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    <title>DEV Community: Ethan Tang</title>
    <description>The latest articles on DEV Community by Ethan Tang (@ethanyidong).</description>
    <link>https://dev.to/ethanyidong</link>
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      <title>DEV Community: Ethan Tang</title>
      <link>https://dev.to/ethanyidong</link>
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    <item>
      <title>Bevy #2: Space Shooter - The Player</title>
      <dc:creator>Ethan Tang</dc:creator>
      <pubDate>Sat, 26 Sep 2020 21:52:11 +0000</pubDate>
      <link>https://dev.to/ethanyidong/bevy-2-space-shooter-the-player-3e7d</link>
      <guid>https://dev.to/ethanyidong/bevy-2-space-shooter-the-player-3e7d</guid>
      <description>&lt;p&gt;NOTE: Since this has been written, Bevy has received many awesome, but sadly, breaking updates. The code in this guide is no longer maintained.&lt;/p&gt;

&lt;p&gt;&lt;iframe src="https://player.vimeo.com/video/462220496" width="710" height="399"&gt;
&lt;/iframe&gt;
&lt;/p&gt;

&lt;p&gt;Welcome back! If you didn't see the previous article, you can find that here: &lt;/p&gt;
&lt;div class="ltag__link"&gt;
  &lt;a href="/ethanyidong" class="ltag__link__link"&gt;
    &lt;div class="ltag__link__pic"&gt;
      &lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Fuser%2Fprofile_image%2F263531%2F03abce25-2474-41b7-85ee-04d7f1768694.png" alt="ethanyidong"&gt;
    &lt;/div&gt;
  &lt;/a&gt;
  &lt;a href="/ethanyidong/the-bevy-engine-1-4k4k" class="ltag__link__link"&gt;
    &lt;div class="ltag__link__content"&gt;
      &lt;h2&gt;The Bevy Game Engine&lt;/h2&gt;
      &lt;h3&gt;Ethan Tang ・ Sep 22 '20&lt;/h3&gt;
      &lt;div class="ltag__link__taglist"&gt;
        &lt;span class="ltag__link__tag"&gt;#rust&lt;/span&gt;
        &lt;span class="ltag__link__tag"&gt;#gamedev&lt;/span&gt;
        &lt;span class="ltag__link__tag"&gt;#tutorial&lt;/span&gt;
      &lt;/div&gt;
    &lt;/div&gt;
  &lt;/a&gt;
&lt;/div&gt;


&lt;p&gt;You'll need to download the assets &lt;a href="https://www.kenney.nl/assets/space-shooter-redux" rel="noopener noreferrer"&gt;here&lt;/a&gt; to follow along. (Kenney assets are great for any aspiring devs with questionable art skills, make sure to check out the rest of their stuff)&lt;br&gt;
Again, setup your project the same way as the last time: &lt;code&gt;cargo new &amp;lt;your-cool-name&amp;gt;&lt;/code&gt; and&lt;/p&gt;
&lt;h3&gt;
  
  
  &lt;em&gt;&lt;code&gt;Cargo.toml&lt;/code&gt;&lt;/em&gt;
&lt;/h3&gt;


&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight toml"&gt;&lt;code&gt;&lt;span class="nn"&gt;[dependencies]&lt;/span&gt;
&lt;span class="py"&gt;bevy&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="s"&gt;"0.2"&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;


&lt;p&gt;Now, make a folder structure with assets/textures in your projects, and move in some images from the asset pack into this folder. You can choose whatever, but for this tutorial  I'm using &lt;code&gt;playerShip1_blue.png&lt;/code&gt;, &lt;code&gt;laserRed01.png&lt;/code&gt;, &lt;code&gt;laserBlue01.png&lt;/code&gt;, and &lt;code&gt;enemyRed1.png&lt;/code&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fi%2Ftr5l6w2rbeu78up5wdw6.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fi%2Ftr5l6w2rbeu78up5wdw6.png" alt="Screen Shot 2020-09-26 at 12.52.39 PM"&gt;&lt;/a&gt;&lt;/p&gt;
&lt;h1&gt;
  
  
  Movement code
&lt;/h1&gt;

&lt;p&gt;This is going to be a lot of repeat from last time, so here's the player movement code in full.&lt;/p&gt;
&lt;h3&gt;
  
  
  &lt;em&gt;&lt;code&gt;main.rs&lt;/code&gt;&lt;/em&gt;
&lt;/h3&gt;


