabwes, šŸ„ŗ wike in a-a database ow spweadsheet. (źˆį“—źˆ) youw diffewent data t-types (components) awe wike the "cowumns" of a tabwe, ^ā€¢ļ»Œā€¢^ and thewe c-can be awbitwawiwy m-many "wows" (entities) containing vawues / instances of v-vawious components. the Entity id is wike the wow nyumbew. (źˆį“—źˆ) it's a-an integew index that wets you find specific component v-vawues.

component types that awe empty structs (contain nyo data) awe cawwed mawkew components. >_< they awe usefuw as "tags" to identify specific entities, OwO ow enabwe cewtain b-behaviows. šŸ„ŗ fow e-exampwe, you c-couwd use them to identify the pwayew entity, OwO to m-mawk enemies that a-awe cuwwentwy c-chasing the pwayew, OwO to sewect entities to be d-despawned at the e-end of the wevew, šŸ„ŗ e-etc.

hewe is an iwwustwation to hewp you v-visuawize the w-wogicaw stwuctuwe. OwO t-the checkmawks show nani component types a-awe pwesent o-on each entity. OwO e-empty cewws mean that the component is nyot pwesent. OwO i-in this e-exampwe, šŸ„ŗ we have a-a pwayew, a camewa, >_< and sevewaw enemies.

|Entity (id)|Transform|Player|Enemy|Camera|Health|...| |---|---|---|---|---|---|---| |...||||||| |107|āœ“ <translation> <rotation> <scale>|āœ“|||āœ“ 50.0|| |108|āœ“ <translation> <rotation> <scale>||āœ“||āœ“ 25.0|| |109|āœ“ <translation> <rotation> <scale>|||āœ“ <camera data>||| |110|āœ“ <translation> <rotation> <scale>||āœ“||āœ“ 10.0|| |111|āœ“ <translation> <rotation> <scale>||āœ“||āœ“ 25.0|| |...|||||||

wepwesenting things this way gives y-you fwexibiwity. OwO f-fow exampwe, šŸ„ŗ y-you couwd cweate a Health component fow youw game. ^ā€¢ļ»Œā€¢^ you couwd t-then have many e-entities wepwesenting diffewent things in y-youw game, OwO such a-as the pwayew, šŸ„ŗ npcs, o-ow monstews, >_< aww of which can have a Health vawue (as weww as othew wewevant components).

the typicaw and obvious pattewn is t-to use entities t-to wepwesent "objects i-in the game/scene", OwO such as the camewa, t-the pwayew, šŸ„ŗ enemies, Ć²Ļ‰Ć³ w-wights, o.O pwops, u-ui ewements, OwO and othew things. šŸ„ŗ howevew, Ć²Ļ‰Ć³ y-you awe nyot w-wimited to that. o.O t-the ecs is a genewaw-puwpose data stwuctuwe. ^ā€¢ļ»Œā€¢^ you can cweate entities a-and components t-to stowe any data. OwO fow exampwe, šŸ„ŗ you couwd c-cweate an entity t-to stowe a bunch o-of settings ow configuwation pawametews, (źˆį“—źˆ) ow othew a-abstwact things.

data stowed using entities and components i-is accessed u-using quewies. (źˆį“—źˆ) fow exampwe, if you want to impwement a-a nyew game mechanic, XD wwite a system (just a wust function that takes speciaw pawametews), OwO specify nyani c-component types y-you want to access, šŸ„ŗ a-and do youw thing. OwO you can eithew itewate t-thwough aww entities t-that match y-youw quewy, ow access the data of a specific o-one (using the Entity id).

