🎚️ Moonshine Behavior
Minimalistic state machine for Bevy game engine.
Overview
This crates is designed to provide a simple, stack-based, lightweight implementation of state machines for Bevy entities.
Features
- Simple. Minimal overhead for defining and setting up behaviors.
- Behaviors can be started, paused, resumed, and stopped.
- Event driven API which allows systems to react to behavior changes on entities.
- Multiple behaviors with different types may exist on the same entity to define complex state machines.
Usage
A behavior, typically implemented as an enum, is a Component which represents some state of its entity. Each behavior is associated with a stack.
When the next behavior is started, the current one is pushed onto the stack (if resumable) and paused.
Setup
1. Define your behavior data as an enum:
use *;
use *;
2. Implement the Behavior trait:
This trait defines the possible transitions for your behavior. In this example:
- a bird may sleep, fly, or chirp when idle
- a bird may chirp when flying
- a bird may not fly or chirp when sleeping
3. Spawn a BehaviorBundle:
For behavior system to work, you must insert your behavior using a BehaviorBundle.
This bundle also inserts an instance of your behavior. This is referred to as the initial behavior.
Transitions
An entity spawned with a BehaviorBundle may be queried using BehaviorRef and BehaviorMut world queries.
BehaviorRefmay be used to read the current/previous behaviors.BehaviorMutmay be used to read the current/previous behaviors and request behavior transitions.
To access current behavior, use Deref on either BehaviorRef or BehaviorMut.
To access previous behavior, use .previous():
To start some next behavior, use .try_start():
To stop current behavior and resume the previous behavior, use .stop():
To stop current behavior and resume the initial behavior, use .reset():
When a transition is requested, it is not invoked immediately. Instead, it is invoked whenever the registered transition() system is run.
You may register your systems before or after transition() to perform any logic as required.
Warning Be mindful that only one transition may be invoked per application update, per entity. This is an intentional design choice. If multiple transitions are requested on the same entity within the same update cycle, only the last one is invoked, and a warning is logged.
Events
Any time a transition is invoked, an associated event is dispatched. These events may be used by other systems to react to behavior changes.
Each event (except StoppedEvent) carries only the entity ID for which the behavior was started, paused, or resumed.
For StartedEvent and ResumedEvent, the behavior exists on the entity itself.
You may access it either using a normal query (e.g. Query<&Bird>), or using BehaviorRef.
For PausedEvent, the paused behavior is the previous behavior on the data, which is accessible using .previous():
For StoppedEvent, the stopped behavior is accessible through the event itself:
Activation/Suspension
In some cases, it may be necessary to run some logic if a behavior is paused OR stopped (suspension), or started OR resumed (activation).
To handle activation and suspension, you may use a simple Changed query:
Examples
See bird.rs for a complete implementation of the Bird behavior.
Support
Find me on Bevy Discord server, or post an issue.