&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight rust"&gt;&lt;code&gt;&lt;span class="k"&gt;use&lt;/span&gt; &lt;span class="nn"&gt;bevy&lt;/span&gt;&lt;span class="p"&gt;::&lt;/span&gt;&lt;span class="nn"&gt;prelude&lt;/span&gt;&lt;span class="p"&gt;::&lt;/span&gt;&lt;span class="o"&gt;*&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="k"&gt;struct&lt;/span&gt; &lt;span class="n"&gt;Player&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="n"&gt;speed&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nb"&gt;f32&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="cm"&gt;/* #1 */&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;fn&lt;/span&gt; &lt;span class="nf"&gt;main&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nn"&gt;App&lt;/span&gt;&lt;span class="p"&gt;::&lt;/span&gt;&lt;span class="nf"&gt;build&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
        &lt;span class="nf"&gt;.add_resource&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;WindowDescriptor&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="cm"&gt;/* #2 */&lt;/span&gt;
            &lt;span class="n"&gt;title&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="s"&gt;"Space Shooter"&lt;/span&gt;&lt;span class="nf"&gt;.to_string&lt;/span&gt;&lt;span class="p"&gt;(),&lt;/span&gt;
            &lt;span class="n"&gt;width&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;1024&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
            &lt;span class="n"&gt;height&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;1024&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
            &lt;span class="n"&gt;vsync&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="k"&gt;true&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
            &lt;span class="n"&gt;resizable&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="k"&gt;false&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
            &lt;span class="o"&gt;..&lt;/span&gt;&lt;span class="nn"&gt;Default&lt;/span&gt;&lt;span class="p"&gt;::&lt;/span&gt;&lt;span class="nf"&gt;default&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
        &lt;span class="p"&gt;})&lt;/span&gt;
        &lt;span class="nf"&gt;.add_resource&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nf"&gt;ClearColor&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nn"&gt;Color&lt;/span&gt;&lt;span class="p"&gt;::&lt;/span&gt;&lt;span class="nf"&gt;rgb&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mf"&gt;0.0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mf"&gt;0.0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mf"&gt;0.0&lt;/span&gt;&lt;span class="p"&gt;)))&lt;/span&gt;
        &lt;span class="nf"&gt;.add_default_plugins&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
        &lt;span class="nf"&gt;.add_startup_system&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;setup&lt;/span&gt;&lt;span class="nf"&gt;.system&lt;/span&gt;&lt;span class="p"&gt;())&lt;/span&gt;
        &lt;span class="nf"&gt;.add_system&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;player_control&lt;/span&gt;&lt;span class="nf"&gt;.system&lt;/span&gt;&lt;span class="p"&gt;())&lt;/span&gt;
        &lt;span class="nf"&gt;.run&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;fn&lt;/span&gt; &lt;span class="nf"&gt;setup&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
    &lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;commands&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Commands&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; 
    &lt;span class="n"&gt;asset_server&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Res&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;AssetServer&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;materials&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;ResMut&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Assets&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;ColorMaterial&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;let&lt;/span&gt; &lt;span class="n"&gt;player_texture_handle&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;asset_server&lt;/span&gt;&lt;span class="nf"&gt;.load&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"assets/textures/playerShip1_blue.png"&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="nf"&gt;.unwrap&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;&lt;span class="cm"&gt;/* #3 */&lt;/span&gt;
    &lt;span class="n"&gt;commands&lt;/span&gt;
        &lt;span class="nf"&gt;.spawn&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nn"&gt;Camera2dComponents&lt;/span&gt;&lt;span class="p"&gt;::&lt;/span&gt;&lt;span class="nf"&gt;default&lt;/span&gt;&lt;span class="p"&gt;())&lt;/span&gt;
        &lt;span class="nf"&gt;.spawn&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;SpriteComponents&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;material&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;materials&lt;/span&gt;&lt;span class="nf"&gt;.add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;player_texture_handle&lt;/span&gt;&lt;span class="nf"&gt;.into&lt;/span&gt;&lt;span class="p"&gt;()),&lt;/span&gt;
            &lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nn"&gt;Transform&lt;/span&gt;&lt;span class="p"&gt;::&lt;/span&gt;&lt;span class="nf"&gt;from_translation&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nn"&gt;Vec3&lt;/span&gt;&lt;span class="p"&gt;::&lt;/span&gt;&lt;span class="nf"&gt;new&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mf"&gt;0.0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="mf"&gt;256.0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mf"&gt;0.0&lt;/span&gt;&lt;span class="p"&gt;)),&lt;/span&gt;
            &lt;span class="o"&gt;..&lt;/span&gt;&lt;span class="nn"&gt;Default&lt;/span&gt;&lt;span class="p"&gt;::&lt;/span&gt;&lt;span class="nf"&gt;default&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
        &lt;span class="p"&gt;})&lt;/span&gt;
        &lt;span class="nf"&gt;.with&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;Player&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; 
            &lt;span class="n"&gt;speed&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mf"&gt;400.0&lt;/span&gt;
        &lt;span class="p"&gt;});&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;fn&lt;/span&gt; &lt;span class="nf"&gt;player_control&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
    &lt;span class="n"&gt;time&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Res&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Time&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="cm"&gt;/* #4 */&lt;/span&gt;
    &lt;span class="n"&gt;keyboard_input&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Res&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Input&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;KeyCode&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;query&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Query&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;&amp;amp;&lt;/span&gt;&lt;span class="n"&gt;Player&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&lt;/span&gt;&lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;Transform&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;let&lt;/span&gt; &lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;movement&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mf"&gt;0.0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="n"&gt;keyboard_input&lt;/span&gt;&lt;span class="nf"&gt;.pressed&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nn"&gt;KeyCode&lt;/span&gt;&lt;span class="p"&gt;::&lt;/span&gt;&lt;span class="n"&gt;A&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;movement&lt;/span&gt; &lt;span class="o"&gt;-=&lt;/span&gt; &lt;span class="mf"&gt;1.0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="n"&gt;keyboard_input&lt;/span&gt;&lt;span class="nf"&gt;.pressed&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nn"&gt;KeyCode&lt;/span&gt;&lt;span class="p"&gt;::&lt;/span&gt;&lt;span class="n"&gt;D&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;movement&lt;/span&gt; &lt;span class="o"&gt;+=&lt;/span&gt; &lt;span class="mf"&gt;1.0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;player&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&lt;/span&gt;&lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;query&lt;/span&gt;&lt;span class="nf"&gt;.iter&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="nf"&gt;.translate&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nn"&gt;Vec3&lt;/span&gt;&lt;span class="p"&gt;::&lt;/span&gt;&lt;span class="nf"&gt;new&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;movement&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="n"&gt;player&lt;/span&gt;&lt;span class="py"&gt;.speed&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="n"&gt;time&lt;/span&gt;&lt;span class="py"&gt;.delta_seconds&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mf"&gt;0.0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mf"&gt;0.0&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="cm"&gt;/* #4 */&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;


