bevy_scriptum 📜
bevy_scriptum is a a plugin for Bevy that allows you to write some of your game logic in a scripting language. Currently Rhai and Lua are supported, but more languages may be added in the future.
API docs are available in docs.rs
bevy_scriptum's main advantages include:
- low-boilerplate
- easy to use
- asynchronicity with a promise-based API
- flexibility
- hot-reloading
Scripts are separate files that can be hot-reloaded at runtime. This allows you to quickly iterate on your game logic without having to recompile your game.
All you need to do is register callbacks on your Bevy app like this:
use bevy::prelude::*; use bevy_scriptum::prelude::*; use bevy_scriptum::runtimes::lua::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .add_scripting::<LuaRuntime>(|runtime| { runtime.add_function(String::from("hello_bevy"), || { println!("hello bevy, called from script"); }); }) .run(); }
And you can call them in your scripts like this:
hello_bevy()
Every callback function that you expose to the scripting language is also a Bevy system, so you can easily query and mutate ECS components and resources just like you would in a regular Bevy system:
use bevy::prelude::*; use bevy_scriptum::prelude::*; use bevy_scriptum::runtimes::lua::prelude::*; #[derive(Component)] struct Player; fn main() { App::new() .add_plugins(DefaultPlugins) .add_scripting::<LuaRuntime>(|runtime| { runtime.add_function( String::from("print_player_names"), |players: Query<&Name, With<Player>>| { for player in &players { println!("player name: {}", player); } }, ); }) .run(); }
You can also pass arguments to your callback functions, just like you would in a regular Bevy system - using In
structs with tuples:
use bevy::prelude::*; use bevy_scriptum::prelude::*; use bevy_scriptum::runtimes::lua::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .add_scripting::<LuaRuntime>(|runtime| { runtime.add_function( String::from("fun_with_string_param"), |In((x,)): In<(String,)>| { println!("called with string: '{}'", x); }, ); }) .run(); }
which you can then call in your script like this:
fun_with_string_param("Hello world!")
It is also possible to split the definition of your callback functions up over multiple plugins. This enables you to split up your code by subject and keep the main initialization light and clean.
This can be accomplished by using add_scripting_api
. Be careful though, add_scripting
has to be called before adding plugins.
use bevy::prelude::*; use bevy_scriptum::prelude::*; use bevy_scriptum::runtimes::lua::prelude::*; struct MyPlugin; impl Plugin for MyPlugin { fn build(&self, app: &mut App) { app.add_scripting_api::<LuaRuntime>(|runtime| { runtime.add_function(String::from("hello_from_my_plugin"), || { info!("Hello from MyPlugin"); }); }); } } // Main fn main() { App::new() .add_plugins(DefaultPlugins) .add_scripting::<LuaRuntime>(|_| { // nice and clean }) .add_plugins(MyPlugin) .run(); }
Usage
Add the following to your Cargo.toml
:
[dependencies]
bevy_scriptum = { version = "0.8", features = ["lua"] }
or execute cargo add bevy_scriptum --features lua
from your project directory.
You can now start exposing functions to the scripting language. For example, you can expose a function that prints a message to the console:
use bevy::prelude::*; use bevy_scriptum::prelude::*; use bevy_scriptum::runtimes::lua::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .add_scripting::<LuaRuntime>(|runtime| { runtime.add_function( String::from("my_print"), |In((x,)): In<(String,)>| { println!("my_print: '{}'", x); }, ); }) .run(); }
Then you can create a script file in assets
directory called script.lua
that calls this function:
my_print("Hello world!")
And spawn an entity with attached Script
component with a handle to a script source file:
use bevy::prelude::*; use bevy_scriptum::prelude::*; use bevy_scriptum::runtimes::lua::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .add_scripting::<LuaRuntime>(|runtime| { runtime.add_function( String::from("my_print"), |In((x,)): In<(String,)>| { println!("my_print: '{}'", x); }, ); }) .add_systems(Startup,|mut commands: Commands, asset_server: Res<AssetServer>| { commands.spawn(Script::<LuaScript>::new(asset_server.load("script.lua"))); }) .run(); }
You should then see my_print: 'Hello world!'
printed in your console.
