bevy_stat_bars

Crates.iobevy_stat_bars
lib.rsbevy_stat_bars
version0.3.1
sourcesrc
created_at2022-06-09 19:24:00.257947
updated_at2022-09-28 11:26:09.059783
descriptionplugin for drawing floating stat bars
homepage
repositoryhttps://github.com/ickshonpe/bevy_stat_bars
max_upload_size
id602840
size359,723
(ickshonpe)

documentation

README

bevy_stat_bars

Bevy crate for drawing floating statbars like health bars above enemy sprites etc.

Version 0.3

  • Supports Bevy 0.8

New in this release

  • Completely rewritten. New design and API.
  • Should (hopefully) be easier to use, the redesign seems better to me but let me know if you hate the changes.
  • (Seems to) Work nicely with bevy_inspector_egui now.
  • Removed the arbitrary orientation stuff temporarily, just has reversible horizontal and vertical bars.
  • Statbars can track resources as well as components.
  • No plugin, need to add an observer to your Bevy ```App`` for each type of Statbar before they will draw.
  • Multiple Statbar components on one entity implemented using PhantomData. This requires /media/example.png

How to use

Add the dependency to your Cargo.toml file with

[dependencies.bevy_stat_bars]
version = "0.3"

Then register any components you want to observe with a statbar with your Bevy App:

use bevy_stat_bars::*;

App::new()
    .add_plugins(DefaultPlugins)
    .add_statbar_bar_component_observer::<HitPoints>()
    // ..etc, rest of app
    .run();

You also need to implement the StatbarObservable trait on those components:

impl StatbarObservable for HitPoints {
    fn get_statbar_value(&self) -> f32 {
        self.value / self.max
    }
}

And now you can add a Statbar::<HitPoints> component to an entity to visualize its HitPoints component

commands.entity(enemy_id)
    .insert_bundle((
        Statbar::<HitPoints> {
            empty_color: Color::NAVY,
            length: 10.,
            thickness: 2.,
            displacement: 8. * Vec2::Y,
            ..Default::default()
        },
        StatbarBorder::<HitPoints>::all(Color::WHITE, 1.),
    ));

/media/example2.png

Examples

There are six examples you can look at that cover most of the features and use cases, run them with

cargo run --example minimal_standalone
cargo run --example basic_interactive
cargo run --example observe_resource
cargo run --example demo
cargo run --example stress --release
cargo run --example stress2 --release

The demo example is the probably the most useful to look at.

The stress2 example uses macros to add hundreds of marker types and can take a few minutes to compile.

Notes

  • Only supports 2D.

  • When I was writing the examples I made a mistake where instead of

    .add_statbar_component_observer::<Stat<Health>>()
    

    I used

    .add_statbar_component_observer::<Health>()
    

    which is quite easy to miss. The crate fails silently and just won't render anything in this case, leaving the user with a frustrating bug hunt.

    Likewise also when a statbar is set to observe its parent or another Entity that doesn't exist, it will render a statbar that doesn't update.

  • Statbars are drawn using Sprites with a z depth of 990, and if you translate the camera down more than 10 units they won't draw. You can change the depth with the StatbarDepth resource.

    So with

    commands.insert_resource(StatbarDepth(500.));
    

    all Statbars will now render with a z depth of 500. There currently isn't any way to control the ordering in which the individual statbars are drawn.

  • Still uses sprites for rendering which isn't ideal but performance seems fine. You can run the stress example to see what its like under a heavy load. I get about 100fps on my rx580.

  • add_statbar_component_observer adds six systems to your Bevy app per component observed. Again not ideal but doesn't seem to be a problem. I get ~100fps with the stress2 example which spawns 100 entities with 200 Statbars each.

Future Plans

  • Replace the sprite based rendering with a custom renderer. I have some fragment shaders already written, and should be better performance with some nice effects like rounded corners and color gradients.

  • Pie-o-meters

  • Labels and numeric indicators

  • Some sort of, posibly feature gated or debug-only, falure detection that gives an error when you insert unregistered statbars, or when a statbar can't find the component it is meant to be observing.

  • Derive macro for StatbarObservable.

  • Auto arrangement/stacking of groups of statbars. I thought this would be more difficult but I dreamt up an easyish way to do it last night.

Commit count: 20

cargo fmt