Demonstrates how to observe events: both component lifecycle events and custom events.
use bevy::{
platform::collections::{HashMap, HashSet},
prelude::*,
};
use rand::{Rng, SeedableRng};
use rand_chacha::ChaCha8Rng;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_resource::<SpatialIndex>()
.add_systems(Startup, setup)
.add_systems(Update, (draw_shapes, handle_click))
// Observers are systems that run when an event is "triggered". This observer runs whenever
// `ExplodeMines` is triggered.
.add_observer(
|explode_mines: On<ExplodeMines>,
mines: Query<&Mine>,
index: Res<SpatialIndex>,
mut commands: Commands| {
// Access resources
for entity in index.get_nearby(explode_mines.pos) {
// Run queries
let mine = mines.get(entity).unwrap();
if mine.pos.distance(explode_mines.pos) < mine.size + explode_mines.radius {
// And queue commands, including triggering additional events
// Here we trigger the `Explode` event for entity `e`
commands.trigger(Explode { entity });
}
}
},
)
// This observer runs whenever the `Mine` component is added to an entity, and places it in a simple spatial index.
.add_observer(on_add_mine)
// This observer runs whenever the `Mine` component is removed from an entity (including despawning it)
// and removes it from the spatial index.
.add_observer(on_remove_mine)
.run();
}
#[derive(Component)]
struct Mine {
pos: Vec2,
size: f32,
}
impl Mine {
fn random(rand: &mut ChaCha8Rng) -> Self {
Mine {
pos: Vec2::new(
(rand.random::<f32>() - 0.5) * 1200.0,
(rand.random::<f32>() - 0.5) * 600.0,
),
size: 4.0 + rand.random::<f32>() * 16.0,
}
}
}
/// This is a normal [`Event`]. Any observer that watches for it will run when it is triggered.
#[derive(Event)]
struct ExplodeMines {
pos: Vec2,
radius: f32,
}
/// An [`EntityEvent`] is a specialized type of [`Event`] that can target a specific entity. In addition to
/// running normal "top level" observers when it is triggered (which target _any_ entity that Explodes), it will
/// also run any observers that target the _specific_ entity for that event.
#[derive(EntityEvent)]
struct Explode {
entity: Entity,
}
fn setup(mut commands: Commands) {
commands.spawn(Camera2d);
commands.spawn((
Text::new(
"Click on a \"Mine\" to trigger it.\n\
When it explodes it will trigger all overlapping mines.",
),
Node {
position_type: PositionType::Absolute,
top: px(12),
left: px(12),
..default()
},
));
let mut rng = ChaCha8Rng::seed_from_u64(19878367467713);
commands
.spawn(Mine::random(&mut rng))
// Observers can watch for events targeting a specific entity.
// This will create a new observer that runs whenever the Explode event
// is triggered for this spawned entity.
.observe(explode_mine);
// We want to spawn a bunch of mines. We could just call the code above for each of them.
// That would create a new observer instance for every Mine entity. Having duplicate observers
// generally isn't worth worrying about as the overhead is low. But if you want to be maximally efficient,
// you can reuse observers across entities.
//
// First, observers are actually just entities with the Observer component! The `observe()` functions
// you've seen so far in this example are just shorthand for manually spawning an observer.
let mut observer = Observer::new(explode_mine);
// As we spawn entities, we can make this observer watch each of them:
for _ in 0..1000 {
let entity = commands.spawn(Mine::random(&mut rng)).id();
observer.watch_entity(entity);
}
// By spawning the Observer component, it becomes active!
commands.spawn(observer);
}
fn on_add_mine(add: On<Add, Mine>, query: Query<&Mine>, mut index: ResMut<SpatialIndex>) {
let mine = query.get(add.entity).unwrap();
let tile = (
(mine.pos.x / CELL_SIZE).floor() as i32,
(mine.pos.y / CELL_SIZE).floor() as i32,
);
index.map.entry(tile).or_default().insert(add.entity);
}
// Remove despawned mines from our index
fn on_remove_mine(remove: On<Remove, Mine>, query: Query<&Mine>, mut index: ResMut<SpatialIndex>) {
let mine = query.get(remove.entity).unwrap();
let tile = (
(mine.pos.x / CELL_SIZE).floor() as i32,
(mine.pos.y / CELL_SIZE).floor() as i32,
);
index.map.entry(tile).and_modify(|set| {
set.remove(&remove.entity);
});
}
fn explode_mine(explode: On<Explode>, query: Query<&Mine>, mut commands: Commands) {
// Explode is an EntityEvent. `explode.entity` is the entity that Explode was triggered for.
let Ok(mut entity) = commands.get_entity(explode.entity) else {
return;
};
info!("Boom! {} exploded.", explode.entity);
entity.despawn();
let mine = query.get(explode.entity).unwrap();
// Trigger another explosion cascade.
commands.trigger(ExplodeMines {
pos: mine.pos,
radius: mine.size,
});
}
// Draw a circle for each mine using `Gizmos`
fn draw_shapes(mut gizmos: Gizmos, mines: Query<&Mine>) {
for mine in &mines {
gizmos.circle_2d(
mine.pos,
mine.size,
Color::hsl((mine.size - 4.0) / 16.0 * 360.0, 1.0, 0.8),
);
}
}
// Trigger `ExplodeMines` at the position of a given click
fn handle_click(
mouse_button_input: Res<ButtonInput<MouseButton>>,
camera: Single<(&Camera, &GlobalTransform)>,
windows: Query<&Window>,
mut commands: Commands,
) {
let Ok(windows) = windows.single() else {
return;
};
let (camera, camera_transform) = *camera;
if let Some(pos) = windows
.cursor_position()
.and_then(|cursor| camera.viewport_to_world(camera_transform, cursor).ok())
.map(|ray| ray.origin.truncate())
&& mouse_button_input.just_pressed(MouseButton::Left)
{
commands.trigger(ExplodeMines { pos, radius: 1.0 });
}
}
#[derive(Resource, Default)]
struct SpatialIndex {
map: HashMap<(i32, i32), HashSet<Entity>>,
}
/// Cell size has to be bigger than any `TriggerMine::radius`
const CELL_SIZE: f32 = 64.0;
impl SpatialIndex {
// Lookup all entities within adjacent cells of our spatial index
fn get_nearby(&self, pos: Vec2) -> Vec<Entity> {
let tile = (
(pos.x / CELL_SIZE).floor() as i32,
(pos.y / CELL_SIZE).floor() as i32,
);
let mut nearby = Vec::new();
for x in -1..2 {
for y in -1..2 {
if let Some(mines) = self.map.get(&(tile.0 + x, tile.1 + y)) {
nearby.extend(mines.iter());
}
}
}
nearby
}
}