Provided examples
You can also try running provided examples by cloning this repository and running cargo run --example <example_name>_<language_name>
. For example:
cargo run --example hello_world_lua
The examples live in examples
directory and their corresponding scripts live in assets/examples
directory within the repository.
Promises - getting return values from scripts
Every function called from script returns a promise that you can call :and_then
with a callback function on. This callback function will be called when the promise is resolved, and will be passed the return value of the function called from script. For example:
get_player_name():and_then(function(name)
print(name)
end)
which will print out John
when used with following exposed function:
use bevy::prelude::*; use bevy_scriptum::prelude::*; use bevy_scriptum::runtimes::lua::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .add_scripting::<LuaRuntime>(|runtime| { runtime.add_function(String::from("get_player_name"), || String::from("John")); }); }
Access entity from script
A variable called entity
is automatically available to all scripts - it represents bevy entity that the Script
component is attached to.
It exposes index
property that returns bevy entity index.
It is useful for accessing entity's components from scripts.
It can be used in the following way:
print("Current entity index: " .. entity.index)
entity
variable is currently not available within promise callbacks.
Contributing
Contributions are welcome! Feel free to open an issue or submit a pull request.
License
bevy_scriptum is licensed under either of the following, at your option: Apache License, Version 2.0, (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0) or MIT license (LICENSE-MIT or http://opensource.org/licenses/MIT)
Runtimes
This chapter demonstrates how to work with bevy_scriptum when using a specific runtime.
Lua
This chapter demonstrates how to work with bevy_scriptum when using Lua language runtime.
Installation
Add the following to your Cargo.toml
:
[dependencies]
bevy = "0.16"
bevy_scriptum = { version = "0.8", features = ["lua"] }
If you need a different version of bevy you need to use a matching bevy_scriptum version according to the bevy support matrix
Hello World
After you are done installing the required crates, you can start developing your first game or application using bevy_scriptum.
To start using the library you need to first import some structs and traits
with Rust use
statements.
For convenience there is a main "prelude" module provided called
bevy_scriptum::prelude
and a prelude for each runtime you have enabled as
a create feature.
You can now start exposing functions to the scripting language. For example, you can expose a function that prints a message to the console:
use bevy::prelude::*; use bevy_scriptum::prelude::*; use bevy_scriptum::runtimes::lua::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .add_scripting::<LuaRuntime>(|runtime| { runtime.add_function( String::from("my_print"), |In((x,)): In<(String,)>| { println!("my_print: '{}'", x); }, ); }) .run(); }
Then you can create a script file in assets
directory called script.lua
that calls this function:
my_print("Hello world!")
And spawn an entity with attached Script
component with a handle to a script source file:
use bevy::prelude::*; use bevy_scriptum::prelude::*; use bevy_scriptum::runtimes::lua::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .add_scripting::<LuaRuntime>(|runtime| { runtime.add_function( String::from("my_print"), |In((x,)): In<(String,)>| { println!("my_print: '{}'", x); }, ); }) .add_systems(Startup,|mut commands: Commands, asset_server: Res<AssetServer>| { commands.spawn(Script::<LuaScript>::new(asset_server.load("script.lua"))); }) .run(); }
You should then see my_print: 'Hello world!'
printed in your console.
Spawning scripts
To spawn a Lua script you will need to get a handle to a script asset using
bevy's AssetServer
.
use bevy::prelude::*; use bevy_scriptum::prelude::*; use bevy_scriptum::runtimes::lua::prelude::*; fn my_spawner(mut commands: Commands, assets_server: Res<AssetServer>) { commands.spawn(Script::<LuaScript>::new( assets_server.load("my_script.lua"), )); } fn main() {}
After they scripts have been evaled by bevy_scriptum, the entities that they've
been attached to will get the Script::<LuaScript>
component stripped and instead
LuaScriptData
component will be attached.
