Skip to content
cccskills
FreePublished on GitHub

bevy-combat-system

Bevy ECS combat: Health, Team, and Invuln on actors, Hit messages, melee reach, despawn on FixedUpdate after damage. Use when a hit must change health before death. Keywords: Bevy, combat, health, Hit, Invuln, chain, FixedUpdate.

The English summary is being prepared. Showing the original description.

See how to install

Files included (2)

  • SKILL.md8.8 KB
  • references/ecs-ownership.md532 B

SKILL.md (original)

Review the instructions the agent will receive before you install.

Bevy combat system

When to use

Load this when hits change health. Overlap tests wait on bevy-spatial-queries and the unpicked physics solver.

ECS shape

  • Components: health and team id that you define. No engine combat component was opened.
  • Resources: run-wide tables live in a resource (bevy-data-resources).
  • Systems: mutate those components on Update or the fixed timestep. Use .chain() when damage must land before death.
  • Messages: one-shot facts (hit, pickup, quest advance) go through bevy-events-messaging. This file does not add a new event type name.

Idioms

NeedBevy shape
HealthA component with current and max. Fields are yours.
Confirmed hitA message the health system consumes.
Hurt volumeA reach check on Transform until a solver owns shapes.

Scope

  • Health, damage, invulnerability, and team id are components. A hit is a message the health system consumes.
  • Volume overlap stays with bevy-physics-2d and bevy-physics-3d. A reach check on Transform is enough when you have no solver yet.

Examples

[package]
name = "combat"
version = "0.1.0"
edition = "2021"

[dependencies]
bevy = "0.20"

Health and team live on the actor. Apply hits, then despawn the dead, on one chain so death sees the new health.

#[derive(Component)]
struct Health {
    current: i32,
    max: i32,
}

#[derive(Component)]
struct Team(u32);

#[derive(Component)]
struct Invuln {
    remaining: f32,
}

#[derive(Message)]
struct Hit {
    target: Entity,
    amount: i32,
    source_team: u32,
}

fn apply_hits(
    mut hits: MessageReader<Hit>,
    mut actors: Query<(&Team, &mut Health, &mut Invuln)>,
) {
    for hit in hits.read() {
        let Ok((team, mut health, mut invuln)) = actors.get_mut(hit.target) else {
            continue;
        };
        if team.0 == hit.source_team || invuln.remaining > 0.0 || hit.amount <= 0 {
            continue;
        }
        health.current = (health.current - hit.amount).max(0);
        invuln.remaining = 0.25;
    }
}

fn tick_invuln(time: Res<Time<Fixed>>, mut actors: Query<&mut Invuln>) {
    let dt = time.delta_secs();
    for mut invuln in &mut actors {
        invuln.remaining = (invuln.remaining - dt).max(0.0);
    }
}

fn despawn_dead(mut commands: Commands, actors: Query<(Entity, &Health)>) {
    for (entity, health) in &actors {
        if health.current <= 0 {
            commands.entity(entity).despawn();
        }
    }
}

pub struct CombatPlugin;

impl Plugin for CombatPlugin {
    fn build(&self, app: &mut App) {
        app.add_message::<Hit>().add_systems(
            FixedUpdate,
            (tick_invuln, apply_hits, despawn_dead).chain(),
        );
    }
}

A swing writes hits from translation distance. Physics volumes replace this query when a solver owns the shapes.

#[derive(Component)]
struct Melee {
    reach: f32,
    damage: i32,
    active: bool,
}

#[derive(Component)]
struct Team(u32);

#[derive(Message)]
struct Hit {
    target: Entity,
    amount: i32,
    source_team: u32,
}

fn melee_hits(
    attackers: Query<(&Transform, &Team, &Melee)>,
    targets: Query<(Entity, &Transform, &Team)>,
    mut hits: MessageWriter<Hit>,
) {
    for (atk_tf, atk_team, melee) in &attackers {
        if !melee.active {
            continue;
        }
        for (entity, tgt_tf, tgt_team) in &targets {
            if atk_team.0 == tgt_team.0 {
                continue;
            }
            if atk_tf.translation.distance(tgt_tf.translation) <= melee.reach {
                hits.write(Hit {
                    target: entity,
                    amount: melee.damage,
                    source_team: atk_team.0,
                });
            }
        }
    }
}

Spawn a fighter with full health and a clear invulnerability window.

