//! In this example we will simulate a population of entities. In every tick we will: //! 1. spawn a new entity with a certain possibility //! 2. age all entities //! 3. despawn entities with age > 2 //! //! To demonstrate change detection, there are some console outputs based on changes in //! the `EntityCounter` resource and updated Age components #![expect(clippy::std_instead_of_core)] use bevy_ecs::prelude::*; use rand::Rng; use std::ops::Deref; fn main() { // Create a new empty World to hold our Entities, Components and Resources let mut world = World::new(); // Add the counter resource to remember how many entities where spawned world.insert_resource(EntityCounter { value: 0 }); // Create a new Schedule, which stores systems and controls their relative ordering let mut schedule = Schedule::default(); // Add systems to the Schedule to execute our app logic // We can label our systems to force a specific run-order between some of them schedule.add_systems(( spawn_entities.in_set(SimulationSet::Spawn), print_counter_when_changed.after(SimulationSet::Spawn), age_all_entities.in_set(SimulationSet::Age), remove_old_entities.after(SimulationSet::Age), print_changed_entities.after(SimulationSet::Age), )); // Simulate 10 frames in our world for iteration in 1..=10 { println!("Simulating frame {iteration}/10"); schedule.run(&mut world); } } // This struct will be used as a Resource keeping track of the total amount of spawned entities #[derive(Debug, Resource)] struct EntityCounter { pub value: i32, } // This struct represents a Component and holds the age in frames of the entity it gets assigned to #[derive(Component, Default, Debug)] struct Age { frames: i32, } // System sets can be used to group systems and configured to control relative ordering #[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)] enum SimulationSet { Spawn, Age, } // This system randomly spawns a new entity in 60% of all frames // The entity will start with an age of 0 frames // If an entity gets spawned, we increase the counter in the EntityCounter resource fn spawn_entities(mut commands: Commands, mut entity_counter: ResMut) { if rand::thread_rng().gen_bool(0.6) { let entity_id = commands.spawn(Age::default()).id(); println!(" spawning {entity_id:?}"); entity_counter.value += 1; } } // This system prints out changes in our entity collection // For every entity that just got the Age component added we will print that it's the // entities first birthday. These entities where spawned in the previous frame. // For every entity with a changed Age component we will print the new value. // In this example the Age component is changed in every frame, so we don't actually // need the `Changed` here, but it is still used for the purpose of demonstration. fn print_changed_entities( entity_with_added_component: Query>, entity_with_mutated_component: Query<(Entity, &Age), Changed>, ) { for entity in &entity_with_added_component { println!(" {entity:?} has it's first birthday!"); } for (entity, value) in &entity_with_mutated_component { println!(" {entity:?} is now {value:?} frames old"); } } // This system iterates over all entities and increases their age in every frame fn age_all_entities(mut entities: Query<&mut Age>) { for mut age in &mut entities { age.frames += 1; } } // This system iterates over all entities in every frame and despawns entities older than 2 frames fn remove_old_entities(mut commands: Commands, entities: Query<(Entity, &Age)>) { for (entity, age) in &entities { if age.frames > 2 { println!(" despawning {entity:?} due to age > 2"); commands.entity(entity).despawn(); } } } // This system will print the new counter value every time it was changed since // the last execution of the system. fn print_counter_when_changed(entity_counter: Res) { if entity_counter.is_changed() { println!( " total number of entities spawned: {}", entity_counter.deref().value ); } }