&lt;p&gt;Most of this should be self-explanatory, except for a few key differences I want to highlight.&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;Our player struct now has a &lt;code&gt;speed&lt;/code&gt; property that controls its speed. We use this property within the &lt;code&gt;player_control&lt;/code&gt; system to move the player accordingly. We could just move this to a constant instead, but this is cleaner and takes advantage of the powers of ECS.&lt;/li&gt;
&lt;li&gt;We've added in a &lt;code&gt;WindowDescriptor&lt;/code&gt;. You can find more details &lt;a href="https://docs.rs/bevy/0.2.1/bevy/prelude/struct.WindowDescriptor.html" rel="noopener noreferrer"&gt;here&lt;/a&gt;, but it basically tells the Window plugin how to construct the window. The &lt;code&gt;ClearColor&lt;/code&gt; is changed as well, to get a black background. &lt;/li&gt;
&lt;li&gt;Here because we want to draw something other than a rectangle (boring), we have to load a handle to the texture with &lt;code&gt;AssetServer&lt;/code&gt;, a resource added in the default plugin.&lt;/li&gt;
&lt;li&gt;Finally, we added another resource handle to our movement system because we need to use &lt;code&gt;Time.delta_seconds&lt;/code&gt; to move our ship regardless of framerate.&lt;/li&gt;
&lt;/ol&gt;
&lt;h1&gt;
  
  
  Shooting
&lt;/h1&gt;

&lt;p&gt;We could make the player entity directly spawn the laser bolts into the world, but the player isn't the only thing that needs to shoot. Later when we go to implement enemy shooting, we would need to copy that code over, and we'd have to edit both every time we wanted to make a change.&lt;/p&gt;

&lt;p&gt;Luckily, ECS lets us modularize very easily by creating a new Component.&lt;/p&gt;
&lt;h3&gt;
  
  
  &lt;em&gt;&lt;code&gt;main.rs&lt;/code&gt;&lt;/em&gt;
&lt;/h3&gt;


&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight rust"&gt;&lt;code&gt;&lt;span class="k"&gt;struct&lt;/span&gt; &lt;span class="n"&gt;Weapon&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="n"&gt;fired&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nb"&gt;bool&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;offset&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Vec3&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;cooldown&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Timer&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;material_id&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nb"&gt;usize&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;fn&lt;/span&gt; &lt;span class="nf"&gt;main&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="cm"&gt;/**/&lt;/span&gt;
        &lt;span class="nf"&gt;.add_system_to_stage&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nn"&gt;stage&lt;/span&gt;&lt;span class="p"&gt;::&lt;/span&gt;&lt;span class="n"&gt;POST_UPDATE&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;weapons&lt;/span&gt;&lt;span class="nf"&gt;.system&lt;/span&gt;&lt;span class="p"&gt;())&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;fn&lt;/span&gt; &lt;span class="nf"&gt;setup&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
    &lt;span class="cm"&gt;/**/&lt;/span&gt;
&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="cm"&gt;/**/&lt;/span&gt;
        &lt;span class="nf"&gt;.with&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;Player&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; 
            &lt;span class="n"&gt;speed&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mf"&gt;400.0&lt;/span&gt;
        &lt;span class="p"&gt;})&lt;/span&gt;
        &lt;span class="nf"&gt;.with&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;Weapon&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;fired&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="k"&gt;false&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
            &lt;span class="n"&gt;offset&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nn"&gt;Vec3&lt;/span&gt;&lt;span class="p"&gt;::&lt;/span&gt;&lt;span class="nf"&gt;new&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mf"&gt;0.0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mf"&gt;30.0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mf"&gt;0.0&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt;
            &lt;span class="n"&gt;cooldown&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nn"&gt;Timer&lt;/span&gt;&lt;span class="p"&gt;::&lt;/span&gt;&lt;span class="nf"&gt;from_seconds&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mf"&gt;0.4&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="k"&gt;false&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt;
            &lt;span class="n"&gt;material_id&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
        &lt;span class="p"&gt;});&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;fn&lt;/span&gt; &lt;span class="nf"&gt;player_control&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
    &lt;span class="n"&gt;time&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Res&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Time&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;keyboard_input&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Res&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Input&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;KeyCode&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;query&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Query&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;&amp;amp;&lt;/span&gt;&lt;span class="n"&gt;Player&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&lt;/span&gt;&lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;Transform&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nb"&gt;Option&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&amp;amp;&lt;/span&gt;&lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;Weapon&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="cm"&gt;/**/&lt;/span&gt;

    &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;player&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;weapon&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&lt;/span&gt;&lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;query&lt;/span&gt;&lt;span class="nf"&gt;.iter&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="cm"&gt;/**/&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="k"&gt;let&lt;/span&gt; &lt;span class="nf"&gt;Some&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;w&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;weapon&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;w&lt;/span&gt;&lt;span class="py"&gt;.fired&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;weapon_fired&lt;/span&gt; &lt;span class="p"&gt;||&lt;/span&gt; &lt;span class="n"&gt;w&lt;/span&gt;&lt;span class="py"&gt;.fired&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;fn&lt;/span&gt; &lt;span class="nf"&gt;weapons&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;
    &lt;span class="n"&gt;time&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Res&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Time&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;materials&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Res&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;MaterialHandles&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;query&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Query&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;&amp;amp;&lt;/span&gt;&lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;Weapon&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&lt;/span&gt;&lt;span class="n"&gt;Transform&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;weapon&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&lt;/span&gt;&lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;query&lt;/span&gt;&lt;span class="nf"&gt;.iter&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;weapon&lt;/span&gt;&lt;span class="py"&gt;.cooldown&lt;/span&gt;&lt;span class="nf"&gt;.tick&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;time&lt;/span&gt;&lt;span class="py"&gt;.delta_seconds&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="n"&gt;weapon&lt;/span&gt;&lt;span class="py"&gt;.cooldown.finished&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&amp;amp;&lt;/span&gt; &lt;span class="n"&gt;weapon&lt;/span&gt;&lt;span class="py"&gt;.fired&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="nd"&gt;println!&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"I'm firin' mah lazer"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="n"&gt;weapon&lt;/span&gt;&lt;span class="py"&gt;.fired&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;false&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="n"&gt;weapon&lt;/span&gt;&lt;span class="py"&gt;.cooldown&lt;/span&gt;&lt;span class="nf"&gt;.reset&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;