So to query scipted entities you could do something like:
use bevy::prelude::*; use bevy_scriptum::prelude::*; use bevy_scriptum::runtimes::lua::prelude::*; fn my_system( mut scripted_entities: Query<(Entity, &mut LuaScriptData)>, ) { for (entity, mut script_data) in &mut scripted_entities { // do something with scripted entities } } fn main() {}
Calling Rust from Lua
To call a rust function from Lua first you need to register a function within Rust using builder pattern.
use bevy::prelude::*; use bevy_scriptum::prelude::*; use bevy_scriptum::runtimes::lua::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .add_scripting::<LuaRuntime>(|runtime| { // `runtime` is a builder that you can use to register functions }) .run(); }
For example to register a function called my_rust_func
you can do the following:
use bevy::prelude::*; use bevy_scriptum::prelude::*; use bevy_scriptum::runtimes::lua::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .add_scripting::<LuaRuntime>(|runtime| { runtime.add_function(String::from("my_rust_func"), || { println!("my_rust_func has been called"); }); }) .run(); }
After you do that the function will be available to Lua code in your spawned scripts.
my_rust_func()
Registered functions can also take parameters. A parameter can be any type
that implements FromLua
.
Since a registered callback function is a Bevy system, the parameters are passed
to it as In
struct with tuple, which has to be the first parameter of the closure.
use bevy::prelude::*; use bevy_scriptum::prelude::*; use bevy_scriptum::runtimes::lua::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .add_scripting::<LuaRuntime>(|runtime| { runtime.add_function(String::from("func_with_params"), |args: In<(String, i64)>| { println!("my_rust_func has been called with string {} and i64 {}", args.0.0, args.0.1); }); }) .run(); }
To make it look nicer you can destructure the In
struct.
use bevy::prelude::*; use bevy_scriptum::prelude::*; use bevy_scriptum::runtimes::lua::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .add_scripting::<LuaRuntime>(|runtime| { runtime.add_function(String::from("func_with_params"), |In((a, b)): In<(String, i64)>| { println!("my_rust_func has been called with string {} and i64 {}", a, b); }); }) .run(); }
The above function can be called from Lua
func_with_params("abc", 123)
Return value via promise
Any registered rust function that returns a value will retrurn a promise when
called within a script. By calling :and_then
on the promise you can register
a callback that will receive the value returned from Rust function.
use bevy::prelude::*; use bevy_scriptum::prelude::*; use bevy_scriptum::runtimes::lua::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .add_scripting::<LuaRuntime>(|runtime| { runtime.add_function(String::from("returns_value"), || { 123 }); }) .run(); }
returns_value():and_then(function (value)
print(value) -- 123
end)
Calling Lua from Rust
To call a function defined in Lua
function on_update()
end
We need to acquire LuaRuntime
resource within a bevy system.
Then we will be able to call call_fn
on it, providing the name
of the function to call, LuaScriptData
that has been automatically
attached to entity after an entity with script attached has been spawned
and its script evaluated, the entity and optionally some arguments.
use bevy::prelude::*; use bevy_scriptum::prelude::*; use bevy_scriptum::runtimes::lua::prelude::*; fn call_lua_on_update_from_rust( mut scripted_entities: Query<(Entity, &mut LuaScriptData)>, scripting_runtime: ResMut<LuaRuntime>, ) { for (entity, mut script_data) in &mut scripted_entities { // calling function named `on_update` defined in lua script scripting_runtime .call_fn("on_update", &mut script_data, entity, ()) .unwrap(); } } fn main() {}
We can also pass some arguments by providing a tuple or Vec
as the last
call_fn
argument.
