Game stats that reset every frame, inspired by immediate mode GUI.
gamedev bevy stats
README.md

Immediate Stats #

Game stats that reset every frame, inspired by immediate mode rendering.

This makes it easy to implement temporary buffs/debuffs, and effects that change over time. Using a derive macro, stat resets are propagated to any stat fields, making it easy to compose stats into more complex or specific objects.

#[derive(StatContainer)]
struct Speed(Stat);

fn main() {
    let mut speed = Speed(Stat::new(10)); // Set base speed to 10.

    loop {
        speed.0 *= 2.0; // Applies a multiplier to the final result.
        speed.0 += 5; // Adds a bonus to the final result.
        // The order does not matter. Bonuses are always applied before multipliers.
        assert_eq!(speed.0.total(), 30); // (10 + 5) * 2 = 30
        
        speed.reset_modifiers(); // Reset bonus and multiplier, so speed is back to 10.
    }
}

Bevy #

There is build-in integration with the Bevy Engine via the bevy feature flag. This adds systems for resetting StatContainer components and resources.

#[derive(StatContainer, Component, Resource)]
struct Speed(Stat);

fn main() {
    App::new()
        .add_systems(PreUpdate, (
            reset_component_modifiers::<Speed>,
            reset_resource_modifiers::<Speed>,
        ))
        .run();
}

Bevy Butler #

If you use Bevy Butler, you can also use the bevy_butler feature flag. This automatically registers the required system(s) using the add_component attribute.

#[butler_plugin]
struct MyPlugin;

// `StatContainer` derive adds the `add_component` attribute 
// and hooks into the existing `add_resource` macro.
#[derive(StatContainer, Component, Resource)]
#[add_component(plugin = MyPlugin)] // Adds `reset_component_modifiers` system.
#[add_resource(plugin = MyPlugin)] // Adds `reset_resource_modifiers` system.
struct Speed(Stat);

Version Compatibility #

Bevy Immediate Stats
0.16 0.1