&lt;p&gt;There are three new things introduced here: &lt;code&gt;Timer&lt;/code&gt;, &lt;code&gt;Option&amp;lt;Component&amp;gt;&lt;/code&gt; and &lt;code&gt;stage&lt;/code&gt;s.&lt;br&gt;
&lt;code&gt;Timer&lt;/code&gt; is a helper struct provided by bevy that doesn't do much but keep track of elapsed time and whether or not it is more than the specified length. This is extremely useful for weapon cooldowns.&lt;br&gt;
Optional components let us set a component as optional within the query. This lets us support things in the future (if we decide to make a player without weapons) &lt;br&gt;
&lt;code&gt;stage&lt;/code&gt;s let us control when bevy executes each system. By default, all systems are in &lt;code&gt;stage::UPDATE&lt;/code&gt;, so by placing our weapon system in &lt;code&gt;stage::POST_UPDATE&lt;/code&gt;, we can fire our weapon the same "frame" as the button was pressed.&lt;/p&gt;

&lt;p&gt;UPDATE: Do not follow the stage code above, adding the weapons system to the post_update stage causes some weird stalling behavior the first time it is fired. Just use add_system as normal.&lt;/p&gt;
&lt;h1&gt;
  
  
  Lasers, lasers, lasers!
&lt;/h1&gt;

&lt;p&gt;Obviously, we want to do more than just print out a message when we fire our laser, so let's add in our lasers. But first, let's talk about &lt;code&gt;Assets&lt;/code&gt;. &lt;code&gt;Assets&amp;lt;T&amp;gt;&lt;/code&gt; is basically a &lt;code&gt;HashMap&amp;lt;Handle&amp;lt;T&amp;gt;, T&amp;gt;&lt;/code&gt;. When we run &lt;code&gt;materials.add()&lt;/code&gt;, we are returned a new handle every time. If we do this for the lasers, every time we want to shoot we'd have to load in the texture again. To avoid this, we have to store our Handles as a resource.&lt;/p&gt;
&lt;h3&gt;
  
  
  &lt;em&gt;&lt;code&gt;main.rs&lt;/code&gt;&lt;/em&gt;
&lt;/h3&gt;


&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight rust"&gt;&lt;code&gt;&lt;span class="k"&gt;struct&lt;/span&gt; &lt;span class="nf"&gt;MaterialHandles&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nb"&gt;Vec&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Handle&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;ColorMaterial&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

&lt;span class="k"&gt;fn&lt;/span&gt; &lt;span class="nf"&gt;setup&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
    &lt;span class="cm"&gt;/**/&lt;/span&gt;
&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;-&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;let&lt;/span&gt; &lt;span class="n"&gt;laser_texture_handle&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;asset_server&lt;/span&gt;&lt;span class="nf"&gt;.load&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"assets/textures/laserBlue01.png"&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="nf"&gt;.unwrap&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="n"&gt;commands&lt;/span&gt;
        &lt;span class="nf"&gt;.insert_resource&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nf"&gt;MaterialHandles&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nd"&gt;vec!&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;materials&lt;/span&gt;&lt;span class="nf"&gt;.add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;laser_texture_handle&lt;/span&gt;&lt;span class="nf"&gt;.into&lt;/span&gt;&lt;span class="p"&gt;())]))&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;


&lt;p&gt;Now let's add the code to insert our lasers into the World. We need to access &lt;code&gt;Commands&lt;/code&gt;, a thread-safe queue of operations on the ECS World in our &lt;code&gt;weapons&lt;/code&gt; system, just like we did in our startup system.&lt;/p&gt;
&lt;h3&gt;
  
  
  &lt;em&gt;&lt;code&gt;main.rs&lt;/code&gt;&lt;/em&gt;
&lt;/h3&gt;


&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight rust"&gt;&lt;code&gt;&lt;span class="k"&gt;struct&lt;/span&gt; &lt;span class="n"&gt;Laser&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="n"&gt;speed&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nb"&gt;f32&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;fn&lt;/span&gt; &lt;span class="nf"&gt;weapons&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;
    &lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;commands&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Commands&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="cm"&gt;/* this must be the fist argument for bevy to recognize this as a system */&lt;/span&gt;
    &lt;span class="n"&gt;time&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Res&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Time&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;materials&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Res&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;MaterialHandles&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;query&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Query&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;&amp;amp;&lt;/span&gt;&lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;Weapon&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&lt;/span&gt;&lt;span class="n"&gt;Transform&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;weapon&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&lt;/span&gt;&lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;query&lt;/span&gt;&lt;span class="nf"&gt;.iter&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;weapon&lt;/span&gt;&lt;span class="py"&gt;.cooldown&lt;/span&gt;&lt;span class="nf"&gt;.tick&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;time&lt;/span&gt;&lt;span class="py"&gt;.delta_seconds&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="n"&gt;weapon&lt;/span&gt;&lt;span class="py"&gt;.cooldown.finished&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&amp;amp;&lt;/span&gt; &lt;span class="n"&gt;weapon&lt;/span&gt;&lt;span class="py"&gt;.fired&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;commands&lt;/span&gt;
                &lt;span class="nf"&gt;.spawn&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;SpriteComponents&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
                    &lt;span class="n"&gt;material&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;materials&lt;/span&gt;&lt;span class="na"&gt;.0&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;weapon&lt;/span&gt;&lt;span class="py"&gt;.material_id&lt;/span&gt;&lt;span class="p"&gt;],&lt;/span&gt;
                    &lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nn"&gt;Transform&lt;/span&gt;&lt;span class="p"&gt;::&lt;/span&gt;&lt;span class="nf"&gt;from_translation&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;weapon&lt;/span&gt;&lt;span class="py"&gt;.offset&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="nf"&gt;.translation&lt;/span&gt;&lt;span class="p"&gt;()),&lt;/span&gt;
                    &lt;span class="o"&gt;..&lt;/span&gt;&lt;span class="nn"&gt;Default&lt;/span&gt;&lt;span class="p"&gt;::&lt;/span&gt;&lt;span class="nf"&gt;default&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
                &lt;span class="p"&gt;})&lt;/span&gt;
                &lt;span class="nf"&gt;.with&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;Laser&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
                    &lt;span class="n"&gt;speed&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mf"&gt;1000.0&lt;/span&gt;
                &lt;span class="p"&gt;});&lt;/span&gt;
            &lt;span class="n"&gt;weapon&lt;/span&gt;&lt;span class="py"&gt;.fired&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;false&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="n"&gt;weapon&lt;/span&gt;&lt;span class="py"&gt;.cooldown&lt;/span&gt;&lt;span class="nf"&gt;.reset&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;


