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2.3. Add player

This chapter shows how to add a player to a game.

Our 'add_player' game

This chapter introduces:

  • The count_n_players function
  • mut-correctness
  • A Bevy Query
  • A Bevy Component
  • A marker component
  • A Bevy System
  • A Bevy entity

2.3.1. 🔴 First test: an empty App has no players

First, we test that there are zero players in an empty App. We could call the function count_number_of_players. However, it is all too common to abbreviate 'number of' by an n, resulting in the function name count_n_players:

fn test_empty_app_has_no_players() {
    let app = App::new(); // Note 1: Need mut later
    app.update(); // Note 2: always update before testing
    assert_eq!(count_n_players(&app), 0);
}

The error will be that the count_n_players function is absent.

The comment Note 1 is to foreshadow that an App needs to be mutable to have its amount of players counted. It is unexpected that a read-only operation (i.e. counting the amount of players) requires the data it works on to be mutable. The Bevy library, however, has good reasons why App must be mutable: also reading data need to be done in a safe way.

In general, a read-only operation should be able to work on an immutable data structure: when, for example, getting the name of a person structure (a read-only operation), we do not expect the person to change and we expect to be able to do so on an immutable person. Correct use the Rust keyword mut is what I call mut-correctness, which is similar to C++ const correctness, where the C++ const keyword indicates something immutable. In C++, it is recommended to be const correct [C++ FAQ][Cline et al., 1998][Eckel, 2000][Lakos, 1996][Sutter, 2004]. As there is no reason why Rust would be different in this regard, this book strives to be mut-correct (and please, contact me if you can share a mut-correct implementation of count_n_players).

The comment Note 2 is to remind us to always call app.update() before testing. An app.update() lets Bevy initialize an App and it will give false results to do tests on uninitialized Apps. Maybe this test will pass without initialization, but it would be an improperly conducted test.

To put app.update() at the end of the create_app function is a good idea in some contexts, as it means we do not need to call app.update() in each test. A drawback of calling app.update() in a create_app function is that it does finalize the creation of our App: we cannot -for example- add another player to our created App. The decision strategy in this book is, that if app.update() can be put in create_app, it is put there.

2.3.2. 🟢 First fix

In test-driven development, one needs to write minimal fixes to tests. Hence, this would be a valid fix:

fn count_n_players(app: &App) -> usize {
    0
}

2.3.3. 🔴 Second test: a Player exists

Before we start counting actual players, let's write a simple test to make use write a player class.

A simple test is:

fn test_player_class_exists() {
    let player: Player;
}

This test does not compile yet:

error[E0412]: cannot find type `Player` in this scope

The Rust compiler is correct: we need to define it.

2.3.4. 🟢 a Player exists

Here is the code to fix this:

pub struct Player;

2.3.5. 🔴 Third test: a Player is a Bevy Component

Bevy uses a Component class in most of its functions.

fn test_player_class_is_a_bevy_component() {
    let player = Player;
    assert!(is_bevy_component(player));
}

2.3.6. 🟢 Third test: a Player is a Bevy Component

#[cfg(test)]
fn is_bevy_component<T: Component>(_t: T) -> bool {
    true
}

Which allows us to write:

#[derive(Component)]
pub struct Player;

2.3.7. Bevy Components

Going back to this code:

#[derive(Component)]
pub struct Player;

In English this would read: 'a player is a component'. Using more formal language, one would say that the Player structure is an extension of the Bevy Component structure.

A Bevy Component is a blueprint for things that can be stored in a Bevy World. Using more formal language, one would say that the Bevy Component is a base class or a Rust trait (we ignore that Component is a bit more complex than this). Components are the workhorse unit in Bevy: you'll create components, query for components and -later- you'll bundle components.

There are two types of Bevy components:

  • marker components
  • regular components

Marker components are Bevy components that are extended with only a name, where a regular components extends a Bevy component with a name and member variables. The Player structure above is a marker component, as it only extends the Bevy Component by adding a name, without having member variables nor member functions.

2.3.3. 🔴 Second test: our App has one player

Now that we can count the number of players, we can test that the App we create has one player:

fn test_create_app_has_a_player() {
    let mut app = create_app();
    assert_eq!(count_n_players(&mut app), 1);
}

This will fail, as create_app does not create an App with a player yet.

