Crates.io | bevy_wasm_sys |
lib.rs | bevy_wasm_sys |
version | 0.10.1 |
source | src |
created_at | 2022-12-08 04:41:12.435294 |
updated_at | 2023-03-21 23:55:20.262543 |
description | Import into your wasm scripts. Use with the bevy_wasm crate. |
homepage | |
repository | https://github.com/BrandonDyer64/bevy_wasm |
max_upload_size | |
id | 732347 |
size | 39,728 |
Mod your Bevy games with WebAssembly!
bevy_wasm |
For games | |
bevy_wasm_sys |
For mods | |
bevy_wasm_shared |
For protocols |
See examples/cubes for a comprehensive example of how to use this.
Our protocol crate defines the two message types for communicating between the game and mods.
[dependencies]
bevy_wasm_shared = "0.10"
serde = { version = "1.0", features = ["derive"] }
use bevy_wasm_shared::prelude::*;
use serde::{Deserialize, Serialize};
/// The version of the protocol. Automatically set from the `CARGO_PKG_XXX` environment variables.
pub const PROTOCOL_VERSION: Version = version!();
/// A message to be sent Mod -> Game.
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum ModMessage {
Hello,
}
/// A message to be sent Game -> Mod.
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum GameMessage {
HiThere,
}
Our game will import WasmPlugin
from bevy_wasm
, and use it to automatically send and receive messages with the mods.
[dependencies]
bevy = "0.10"
bevy_wasm = "0.10"
my_game_protocol = { git = "https://github.com/username/my_game_protocol" }
use bevy::prelude::*;
use bevy_wasm::prelude::*;
use my_game_protocol::{GameMessage, ModMessage, PROTOCOL_VERSION};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(WasmPlugin::<GameMessage, ModMessage>::new(PROTOCOL_VERSION))
.add_startup_system(add_mods)
.add_system(listen_for_mod_messages)
.add_system(send_messages_to_mods)
.run();
}
fn add_mods(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(WasmMod {
wasm: asset_server.load("some_mod.wasm"),
});
commands.spawn(WasmMod {
wasm: asset_server.load("some_other_mod.wasm"),
})
}
fn listen_for_mod_messages(mut events: EventReader<ModMessage>) {
for event in events.iter() {
match event {
ModMessage::Hello => {
println!("The mod said hello!");
}
}
}
}
fn send_messages_to_mods(mut events: EventWriter<GameMessage>) {
events.send(GameMessage::HiThere);
}
Our mod will import FFIPlugin
from bevy_wasm_sys
, and use it to automatically send and receive messages with the game.
[dependencies]
bevy_wasm_sys = "0.10"
my_game_protocol = { git = "https://github.com/username/my_game_protocol" }
use bevy_wasm_sys::prelude::*;
use my_game_protocol::{GameMessage, ModMessage, PROTOCOL_VERSION};
#[no_mangle]
pub unsafe extern "C" fn build_app() {
App::new()
.add_plugin(FFIPlugin::<GameMessage, ModMessage>::new(PROTOCOL_VERSION))
.add_system(listen_for_game_messages)
.add_system(send_messages_to_game)
.run();
}
fn listen_for_game_messages(mut events: EventReader<GameMessage>) {
for event in events.iter() {
match event {
GameMessage::HiThere => {
println!("The game said hi there!");
}
}
}
}
fn send_messages_to_game(mut events: EventWriter<ModMessage>) {
events.send(ModMessage::Hello);
}
Protocol:
#[derive(Resource, Default, Serialize, Deserialize)]
pub struct MyResource {
pub value: i32,
}
Game:
App::new()
...
.add_resource(MyResource { value: 0 })
.add_plugin(
WasmPlugin::<GameMessage, ModMessage>::new(PROTOCOL_VERSION)
.share_resource::<MyResource>()
)
.add_system(change_resource_value)
...
fn change_resource_value(mut resource: ResMut<MyResource>) {
resource.value += 1;
}
Mod:
App::new()
...
.add_plugin(FFIPlugin::<GameMessage, ModMessage>::new(PROTOCOL_VERSION))
.add_startup_system(setup)
.add_system(print_resource_value)
...
fn setup(mut extern_resource: ResMut<ExternResources>) {
extern_resources.insert::<MyResource>();
}
fn print_resource_value(resource: ExternRes<MyResource>) {
println!("MyResource value: {}", resource.value);
}
See examples/shared_resources for a full example.
✅ | wasmtime runtime in games |
✅ | Send messages from mods to game |
✅ | Send messages from game to mods |
✅ | Multi-mod support |
✅ | Time keeping |
✅ | Protocol version checking |
✅ | Extern Resource |
✅ | Startup system mod loading |
✅ | Direct update control |
✅ | Mod unloading |
✅ | Mod discrimination (events aren't broadcast all) |
✅ | Browser support |
⬜ | Extern Query |
⬜ | Synced time |
⬜ | Mod hotloading |
⬜ | Automatic component syncing |
Bevy WASM is free, open source and permissively licensed! Except where noted (below and/or in individual files), all code in this repository is dual-licensed under either:
at your option. This means you can select the license you prefer! This dual-licensing approach is the de-facto standard in the Rust ecosystem and there are very good reasons to include both.
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.