&lt;p&gt;Finally, we can add a movement system for lasers.&lt;/p&gt;
&lt;h3&gt;
  
  
  &lt;em&gt;&lt;code&gt;main.rs&lt;/code&gt;&lt;/em&gt;
&lt;/h3&gt;


&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight rust"&gt;&lt;code&gt;&lt;span class="k"&gt;fn&lt;/span&gt; &lt;span class="nf"&gt;main&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="cm"&gt;/**/&lt;/span&gt;
        &lt;span class="nf"&gt;.add_system&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;player_control&lt;/span&gt;&lt;span class="nf"&gt;.system&lt;/span&gt;&lt;span class="p"&gt;())&lt;/span&gt;
        &lt;span class="nf"&gt;.add_system&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;laser_move&lt;/span&gt;&lt;span class="nf"&gt;.system&lt;/span&gt;&lt;span class="p"&gt;())&lt;/span&gt;
        &lt;span class="nf"&gt;.add_system_to_stage&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nn"&gt;stage&lt;/span&gt;&lt;span class="p"&gt;::&lt;/span&gt;&lt;span class="n"&gt;POST_UPDATE&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;weapons&lt;/span&gt;&lt;span class="nf"&gt;.system&lt;/span&gt;&lt;span class="p"&gt;())&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;fn&lt;/span&gt; &lt;span class="nf"&gt;laser_move&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
    &lt;span class="n"&gt;time&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Res&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Time&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;query&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Query&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;&amp;amp;&lt;/span&gt;&lt;span class="n"&gt;Laser&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&lt;/span&gt;&lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;Transform&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;
&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;laser&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&lt;/span&gt;&lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;query&lt;/span&gt;&lt;span class="nf"&gt;.iter&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="nf"&gt;.translate&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nn"&gt;Vec3&lt;/span&gt;&lt;span class="p"&gt;::&lt;/span&gt;&lt;span class="nf"&gt;new&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mf"&gt;0.0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;laser&lt;/span&gt;&lt;span class="py"&gt;.speed&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="n"&gt;time&lt;/span&gt;&lt;span class="py"&gt;.delta_seconds&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mf"&gt;0.0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;


&lt;p&gt;Aaaand we're done! Thanks for following along! You can find the code for this tutorial here: &lt;/p&gt;


&lt;div class="ltag-github-readme-tag"&gt;
  &lt;div class="readme-overview"&gt;
    &lt;h2&gt;
      &lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev.to%2Fassets%2Fgithub-logo-5a155e1f9a670af7944dd5e12375bc76ed542ea80224905ecaf878b9157cdefc.svg" alt="GitHub logo"&gt;
      &lt;a href="https://github.com/EthanYidong" rel="noopener noreferrer"&gt;
        EthanYidong
      &lt;/a&gt; / &lt;a href="https://github.com/EthanYidong/learn-bevy" rel="noopener noreferrer"&gt;
        learn-bevy
      &lt;/a&gt;
    &lt;/h2&gt;
    &lt;h3&gt;
      
    &lt;/h3&gt;
  &lt;/div&gt;
&lt;/div&gt;


&lt;p&gt;In the next article (WIP), we'll add in our enemies.&lt;/p&gt;

</description>
      <category>rust</category>
      <category>gamedev</category>
      <category>tutorial</category>
    </item>
    <item>
      <title>The Bevy Game Engine</title>
      <dc:creator>Ethan Tang</dc:creator>
      <pubDate>Tue, 22 Sep 2020 19:46:16 +0000</pubDate>
      <link>https://dev.to/ethanyidong/the-bevy-engine-1-4k4k</link>
      <guid>https://dev.to/ethanyidong/the-bevy-engine-1-4k4k</guid>
      <description>&lt;p&gt;NOTE: Since this has been written, Bevy has received many awesome, but sadly, breaking updates. The code in this guide is no longer maintained.&lt;/p&gt;

&lt;p&gt;Since rust is The Best Language™, it's no surprise that it's been an attractive choice for game development. Well, when I say game development, I mean game engine development, because there are more rust game engines than actual rust games. Whenever Rust gamedev pops up in my feed, I try the new engine, follow the tutorial, and then go back to using Godot. Most of these engines sacrificed simplicity for modularity and extensibility and were generally not fun to work with.&lt;/p&gt;

&lt;h1&gt;
  
  
  What is &lt;a href="https://bevyengine.org" rel="noopener noreferrer"&gt;Bevy&lt;/a&gt;?
&lt;/h1&gt;

&lt;p&gt;Bevy is, in its own words, a "A refreshingly simple data-driven game engine built in Rust". It fully delivers on this promise, with possibly the least boilerplate necessary to write a game. Enough about that though, let's actually jump straight in to making! You should:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;be familiar-ish with rust&lt;/li&gt;
&lt;li&gt;have cargo installed with the latest stable rust &lt;/li&gt;
&lt;/ul&gt;

