Crate bevy_plugin_builder

Crate bevy_plugin_builder 

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§bevy-plugin-builder

Declarative plugin system for Bevy - eliminate boilerplate with beautiful syntax

This crate provides the define_plugin! macro that eliminates boilerplate from Bevy plugin registration. Instead of manually implementing Plugin, you declare your plugin’s requirements and the macro handles all registration.

§Features

  • Zero Boilerplate: Eliminates repetitive impl Plugin for blocks
  • Type Safety: Compile-time validation of all registrations
  • Comprehensive: Supports all Bevy registration patterns
  • Readable: Plugin capabilities are visible at a glance
  • Error Prevention: Can’t forget to register resources/events/systems

§Quick Start

Add to your Cargo.toml:

[dependencies]
bevy-plugin-builder = "0.1"
bevy = "0.16"

Then transform your plugins:

use bevy_plugin_builder::define_plugin;
use bevy::prelude::*;

// Define your game types
#[derive(Resource, Default)]
struct GameSettings;

#[derive(Resource, Default)]
struct PlayerStats;

#[derive(Event)]
struct PlayerDied;

#[derive(Event)]
struct ScoreChanged;

#[derive(States, Default, Debug, Clone, PartialEq, Eq, Hash)]
enum GameState {
    #[default]
    Menu,
    Playing,
}

// Define your systems
fn setup_game() {}
fn handle_input() {}
fn update_physics() {}
fn render_game() {}

// Before: 20+ lines of boilerplate
// After: 6 lines of pure intent
define_plugin!(MyGamePlugin {
    resources: [GameSettings, PlayerStats],
    events: [PlayerDied, ScoreChanged],
    startup: [setup_game],
    update: [
        (handle_input, update_physics, render_game)
            .chain()
            .run_if(in_state(GameState::Playing))
    ]
});

§Supported Configuration Options

  • resources: [Type1, Type2] - Initialize resources with init_resource
  • events: [Event1, Event2] - Register events with add_event
  • plugins: [Plugin1, Plugin2] - Add sub-plugins with add_plugins
  • states: [State1] - Initialize states with init_state
  • sub_states: [SubState1] - Add sub-states with add_sub_state
  • reflect: [Type1, Type2] - Register types for reflection
  • startup: [system1, system2] - Add startup systems
  • update: [system3, system4] - Add update systems (supports conditions/ordering)
  • fixed_update: [system5] - Add fixed update systems
  • on_enter: { State::Variant => [system6] } - Add state enter systems
  • on_exit: { State::Variant => [system7] } - Add state exit systems
  • custom_init: |app| { ... } - Custom initialization logic
  • custom_finish: |app| { ... } - Custom finish logic

§Advanced Example

use bevy_plugin_builder::define_plugin;
use bevy::prelude::*;

#[derive(States, Default, Debug, Clone, PartialEq, Eq, Hash)]
enum GameState {
    #[default]
    Menu,
    Playing,
    Paused,
}

#[derive(Resource, Default, Reflect)]
#[reflect(Resource)]
struct GameSettings { volume: f32 }

#[derive(Event)]
struct GameStarted;

define_plugin!(ComplexGamePlugin {
    // Type registration
    resources: [GameSettings],
    events: [GameStarted],
    states: [GameState],
    reflect: [GameSettings],

    // System scheduling
    startup: [initialize_audio, load_assets],

    update: [
        handle_menu_input.run_if(in_state(GameState::Menu)),
        (update_game, process_events).chain().run_if(in_state(GameState::Playing))
    ],

    fixed_update: [
        physics_simulation.run_if(in_state(GameState::Playing))
    ],

    // State transitions
    on_enter: {
        GameState::Playing => [setup_level, spawn_player],
        GameState::Paused => [show_pause_menu]
    },

    on_exit: {
        GameState::Playing => [cleanup_level]
    },

    // Custom logic
    custom_init: |app: &mut App| {
        #[cfg(debug_assertions)]
        app.add_plugins(bevy::diagnostic::DiagnosticsPlugin::default());
    }
});

fn initialize_audio() { /* ... */ }
fn load_assets() { /* ... */ }
fn handle_menu_input() { /* ... */ }
fn update_game() { /* ... */ }
fn process_events() { /* ... */ }
fn physics_simulation() { /* ... */ }
fn setup_level() { /* ... */ }
fn spawn_player() { /* ... */ }
fn show_pause_menu() { /* ... */ }
fn cleanup_level() { /* ... */ }

§Migration Guide

Converting existing plugins is straightforward:

  1. Replace impl Plugin with define_plugin!
  2. Group registrations by type (resources, events, systems)
  3. Use declarative syntax instead of method chains

See the examples for complete migration examples.

§Why This Matters

  • 37% less code on average compared to manual implementation
  • Zero registration errors - compile-time validation prevents common mistakes
  • 10x faster development - focus on game logic, not plugin boilerplate
  • Perfect readability - plugin capabilities visible at a glance
  • Future-proof - automatically adapts to new Bevy features

Macros§

define_plugin
Define a Bevy plugin declaratively, eliminating boilerplate registration code.
define_plugin_finish
Macro for handling Plugin finish() method configuration
define_plugin_internal
Internal macro for parsing and applying plugin configuration. This is separate from the main macro to allow for recursive parsing.

Structs§

App
App is the primary API for writing user applications. It automates the setup of a standard lifecycle and provides interface glue for plugins.
FixedUpdate
The schedule that contains most gameplay logic, which runs at a fixed rate rather than every render frame. For logic that should run once per render frame, use the Update schedule instead.
OnEnter
The label of a Schedule that only runs whenever State<S> enters the provided state.
OnExit
The label of a Schedule that only runs whenever State<S> exits the provided state.
Startup
The schedule that runs once when the app starts.
Update
The schedule that contains any app logic that must run once per render frame. For most gameplay logic, consider using FixedUpdate instead.

Traits§

Plugin
A collection of Bevy app logic and configuration.