use bevy::prelude::*; use bevy_scriptum::prelude::*; use bevy_scriptum::runtimes::lua::prelude::*; fn call_lua_on_update_from_rust( mut scripted_entities: Query<(Entity, &mut LuaScriptData)>, scripting_runtime: ResMut<LuaRuntime>, ) { for (entity, mut script_data) in &mut scripted_entities { scripting_runtime .call_fn("on_update", &mut script_data, entity, (123, String::from("hello"))) .unwrap(); } } fn main() {}
They will be passed to on_update
Lua function
function on_update(a, b)
print(a) -- 123
print(b) -- hello
end
Any type that implements IntoLua
can be passed as an argument withing the
tuple in call_fn
.
Interacting with bevy in callbacks
Every registered function is also just a regular Bevy system.
That allows you to do anything you would do in a Bevy system.
You could for example create a callback system function that prints names
of all entities with Player
component.
use bevy::prelude::*; use bevy_scriptum::prelude::*; use bevy_scriptum::runtimes::lua::prelude::*; #[derive(Component)] struct Player; fn main() { App::new() .add_plugins(DefaultPlugins) .add_scripting::<LuaRuntime>(|runtime| { runtime.add_function( String::from("print_player_names"), |players: Query<&Name, With<Player>>| { for player in &players { println!("player name: {}", player); } }, ); }) .run(); }
In script:
print_player_names()
You can use functions that interact with Bevy entities and resources and take arguments at the same time. It could be used for example to mutate a component.
use bevy::prelude::*; use bevy_scriptum::prelude::*; use bevy_scriptum::runtimes::lua::prelude::*; #[derive(Component)] struct Player { health: i32 } fn main() { App::new() .add_plugins(DefaultPlugins) .add_scripting::<LuaRuntime>(|runtime| { runtime.add_function( String::from("hurt_player"), |In((hit_value,)): In<(i32,)>, mut players: Query<&mut Player>| { let mut player = players.single_mut(); player.health -= hit_value; }, ); }) .run(); }
And it could be called in script like:
hurt_player(5)
Builtin types
bevy_scriptum provides following types that can be used in Lua:
Vec3
BevyEntity
Vec3
Constructor
Vec3(x: number, y: number, z: number)
Properties
x: number
y: number
z: number
Example Lua usage
my_vec = Vec3(1, 2, 3)
set_translation(entity, my_vec)
Example Rust usage
use bevy::prelude::*; use bevy_scriptum::prelude::*; use bevy_scriptum::runtimes::lua::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .add_scripting::<LuaRuntime>(|runtime| { runtime.add_function(String::from("set_translation"), set_translation); }) .run(); } fn set_translation( In((entity, translation)): In<(BevyEntity, BevyVec3)>, mut entities: Query<&mut Transform>, ) { let mut transform = entities.get_mut(entity.0).unwrap(); transform.translation = translation.0; }
BevyEntity
Constructor
None - instances can only be acquired by using built-in entity
global variable.
Properties
index: integer
Example Lua usage
print(entity.index)
pass_to_rust(entity)
Example Rust usage
use bevy::prelude::*; use bevy_scriptum::prelude::*; use bevy_scriptum::runtimes::lua::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .add_scripting::<LuaRuntime>(|runtime| { runtime.add_function(String::from("pass_to_rust"), |In((entity,)): In<(BevyEntity,)>| { println!("pass_to_rust called with entity: {:?}", entity); }); }) .run(); }
Builtin variables
entity
A variable called entity
is automatically available to all scripts - it represents bevy entity that the Script
component is attached to.
It exposes index
property that returns bevy entity index.
It is useful for accessing entity's components from scripts.
It can be used in the following way:
print("Current entity index: " .. entity.index)
entity
variable is currently not available within promise callbacks.
Rhai
This chapter demonstrates how to work with bevy_scriptum when using Rhai language runtime.