&lt;h1&gt;
  
  
  Writing an ECS app in Bevy
&lt;/h1&gt;

&lt;p&gt;Bevy is based on ECS (Entity-Component-System) architecture, a new way of making games that is multi-threading friendly and brings a boost in performance vs standard models. It's so useful, &lt;a href="https://docs.unity3d.com/Packages/com.unity.entities@0.14/manual/index.html" rel="noopener noreferrer"&gt;Unity&lt;/a&gt; is implementing one for their engine. You can learn more on the bevy website, but here's a quick rundown.&lt;/p&gt;

&lt;h3&gt;
  
  
  Entities
&lt;/h3&gt;

&lt;p&gt;Entities are collections of distinct components. They are represented by a single id within the bevy engine.&lt;/p&gt;

&lt;h3&gt;
  
  
  Components
&lt;/h3&gt;

&lt;p&gt;Components can be whatever you want. They are represented by rust objects (&lt;code&gt;struct&lt;/code&gt;s or &lt;code&gt;enums&lt;/code&gt;s), and are attached to entities.&lt;/p&gt;

&lt;h3&gt;
  
  
  Systems
&lt;/h3&gt;

&lt;p&gt;Systems are functions. They run on collections of components. For example, the system&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight rust"&gt;&lt;code&gt;&lt;span class="k"&gt;fn&lt;/span&gt; &lt;span class="nf"&gt;my_system&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;a&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&lt;/span&gt;&lt;span class="n"&gt;ComponentA&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;b&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&lt;/span&gt;&lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;ComponentB&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="c1"&gt;//code here&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;


&lt;p&gt;runs on all entities with both &lt;code&gt;ComponentA&lt;/code&gt; and &lt;code&gt;ComponentB&lt;/code&gt; attached. You use &lt;code&gt;&amp;amp;mut&lt;/code&gt; to gain write access. This system can also be written in "query form" as&lt;br&gt;
&lt;/p&gt;
&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight rust"&gt;&lt;code&gt;&lt;span class="k"&gt;fn&lt;/span&gt; &lt;span class="nf"&gt;my_system&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;query&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;Query&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;&amp;amp;&lt;/span&gt;&lt;span class="n"&gt;ComponentA&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&lt;/span&gt;&lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;ComponentB&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;a&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;b&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&lt;/span&gt;&lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;query&lt;/span&gt;&lt;span class="nf"&gt;.iter&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="c1"&gt;//code here&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;


&lt;p&gt;This function runs only once, with &lt;code&gt;Query::iter()&lt;/code&gt; giving you an iterator, so you can loop through it manually.&lt;/p&gt;
&lt;h3&gt;
  
  
  Resources
&lt;/h3&gt;

&lt;p&gt;Resources are also rust objects, but they aren't associated with any Entity. Instead, they are available for all systems to use. They can be accessed like so:&lt;br&gt;
&lt;/p&gt;
&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight rust"&gt;&lt;code&gt;&lt;span class="k"&gt;fn&lt;/span&gt; &lt;span class="nf"&gt;my_system&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
    &lt;span class="n"&gt;resA&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Res&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;ResourceA&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; 
    &lt;span class="n"&gt;resB&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;ResMut&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;ResourceB&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; 
    &lt;span class="n"&gt;query&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;Query&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;&amp;amp;&lt;/span&gt;&lt;span class="n"&gt;ComponentA&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&lt;/span&gt;&lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;ComponentB&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;
&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;a&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;b&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&lt;/span&gt;&lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;query&lt;/span&gt;&lt;span class="nf"&gt;.iter&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="c1"&gt;//code here&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;

&lt;h3&gt;
  
  
  Enough talk, let's get started.
&lt;/h3&gt;

&lt;p&gt;Create a new project with &lt;code&gt;cargo new &amp;lt;project name&amp;gt;&lt;/code&gt;, and open in your editor of choice.&lt;/p&gt;

&lt;p&gt;Let's edit &lt;code&gt;Cargo.toml&lt;/code&gt; and add bevy to our dependencies. As of writing, &lt;code&gt;bevy 0.2.1&lt;/code&gt; is the latest version.&lt;/p&gt;
&lt;h3&gt;
  
  
  &lt;em&gt;&lt;code&gt;Cargo.toml&lt;/code&gt;&lt;/em&gt;
&lt;/h3&gt;


&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight toml"&gt;&lt;code&gt;&lt;span class="nn"&gt;[dependencies]&lt;/span&gt;
&lt;span class="py"&gt;bevy&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="s"&gt;"0.2"&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;


&lt;p&gt;Start by importing stuff into scope. The &lt;code&gt;bevy&lt;/code&gt; crate is actually just a helper crate that collects all the libraries most games will need into one.&lt;/p&gt;
&lt;h3&gt;
  
  
  &lt;em&gt;&lt;code&gt;main.rs&lt;/code&gt;&lt;/em&gt;
&lt;/h3&gt;


&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight rust"&gt;&lt;code&gt;&lt;span class="k"&gt;use&lt;/span&gt; &lt;span class="nn"&gt;bevy&lt;/span&gt;&lt;span class="p"&gt;::&lt;/span&gt;&lt;span class="nn"&gt;prelude&lt;/span&gt;&lt;span class="p"&gt;::&lt;/span&gt;&lt;span class="o"&gt;*&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;


&lt;p&gt;To start using bevy, they provide a builder pattern to initialize the app. &lt;/p&gt;
&lt;h3&gt;
  
  
  &lt;em&gt;&lt;code&gt;main.rs&lt;/code&gt;&lt;/em&gt;
&lt;/h3&gt;


