0.2.0 |
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#68 in #directed-graph
52KB
753 lines
Bevy Screenplay
This Bevy plugin provides a way to create dialogues and conversations in your game, via screenplays. A screenplay is a directed graph where each node is an action that can happen. An action is usually something that an actor can do, such as saying a line, entering/exiting the scene, or even a choice the player can make, etc.
As the most most common action is text being displayed on the screen, the most basic screenplay is a sequence of texts forming a conversation between actors, which results in a linear graph of actions.
A screenplay is a Bevy component that can be attached to an entity. This way you can have multiple entities each with its own screenplay, so each entity has its own dialog. Or, you to make a VN-like game, you can have one single screenplay in the game.
The heart of the screenplay is a directed graph where each node is an ActionNode
:
struct ActionNode {
/// The kind of action.
kind: ActionKind,
/// The text of the action.
text: Option<String>,
/// The actors involved in the action.
actors: Vec<Actor>,
/// The choices available after the action.
choices: Option<Vec<Choice>>,
/// The sound effect associated with the action.
sound_effect: Option<String>,
}
This struct defines an action that can happen.
kind
field defines the kind of action (Talk, Enter, Exit, Choice).text
field is the text that to display on the screen.actors
field is the list of actors involved in the action.choices
field is the list of choices available to present to the player.sound_effect
field is an extra field to specify a sound effect to play when the action is reached.
The Actor
struct is a simple struct that contains the name of the actor and the asset to display on the screen.
struct Actor {
/// The name of the character that the actor plays.
name: String,
/// An optional asset that represents the actor's appearance or voice.
asset: Option<String>,
}
If an action has one or more actors defined, they can be accessed to get the names (and the assets) to be displayed together with the text.
Build Screenplay from screenplay.ron files
The plugin can parse ron files to create RawScreenplay
assets, which can then be used to build a Screenplay
component.
The files must have the extension: screenplay.ron
.
Here's an example:
(
actors: [
( id: "bob", name: "Bob", asset: Some("bob.png") ),
( id: "alice", name: "Alice", asset: Some("alice.png") )
],
script: [
( id: 1, action: Talk, text: Some("Bob and Alice enter the room.") ),
( id: 2, action: Enter, actors: [ "bob", "alice" ] ),
( id: 3, actors: ["bob"], text: Some("Hello, Alice!") ), // with missing action field, it defaults to Talk
(
id: 4,
choices: Some([
( text: "Alice says hello back.", next: 5 ),
( text: "Alice ignores Bob.", next: 6 ),
])
),
( id: 5, text: Some("Bob smiles.") ), // with missing actors field, it defaults to an empty vector
( id: 6, text: Some("Bob starts crying.") ),
( id: 7, text: Some("The end.") )
]
)
The plugin adds an AssetLoader
for these ron files, so it's as easy as:
let handle: Handle<RawScreenplay> = server.load("simple.screenplay.ron");
Then you can use the ScreenplayBuilder
to build a Screenplay
component from the RawScreenplay
asset.
You can retrieve the RawScreenplay
from the assets collection raws: Res<Assets<RawScreenplay>>
.
let raw_sp = raws.get(&simple_sp_asset.handle).unwrap();
ScreenplayBuilder::new().build(&raw_sp);
Usage
Once you have a Screenplay
component attached to an entity, you can use the usual Bevy Query
to access it to
retrive information about the current action (text, choices, actors involved, the kind of action).
To move to the next action (or to jump to a specific action), you can send 2 different events and take advantage of
the Change Detection System to react after a change in the Screenplay
component.
The event to go to the next action:
NextActionRequest(pub Entity);
The event to jump to a specific action:
JumpToActionRequest(pub Entity, pub ActionId);
You pass the entity with the Screenplay
component for the former event, and the entity with the Screenplay
component
and the id of the action to jump to for the latter event.
The plugin will internally call the next_action
and jump_to
methods of the Screenplay
component, respectively.
On your side you can use the Changed api to react to the change after these events are sent. With something like:
fn print_text(screenplays: Query<&Screenplay, Changed<Screenplay>>) {
for sp in screenplays.iter() {
println!("{}", sp.text());
}
}
The component offers a public API to retrieve info from the graph:
actors
returns the list of actors involved in the current action.choices
returns the list of choices available in the current action.text
returns the text of the current action.action_kind
returns the kind of the current action.
Check out the example in the examples
folder to see how to use the plugin.
- simple.rs shows how to use the plugin to create a simple, linear conversation.
- choices.rs shows how to use the plugin to create a conversation with choices.
- full.rs shows a screenplay where all the action kinds are used.
Other Things
A future work is to have a graphical editor to create these files, but for now we have to write them by hand. Any contributions are welcome!
Compatibility of bevy_screenplay
versions:
bevy_screenplay |
bevy |
---|---|
main |
0.11 |
0.2.0 | 0.11 |
0.1.1 |
0.11 |
License
Dual-licensed under either of
- Apache License, Version 2.0, (LICENSE-APACHE or https://www.apache.org/licenses/LICENSE-2.0)
- MIT license (LICENSE-MIT or https://opensource.org/licenses/MIT)
at your option.
Contribution
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.
Dependencies
~23–54MB
~894K SLoC