2.3.4. 🟢 Second fix

Adding our Player Component to our App takes two steps:

  • Write an add_player function
  • Let the create_app function call the add_player function

Here is the create_app function:

pub fn create_app() -> App {
    let mut app = App::new();
    app.add_systems(Startup, add_player);
    app
}

The new line introduces us to the Bevy System and reads as 'in the startup phase, run the add_player function'.

In Bevy, a 'system' is -loosely phrased- 'something that works on the world'. This 'something' is typically a function.

The word 'Startup' is the name of a so-called schedule, i.e. it indicates when the system should be run. In our case, the system should be run at startup.

Our create_app functions adds a system, called add_player, that is run at the startup phase of the application, then returns our App.

Here is the add_player function:

fn add_player(mut commands: Commands) {
    commands.spawn(Player);
}

This function has some magic to it:

  • mut commands: Commands: this function argument is provided by Bevy. The Commands structure allows on the modify the Bevy world.
  • `commands.spawn(Player add the entity of type Player to the world

After having modified create_app, added the Player Component and the add_player function, the test passes. Well done!

An alternative implementation would be to combine the statements above, resulting in:

app.add_systems(Startup, |mut commands: Commands| {
    commands.spawn(Player);
});

This implementation does exactly the same. One could argue that it is harder to understand what this does, where the function name add_player was communicated this clearly. One could argue that the expression is more complex, as it introduces a closure (more on those later). This book picked the way that is easier to explain. This approach also scales better when adding players, enemies, cameras, etcetera.

fn count_n_players(app: &mut App) -> usize {
    let mut query = app.world_mut().query::<&Player>();
    query.iter(app.world()).len()
}

This implementation is a simple way to count the amount of Player components. Here I break down the implementation:

  • let mut query: we create a question to ask to Bevy. In the context of informatics, a question such as this is called 'a query'. The query will be actively used in the next step, hence it must be mutable
  • app.world_mut() denotes that we need mutable (i.e. read and write) access to the World structure of a Bevy App. Unsurprisingly, the World structure holds all things that are part of the world in your game.
  • .query::<&Player>() reads as '(from a world, ) get all the players'. To be precise: we queried the Bevy world for all entities of the Player Component. We will explain entities and components later; for now, the code Player is related to a component (whatever that is) for a player.
  • query.iter(app.world()) reads as 'iterate over the answers of our question (applied to our -now immutable!- world)'
  • .len() is for counting the amount of players that are found

The Bevy Query is the workhorse for reading and writing to your game world and it is very flexible: you'll see many queries in different forms in this book.

As querying in Bevy requires the App to be mutable, the App used in the tests needs to be mutable too. This is the test we'll end up with:

fn test_empty_app_has_no_players() {
    let mut app = App::new();
    app.update();
    assert_eq!(count_n_players(&mut app), 0);
}

2.3.5. main.rs

To run our application, we need not change our main function, it still looks like this:

fn main() {
    let mut app = create_app();
    app.add_plugins(DefaultPlugins);
    app.run();
}

Our 'add_player' game

2.3.6. Conclusion

We can now create an App with one player.

We encountered all elements of the ECS paradigm that Bevy follows:

  • Entity: an instance of a Component
  • Component: a structure definition of something that can be used a in Bevy world
  • System: a function that works on a Bevy world

We have tested everything that the App does!

The full code can be found at https://github.com/richelbilderbeek/bevy_tdd_book_add_player.

2.3.7. References

  • [C++ FAQ] C++ FAQ, question What is “const correctness”?, accessed 2024-06-14. Answer: 'A good thing.'
  • [Cline et al., 1998] Marshall Cline, Greg Lomow and Mike Girou. C++ FAQs, second edition. 1998. ISBN: 0-201-3098301. FAQ 14.05: 'Is const correctness tedious?' (Answer: no).
  • [Eckel, 2000] Bruce Eckel. Thinking in C++, second edition, volume 1. 2000. ISBN: 0-13-979809-9. Item 8: 'Constants', paragraph 'Summary': 'const-correctness can be a lifesaver for projects'.
  • [Lakos, 1996] John Lakos. Large-Scale C++ Software Design. 1996. ISBN: 0-201-63362-0. Chapter 9.1.6: 'Every object in a system should be const-correct'
  • [Sutter, 2004] Herb Sutter. Exceptional C++ style. 2005. ISBN: 0-201-76042-8. Item 1 guideline: 'Be const correct'.