&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight rust"&gt;&lt;code&gt;&lt;span class="k"&gt;fn&lt;/span&gt; &lt;span class="nf"&gt;main&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nn"&gt;App&lt;/span&gt;&lt;span class="p"&gt;::&lt;/span&gt;&lt;span class="nf"&gt;build&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
        &lt;span class="cm"&gt;/* setup goes here */&lt;/span&gt;
        &lt;span class="nf"&gt;.run&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;


&lt;p&gt;If we run our app now, nothing happens. That's because &lt;code&gt;App&lt;/code&gt; provides nothing by default. We use &lt;code&gt;add_default_plugins()&lt;/code&gt; to add basic functionality.&lt;/p&gt;
&lt;h3&gt;
  
  
  &lt;em&gt;&lt;code&gt;main.rs&lt;/code&gt;&lt;/em&gt;
&lt;/h3&gt;


&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight rust"&gt;&lt;code&gt;&lt;span class="k"&gt;fn&lt;/span&gt; &lt;span class="nf"&gt;main&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nn"&gt;App&lt;/span&gt;&lt;span class="p"&gt;::&lt;/span&gt;&lt;span class="nf"&gt;build&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
        &lt;span class="nf"&gt;.add_default_plugins&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
        &lt;span class="nf"&gt;.run&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;


&lt;p&gt;You should see a gray window pop up. Now, we need to populate our app with entities and components. For this, we use a startup system.&lt;/p&gt;
&lt;h3&gt;
  
  
  &lt;em&gt;&lt;code&gt;main.rs&lt;/code&gt;&lt;/em&gt;
&lt;/h3&gt;


&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight rust"&gt;&lt;code&gt;&lt;span class="k"&gt;fn&lt;/span&gt; &lt;span class="nf"&gt;main&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nn"&gt;App&lt;/span&gt;&lt;span class="p"&gt;::&lt;/span&gt;&lt;span class="nf"&gt;build&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
        &lt;span class="nf"&gt;.add_default_plugins&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
        &lt;span class="nf"&gt;.add_startup_system&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;setup&lt;/span&gt;&lt;span class="nf"&gt;.system&lt;/span&gt;&lt;span class="p"&gt;())&lt;/span&gt;
        &lt;span class="nf"&gt;.run&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;fn&lt;/span&gt; &lt;span class="nf"&gt;setup&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nd"&gt;println!&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"setup!"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;


&lt;p&gt;Unlike regular systems, startup systems are only run once, so you should see &lt;code&gt;setup!&lt;/code&gt; printed in your console only once.&lt;/p&gt;

&lt;p&gt;Now, we can add a sprite. To access our ECS World, we can add arguments to the startup system that will automatically be passed by bevy.&lt;/p&gt;
&lt;h3&gt;
  
  
  &lt;em&gt;&lt;code&gt;main.rs&lt;/code&gt;&lt;/em&gt;
&lt;/h3&gt;


&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight rust"&gt;&lt;code&gt;&lt;span class="k"&gt;fn&lt;/span&gt; &lt;span class="nf"&gt;setup&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
    &lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;commands&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Commands&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; 
    &lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;materials&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;ResMut&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Assets&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;ColorMaterial&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="n"&gt;commands&lt;/span&gt;
        &lt;span class="nf"&gt;.spawn&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nn"&gt;Camera2dComponents&lt;/span&gt;&lt;span class="p"&gt;::&lt;/span&gt;&lt;span class="nf"&gt;default&lt;/span&gt;&lt;span class="p"&gt;())&lt;/span&gt;
        &lt;span class="nf"&gt;.spawn&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;SpriteComponents&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;material&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;materials&lt;/span&gt;&lt;span class="nf"&gt;.add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nn"&gt;Color&lt;/span&gt;&lt;span class="p"&gt;::&lt;/span&gt;&lt;span class="nf"&gt;rgb&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mf"&gt;0.2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mf"&gt;0.2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mf"&gt;0.8&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="nf"&gt;.into&lt;/span&gt;&lt;span class="p"&gt;()),&lt;/span&gt;
            &lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nn"&gt;Transform&lt;/span&gt;&lt;span class="p"&gt;::&lt;/span&gt;&lt;span class="nf"&gt;from_translation&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nn"&gt;Vec3&lt;/span&gt;&lt;span class="p"&gt;::&lt;/span&gt;&lt;span class="nf"&gt;new&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mf"&gt;0.0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mf"&gt;0.0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mf"&gt;0.0&lt;/span&gt;&lt;span class="p"&gt;)),&lt;/span&gt;
            &lt;span class="n"&gt;sprite&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nn"&gt;Sprite&lt;/span&gt;&lt;span class="p"&gt;::&lt;/span&gt;&lt;span class="nf"&gt;new&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nn"&gt;Vec2&lt;/span&gt;&lt;span class="p"&gt;::&lt;/span&gt;&lt;span class="nf"&gt;new&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mf"&gt;32.0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mf"&gt;32.0&lt;/span&gt;&lt;span class="p"&gt;)),&lt;/span&gt;
            &lt;span class="o"&gt;..&lt;/span&gt;&lt;span class="nn"&gt;Default&lt;/span&gt;&lt;span class="p"&gt;::&lt;/span&gt;&lt;span class="nf"&gt;default&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
        &lt;span class="p"&gt;});&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;


&lt;p&gt;&lt;code&gt;Commands&lt;/code&gt; is a thread-safe buffer that will execute the commands passed to it to the ECS World.&lt;br&gt;
&lt;code&gt;ResMut&amp;lt;Assets&amp;lt;ColorMaterial&amp;gt;&amp;gt;&lt;/code&gt; is a mutable handle to the Resource &lt;code&gt;Assets&amp;lt;ColorMaterial&amp;gt;&lt;/code&gt;, which is a collection of materials that you use to create sprites.&lt;br&gt;
To display sprites, we first have to add a camera entity, which is used by the built in rendering system, and a sprite entity, which gets drawn by the rendering system.&lt;br&gt;
Now you should see a small blue square in the middle of the window.&lt;/p&gt;

