#component #previous #bevy #change-detection

bevy_previous

Access previous values of components

1 unstable release

1.0.1 Aug 14, 2024
0.1.0 Aug 14, 2024

#464 in Game dev

Download history 281/week @ 2024-08-14

281 downloads per month

MIT license

15KB
106 lines

Crates.io Size GitHub Issues or Pull Requests MIT License Bevy 0.14

bevy_previous

A simple library for bevy to access previous values of components.

Example

Suppose a game that consists of enemies with a struct Health(pub u32) component. Whenever an enemy is hit, a text should appear showing the amount of health they lost.

For this we can use bevy's change detection, however to show the difference in health we also need the previous health value. This is where bevy_previous comes in.

struct Health(pub u32);

fn main() {
    App::new()
        .add_plugins(PreviousPlugin::<Health>::default())
        .add_systems(Update, print_differences)
        .run();
}

fn print_differences(query: Query<(&Health, &Previous<Health>), Changed<Health>>) {
    for (health, previous_health) in &query {
        println!("Health reduced by {}", previous_health - health);
    }
}

In-depth

Register the PreviousPlugin::<T> to activate previous values for a component T. Note that by default, changes are updated in the Last schedule. You also do not need to manually add the Previous<T> component, that is done automatically in the Last schedule. This also means that Query<(&T, &Previous<T>)> will not match T entities that were just created.

If you want to customize the schedule where Previous<T> gets set back to T, you can pass that in as a second type parameter in PreviousPlugin as well as Previous like this.

struct Health(pub u32);

fn main() {
    App::new()
        .add_plugins(PreviousPlugin::<Health, FixedLast>::default())
        .add_systems(FixedUpdate, print_differences)
        .run();
}

fn print_differences(query: Query<(&Health, &Previous<Health, FixedLast>), Changed<Health>>) {
    for (health, previous_health) in &query {
        println!("Health reduced by {}", previous_health.0.0 - health.0);
    }
}

The only important thing is that Previous gets updated after your game logic.

Since this specific use case with FixedMain is quite common, there are type aliases for it: FixedPreviousPlugin<T> and FixedPrevious<T>. If you have custom schedules, consider adding type aliases for those too.

Compatability

bevy bevy_previous
0.14 0.1

Additionally, the main branch of bevy_previous is up-to-date with bevy's main branch.

A note on PreviousPlugin::default()

This only works for schedules that implement the DefaultSchedule trait. This is automatically implemented by the standard bevy schedules, but for your own, you must either manually implement DefaultSchedule using derive(DefaultSchedule) helper macro or use PreviousPlugin::new(schedule).

Feature Flags

Flag Description
derive default: Enable the derive macro for DefaultSchedule
serde default: Enable serde implementations for Previous

Dependencies

~23MB
~426K SLoC