#[derive(Component)]
struct Health {
    current: i32,
    max: i32,
}

#[derive(Component)]
struct Team(u32);

#[derive(Component)]
struct Invuln {
    remaining: f32,
}

fn spawn_fighter(mut commands: Commands) {
    commands.spawn((
        Health { current: 40, max: 40 },
        Team(1),
        Invuln { remaining: 0.0 },
        Transform::from_xyz(0.0, 0.0, 0.0),
    ));
}

Expert Knowledge Delta

Target: Bevy 0.20+.

Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their APIs. Systems run in parallel unless .chain() orders the ones that conflict.

Who owns state

PieceOwnerWho may mutateSchedule
Data on one entityComponentOne system via QueryUpdate or FixedMain
One value for the whole appResourceOne systemStartup to insert, then the schedule that reads it
SpawnCommandsThe spawning systemStartup for the initial world; later schedules for runtime spawn
Order that must not race.chain()The chained systems onlySame schedule
Plugin boundaryPluginbuild registers systems and resourcesBefore the app runs

Borrow rule: two systems that both mutably query the same component must be ordered (.chain()) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.

Decision

If you needDo thisDo not
Per-entity dataComponent + QueryA scene-tree script on the actor
App-wide config or clockResourceCopy the value onto every entity
Stable simulation stepFixedMain and the Fixed clockTie simulation to raw frame Update
Startup spawnCommands in StartupSpawn from a render system
Cross-system notice that is not shared stateMessage or observer slot in bevy-events-messagingA new event type invented in this file
An API outside the documented setRead the official manual linked belowA made-up crate or API

Load references/ecs-ownership.md for the ownership table.

NEVER

  • Do not pin /0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose.

  • Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless .chain() orders them.

  • Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.

  • No scene-tree node or signal bus for this mechanic. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

  • No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

The library pin on bevy-master stays 0.20.

Official Documentation

  • Assets - Official asset catalog. No third-party crate was selected.
  • Examples - Example tree on the latest branch.
  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.

Related Skills

Prerequisites

Complements

Downstream / consumers

  • None yet.

Master

Reviews

No reviews yet. Tell others what you thought.

Comments

No login needed. Share how it worked for you, ask a question, or note where it did not run.

No comments yet. Be the first to write one.

Comments are published right away. Do not include personal information such as email addresses or phone numbers. Up to 2 URLs.

0 / 1,000 characters

This form is protected by reCAPTCHA, and the Google Privacy Policy and Terms of Service apply.

More skills from this repository

Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.

The English summary is being prepared. Showing the original description.

thedivergentai/Game-Dev-Agentic-Skills879Updated Oct 17, 2026

Spawn and tune Bevy 0.20 directional, point, and spot lights, cascade shadows, distance fog, and a nearest-light shadow budget. Use when a 3D scene needs a sun, local lights, or fog on the camera. Keywords: DirectionalLight, PointLight, SpotLight, CascadeShadowConfig, DistanceFog, bevy_light.

The English summary is being prepared. Showing the original description.

thedivergentai/Game-Dev-Agentic-Skills879Updated Oct 17, 2026

Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.

The English summary is being prepared. Showing the original description.

thedivergentai/Game-Dev-Agentic-Skills879Updated Oct 17, 2026

Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.

The English summary is being prepared. Showing the original description.

thedivergentai/Game-Dev-Agentic-Skills879Updated Oct 17, 2026

Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.

The English summary is being prepared. Showing the original description.

thedivergentai/Game-Dev-Agentic-Skills879Updated Oct 17, 2026

Rewrite Bevy 2D actors and cameras into 3D meshes and Camera3d while keeping gameplay components. Use when a Bevy 2D game should gain a perspective camera, mesh draw, and a planar velocity lifted onto XZ. Keywords: Camera2d, Camera3d, Sprite, Mesh3d, StandardMaterial, WishVelocity.

The English summary is being prepared. Showing the original description.

thedivergentai/Game-Dev-Agentic-Skills879Updated Oct 17, 2026

See all skills by thedivergentai

Report a problem with this skill