&lt;p&gt;To wrap up this tutorial, let's add movement to our "game".  We first must create a player marker component (a regular empty struct), and add it to the small square entity.&lt;/p&gt;
&lt;h3&gt;
  
  
  &lt;em&gt;&lt;code&gt;main.rs&lt;/code&gt;&lt;/em&gt;
&lt;/h3&gt;


&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight rust"&gt;&lt;code&gt;&lt;span class="k"&gt;struct&lt;/span&gt; &lt;span class="n"&gt;Player&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="k"&gt;fn&lt;/span&gt; &lt;span class="nf"&gt;setup&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
    &lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;commands&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Commands&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; 
    &lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;materials&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;ResMut&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Assets&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;ColorMaterial&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&amp;gt;&lt;/span&gt;
&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="n"&gt;commands&lt;/span&gt;
        &lt;span class="cm"&gt;/* cut for brevity */&lt;/span&gt;
        &lt;span class="nf"&gt;.spawn&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;SpriteComponents&lt;/span&gt; &lt;span class="cm"&gt;/* cut for brevity */&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="nf"&gt;.with&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;Player&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;


&lt;p&gt;Next, we create a new system (a regular function) that runs on all entities with &lt;code&gt;Transform&lt;/code&gt; and &lt;code&gt;Player&lt;/code&gt;. This system also uses the keyboard input resource, which is created in a built-in system that that's part of &lt;code&gt;add_default_plugins()&lt;/code&gt;. Additionally, we have to register the system to the builder.&lt;/p&gt;
&lt;h3&gt;
  
  
  &lt;em&gt;&lt;code&gt;main.rs&lt;/code&gt;&lt;/em&gt;
&lt;/h3&gt;


&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight rust"&gt;&lt;code&gt;&lt;span class="k"&gt;fn&lt;/span&gt; &lt;span class="nf"&gt;main&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nn"&gt;App&lt;/span&gt;&lt;span class="p"&gt;::&lt;/span&gt;&lt;span class="nf"&gt;build&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
        &lt;span class="nf"&gt;.add_default_plugins&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
        &lt;span class="nf"&gt;.add_startup_system&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;setup&lt;/span&gt;&lt;span class="nf"&gt;.system&lt;/span&gt;&lt;span class="p"&gt;())&lt;/span&gt;
        &lt;span class="nf"&gt;.add_system&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;player_movement&lt;/span&gt;&lt;span class="nf"&gt;.system&lt;/span&gt;&lt;span class="p"&gt;())&lt;/span&gt;
        &lt;span class="nf"&gt;.run&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;fn&lt;/span&gt; &lt;span class="nf"&gt;player_movement&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
    &lt;span class="n"&gt;keyboard_input&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Res&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Input&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;KeyCode&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;query&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Query&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;&amp;amp;&lt;/span&gt;&lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;Transform&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&lt;/span&gt;&lt;span class="n"&gt;Player&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;_player&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&lt;/span&gt;&lt;span class="k"&gt;mut&lt;/span&gt; &lt;span class="n"&gt;query&lt;/span&gt;&lt;span class="nf"&gt;.iter&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;let&lt;/span&gt; &lt;span class="n"&gt;translation&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="nf"&gt;.translation_mut&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="n"&gt;keyboard_input&lt;/span&gt;&lt;span class="nf"&gt;.pressed&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nn"&gt;KeyCode&lt;/span&gt;&lt;span class="p"&gt;::&lt;/span&gt;&lt;span class="n"&gt;Right&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="o"&gt;*&lt;/span&gt;&lt;span class="n"&gt;translation&lt;/span&gt;&lt;span class="nf"&gt;.x_mut&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;+=&lt;/span&gt; &lt;span class="mf"&gt;1.0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;


&lt;p&gt;Now, when the right arrow key is pressed, our square shifts to the right. You can complete the movement if you'd like, but I'm too lazy to do it here. You can find the completed code here:&lt;/p&gt;


&lt;div class="ltag-github-readme-tag"&gt;
  &lt;div class="readme-overview"&gt;
    &lt;h2&gt;
      &lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev.to%2Fassets%2Fgithub-logo-5a155e1f9a670af7944dd5e12375bc76ed542ea80224905ecaf878b9157cdefc.svg" alt="GitHub logo"&gt;
      &lt;a href="https://github.com/EthanYidong" rel="noopener noreferrer"&gt;
        EthanYidong
      &lt;/a&gt; / &lt;a href="https://github.com/EthanYidong/learn-bevy" rel="noopener noreferrer"&gt;
        learn-bevy
      &lt;/a&gt;
    &lt;/h2&gt;
    &lt;h3&gt;
      
    &lt;/h3&gt;
  &lt;/div&gt;
&lt;/div&gt;



&lt;p&gt;In the next article, we'll start building a more complex game. What are your thoughts on bevy? Please do share!&lt;/p&gt;


&lt;div class="ltag__link"&gt;
  &lt;a href="/ethanyidong" class="ltag__link__link"&gt;
    &lt;div class="ltag__link__pic"&gt;
      &lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Fuser%2Fprofile_image%2F263531%2F03abce25-2474-41b7-85ee-04d7f1768694.png" alt="ethanyidong"&gt;
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  &lt;a href="/ethanyidong/bevy-2-space-shooter-the-player-3e7d" class="ltag__link__link"&gt;
    &lt;div class="ltag__link__content"&gt;
      &lt;h2&gt;Bevy #2: Space Shooter - The Player&lt;/h2&gt;
      &lt;h3&gt;Ethan Tang ・ Sep 26 '20&lt;/h3&gt;
      &lt;div class="ltag__link__taglist"&gt;
        &lt;span class="ltag__link__tag"&gt;#rust&lt;/span&gt;
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        &lt;span class="ltag__link__tag"&gt;#tutorial&lt;/span&gt;
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  &lt;/a&gt;
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