Installation
Add the following to your Cargo.toml
:
[dependencies]
bevy = "0.16"
bevy_scriptum = { version = "0.8", features = ["rhai"] }
If you need a different version of bevy you need to use a matching bevy_scriptum version according to the bevy support matrix
Workflow
Demonstration of useful approaches when working with bevy_scriptum.
Live-reload
Bevy included support
To enable live reload it should be enough to enable file-watcher
feature
within bevy dependency in Cargo.toml
bevy = { version = "0.16", features = ["file_watcher"] }
Init-teardown pattern for game development
It is useful to structure your game in a way that would allow making changes to the scripting code without restarting the game.
A useful pattern is to hava three functions "init", "update" and "teardown".
-
"init" function will take care of starting the game(spawning the player, the level etc)
-
"update" function will run the main game logic
-
"teardown" function will despawn all the entities so game starts at fresh state.
This pattern is very easy to implement in bevy_scriptum. All you need is to define all needed functions in script:
player = {
entity = nil
}
-- spawning all needed entities
local function init()
player.entity = spawn_player()
end
-- game logic here, should be called in a bevy system using call_fn
local function update()
(...)
end
-- despawning entities and possible other cleanup logic needed
local function teardown()
despawn(player.entity)
end
-- call init to start the game, this will be called on each file-watcher script
-- reload
init()
The function calls can be implemented on Rust side the following way:
use bevy::prelude::*; use bevy_scriptum::prelude::*; use bevy_scriptum::runtimes::lua::prelude::*; use bevy_scriptum::runtimes::lua::BevyVec3; fn init(mut commands: Commands, assets_server: Res<AssetServer>) { commands.spawn(Script::<LuaScript>::new( assets_server.load("scripts/game.lua"), )); } fn update( mut scripted_entities: Query<(Entity, &mut LuaScriptData)>, scripting_runtime: ResMut<LuaRuntime>, ) { for (entity, mut script_data) in &mut scripted_entities { scripting_runtime .call_fn("update", &mut script_data, entity, ()) .unwrap(); } } fn teardown( mut ev_asset: EventReader<AssetEvent<LuaScript>>, scripting_runtime: ResMut<LuaRuntime>, mut scripted_entities: Query<(Entity, &mut LuaScriptData)>, ) { for event in ev_asset.read() { if let AssetEvent::Modified { .. } = event { for (entity, mut script_data) in &mut scripted_entities { scripting_runtime .call_fn("teardown", &mut script_data, entity, ()) .unwrap(); } } } } fn main() {}
And to tie this all together we do the following:
use bevy::prelude::*; use bevy_scriptum::prelude::*; use bevy_scriptum::runtimes::lua::prelude::*; fn main() { App::new() .add_plugins(DefaultPlugins) .add_scripting::<LuaRuntime>(|builder| { builder .add_function(String::from("spawn_player"), spawn_player) .add_function(String::from("despawn"), despawn); }) .add_systems(Startup, init) .add_systems(Update, (update, teardown)) .run(); } fn init() {} // Implemented elsewhere fn update() {} // Implemented elsewhere fn despawn() {} // Implemented elsewhere fn teardown() {} // Implemented elsewhere fn spawn_player() {} // Implemented elsewhere
despawn
can be implemented as:
use bevy::prelude::*; use bevy_scriptum::runtimes::lua::prelude::*; fn despawn(In((entity,)): In<(BevyEntity,)>, mut commands: Commands) { commands.entity(entity.0).despawn(); } fn main() {} // Implemented elsewhere
Implementation of spawn_player
has been left out as an exercise for the reader.
Bevy support matrix
bevy version | bevy_scriptum version |
---|---|
0.16 | 0.8 |
0.15 | 0.7 |
0.14 | 0.6 |
0.13 | 0.4-0.5 |
0.12 | 0.3 |
0.11 | 0.2 |
0.10 | 0.1 |