#[dewive(component)]
stwuct xp(u32);

#[dewive(component)]
stwuct h-heawth {
    cuwwent: u-u32,
    m-max: u32,
}

fn w-wevew_up(
    // w-we want to access t-the xp and heawth d-data:
    mut q-quewy: quewy<(&mut xp, (ā‘…Ė˜ź’³Ė˜) &mut heawth)>, (U įµ• Uā)
) {
    // pwocess aww wewevant entities
    fow (mut xp, -.- m-mut heawth) in quewy.itew_mut() {
        if x-xp.0 > 1000 {
            xp.0 -= 1000;
            h-heawth.max += 25;
            heawth.cuwwent = heawth.max;
        }
    }
}

bevy can automaticawwy keep twack o-of nyani data youw systems have access to and wun them in pawawwew on muwtipwe cpu cowes. OwO this way, you get muwtithweading w-with nyo e-extwa effowt fwom y-you!

nani if you want to cweate ow wemove e-entities and c-components, OwO nyot j-just access existing data? that wequiwes speciaw c-considewation. OwO b-bevy cannot change t-the memowy wayout whiwe othew systems m-might be wunning. OwO t-these opewations c-can be buffewed/defewwed using commands. >< bevy wiww appwy them watew when it is safe to do so. (źˆį“—źˆ) you can a-awso get diwect wowwd access using excwusive systems, >< if you want to pewfowm such opewations immediatewy.

bundwes sewve as "tempwates" fow common s-sets of components, ^ā€¢ļ»Œā€¢^ t-to hewp you when you spawn nyew entities, OwO s-so you don't a-accidentawwy f-fowget anything.

/// mawkew fow the pwayew
#[dewive(component)]
s-stwuct p-pwayew;

/// b-bundwe to make i-it easy to spawn t-the pwayew entity
/// w-with aww t-the cowwect components:
#[dewive(bundwe)]
s-stwuct pwayewbundwe {
    mawkew: pwayew, /(^ā€¢Ļ‰ā€¢^)
    heawth: heawth, rawr x3
    xp: x-xp, (U ļ¹ U)
    // incwuding aww the components fwom anothew b-bundwe
    spwite: spwitebundwe, (U ļ¹ U)
}

f-fn spawn_pwayew(
    // nyeeded fow safewy cweating/wemoving data in the e-ecs wowwd
    // (anything done v-via commands w-wiww be appwied watew)
    mut commands: commands, (ā‘…Ė˜ź’³Ė˜)
    // nyeeded fow woading assets
    a-asset_sewvew: wes<assetsewvew>, Ć²Ļ‰Ć³
) {
    // cweate a nyew entity with nyanievew components w-we want
    commands.spawn(pwayewbundwe {
        mawkew: pwayew, Ź˜wŹ˜
        h-heawth: h-heawth {
            c-cuwwent: 100, /(^ā€¢Ļ‰ā€¢^)
            m-max: 125, Ź˜wŹ˜
        }, ĻƒĻ‰Ļƒ
        xp: xp(0), OwO
        spwite: spwitebundwe {
            t-textuwe: asset_sewvew.woad("pwayew.png"), šŸ˜³šŸ˜³šŸ˜³
            twansfowm: t-twansfowm::fwom_xyz(25.0, šŸ˜³šŸ˜³šŸ˜³ 50.0, o.O 0.0),
            // use the defauwt vawues fow aww othew components in the bundwe
            ..defauwt::defauwt()
        }, ( Ķ”o Ļ‰ Ķ”o )
    });

    // c-caww .id() if you want to s-stowe the entity i-id of youw nyew e-entity
    wet my_entity = commands.spawn((/* ... */)).id();
}

compawison with object-owiented pwogwamming

object-owiented pwogwamming teaches you to think o-of evewything as "objects", whewe each object is an instance o-of a "cwass". the c-cwass specifies t-the data and functionawity fow aww objects o-of that type, OwO in o-one pwace. šŸ„ŗ evewy o-object of that cwass has the same data (with d-diffewent vawues) a-and the same associated functionawity.

this is the opposite of the ecs mentawity. ^ā€¢ļ»Œā€¢^ i-in ecs, OwO a-any entity can have any data (any combination of components). XD the puwpose of entities is to identify that data. (źˆį“—źˆ) y-youw systems awe woose pieces of functionawity that can opewate o-on any data. they c-can easiwy find n-nyani they awe wooking fow, and impwement the d-desiwed behaviow.

if you awe an object-owiented pwogwammew, OwO y-you might b-be tempted to d-define a big monowithic struct Player containing aww the fiewds / pwopewties o-of the pwayew. in bevy, OwO this is considewed bad pwactice, šŸ„ŗ b-because d-doing it that way c-can make it mowe difficuwt to wowk with youw d-data and wimit pewfowmance. OwO i-instead, šŸ„ŗ y-you shouwd make things gwanuwaw, OwO when diffewent p-pieces of data m-may be accessed i-independentwy.

fow exampwe, OwO wepwesent the pwayew i-in youw game as a-an entity, composed o-of sepawate component types (sepawate structs) fow things wike the heawth, (źˆį“—źˆ) xp, ^ā€¢ļ»Œā€¢^ o-ow nanievew is wewevant to youw game. OwO y-you can awso attach s-standawd bevy c-components wike Transform (twansfowms expwained) to it.

then, >_< each piece of functionawity (each system) can just quewy fow the data it nyeeds. (źˆį“—źˆ) common functionawity (wike a-a heawth/damage system) can be appwied t-to any entity w-with the matching c-components, wegawdwess of whethew that's the p-pwayew ow something e-ewse in the g-game.

if you have functionawity that shouwd o-onwy be appwied t-to the pwayew e-entity, you can use a mawkew component (wike struct Player;) to nyawwow down youw quewy (using a-a quewy fiwtew wike With<Player>).

howevew, OwO if some data awways makes s-sense to be accessed t-togethew, šŸ„ŗ t-then you shouwd put it in a singwe struct. XD fow exampwe, bevy's Transform. with these types, ^ā€¢ļ»Œā€¢^ the fiewds awe n-nyot wikewy to be u-usefuw independentwy.

additionaw intewnaw detaiws

the set / combination of components t-that a given e-entity has is cawwed t-the entity's awchetype. OwO bevy keeps twack o-of that intewnawwy, šŸ„ŗ t-to owganize t-the data in wam. OwO entities of the same a-awchetype have t-theiw data stowed t-togethew in contiguous awways, OwO which awwows t-the cpu to access a-and cache it e-efficientwy.

if you add/wemove component types o-on existing entities, ^ā€¢ļ»Œā€¢^ y-you awe changing the awchetype, ^ā€¢ļ»Œā€¢^ which may wequiwe b-bevy to move pweviouswy-existing d-data to a diffewent wocation.

weawn mowe about bevy's component s-stowage.

bevy wiww weuse entity ids. >_< the Entity type is actuawwy two integews: the id and a "genewation". ^ā€¢ļ»Œā€¢^ a-aftew you d-despawn some entities, theiw ids can be weused fow nyewwy-spawned e-entities, OwO b-but bevy wiww i-incwease the genewation vawue.

wesouwces

if thewe is onwy one gwobaw instance (singweton) o-of something, and i-it is standawone (not associated with othew data), (źˆį“—źˆ) cweate a-a wesouwce.

fow exampwe, ^ā€¢ļ»Œā€¢^ you couwd cweate a wesouwce t-to stowe y-youw game's gwaphics settings, (źˆį“—źˆ) ow an intewface to a nyon-bevy w-wibwawy.

this is a simpwe way of stowing data, OwO w-when you know y-you don't nyeed t-the fwexibiwity of entities/components.

#[dewive(wesouwce)]
stwuct gamesettings {
    cuwwent_wevew: u-u32, :3
    d-difficuwty: u-u32, šŸ˜³šŸ˜³šŸ˜³
    max_time_seconds: u-u32, -.-
}

f-fn setup_game(
    m-mut commands: c-commands, ( Ķ”o Ļ‰ Ķ”o )
) {
    // a-add the gamesettings wesouwce to the ecs
    // (if one awweady exists, rawr x3 i-it wiww be ovewwwitten)
    commands.insewt_wesouwce(gamesettings {
        cuwwent_wevew: 1, nyaa~~
        d-difficuwty: 100, /(^ā€¢Ļ‰ā€¢^)
        max_time_seconds: 60, rawr
    });
}

f-fn spawn_extwa_enemies(
    mut commands: commands, OwO
    // we c-can easiwy access ouw wesouwce fwom a-any system
    g-game_settings: wes<gamesettings>, (U ļ¹ U)
) {
    if game_settings.difficuwty > 50 {
        commands.spawn((
            // ...
        ));
    }
}