Skip to content
cccskills
FreePublished on GitHub

bevy-genre-sports

Thin Bevy genre router for Sports. Keywords: Bevy, Sports, genre, ECS, router.

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

Run score Not tested

See how to install

Files included (2)

  • SKILL.md10.1 KB
  • references/ecs-ownership.md638 B

SKILL.md (original)

Review the instructions the agent will receive before you install.

Bevy Sports (thin router)

Genre router. Domain work lives in the Bevy skills below.

When to use

Load this for match clock, teams, and ball entities you define.

ECS shape

  • Components hold the genre's per-entity flags as plain data. This file does not name new engine types.
  • Resources hold run-wide counters (score, wave index, seed) via bevy-data-resources.
  • Systems read those components on Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.
  • Schedule: gameplay mode changes go through bevy-state-machines. Do not invent a genre plugin.

Routing

Scope

Match clock, score, possession, and formation targets are components and one resource. A rigid-body ball solver stays on the physics skill once one is chosen.

Examples

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

[dependencies]
bevy = "0.20"

The clock and score are one resource. Period changes after the clock step in the same chain.

#[derive(Clone, Copy, PartialEq, Eq)]
enum Period {
    Kickoff,
    Playing,
    Goal,
    FullTime,
}

#[derive(Resource)]
struct Match {
    period: Period,
    seconds_left: f32,
    score_a: u32,
    score_b: u32,
}

fn tick_match(time: Res<Time<Fixed>>, mut game: ResMut<Match>) {
    if game.period != Period::Playing {
        return;
    }
    game.seconds_left = (game.seconds_left - time.delta_secs()).max(0.0);
    if game.seconds_left == 0.0 {
        game.period = Period::FullTime;
    }
}

fn score_goal(team_a: bool, game: &mut Match) {
    if team_a {
        game.score_a += 1;
    } else {
        game.score_b += 1;
    }
    game.period = Period::Goal;
}

pub struct MatchPlugin;

impl Plugin for MatchPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource(Match {
            period: Period::Kickoff,
            seconds_left: 300.0,
            score_a: 0,
            score_b: 0,
        })
        .add_systems(FixedUpdate, tick_match);
    }
}

Athletes seek a slot. Only the presser chases the ball; the rest hold formation so the side does not bunch.

#[derive(Component)]
struct Athlete {
    speed: f32,
    presses: bool,
}

#[derive(Component)]
struct Slot {
    offset: Vec3,
}

#[derive(Component)]
struct Ball;

fn hold_formation(
    time: Res<Time<Fixed>>,
    ball: Query<&Transform, With<Ball>>,
    slots: Query<&Slot>,
    mut athletes: Query<(&Athlete, &mut Transform), Without<Ball>>,
) {
    let Ok(ball_tf) = ball.single() else {
        return;
    };
    let dt = time.delta_secs();
    for (athlete, mut transform) in &mut athletes {
        let mut target = ball_tf.translation;
        if !athlete.presses {
            if let Some(slot) = slots.iter().next() {
                target += slot.offset;
            }
        }
        let delta = target - transform.translation;
        let step = athlete.speed * dt;
        if delta.length() > step {
            transform.translation += delta.normalize() * step;
        } else {
            transform.translation = target;
        }
    }
}

The action key passes when the controlled athlete has the ball, and takes the ball when that athlete is close.

#[derive(Component)]
struct Controlled;

#[derive(Component)]
struct HasBall;

#[derive(Component)]
struct Athlete {
    speed: f32,
    presses: bool,
}

#[derive(Component)]
struct Ball;

fn contextual_action(
    keys: Res<ButtonInput<KeyCode>>,
    ball: Query<&Transform, With<Ball>>,
    mut athletes: Query<(Entity, &Transform, Has<HasBall>, Has<Controlled>), With<Athlete>>,
    mut commands: Commands,
) {
    if !keys.just_pressed(KeyCode::KeyJ) {
        return;
    }
    let Ok(ball_tf) = ball.single() else {
        return;
    };
    for (entity, transform, has_ball, controlled) in &mut athletes {
        if !controlled {
            continue;
        }
        if has_ball {
            commands.entity(entity).remove::<HasBall>();
        } else if transform.translation.distance(ball_tf.translation) < 1.5 {
            commands.entity(entity).insert(HasBall);
        }
    }
}

Kickoff places two athletes, one slot, and the ball.

#[derive(Component)]
struct Athlete {
    speed: f32,
    presses: bool,
}

#[derive(Component)]
struct Controlled;

#[derive(Component)]
struct Slot {
    offset: Vec3,
}

#[derive(Component)]
struct Ball;

fn spawn_kickoff(mut commands: Commands) {
    commands.spawn((
        Athlete {
            speed: 6.0,
            presses: true,
        },
        Controlled,
        Transform::from_xyz(-2.0, 0.0, 0.0),
    ));
    commands.spawn((
        Athlete {
            speed: 5.0,
            presses: false,
        },
        Transform::from_xyz(-8.0, 0.0, 2.0),
    ));
    commands.spawn((
        Slot {
            offset: Vec3::new(-6.0, 0.0, 4.0),
        },
        Transform::default(),
    ));
    commands.spawn((Ball, Transform::from_xyz(0.0, 0.4, 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 Godot node script
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 setCheck the official docs firstA 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 Godot types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

  • No invented genre APIs. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

  • Do not pick a physics or net crate here. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

The library pin on bevy-master stays 0.20.0. Official pages stay on the unversioned latest branch.

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. This router does not own a second implementation.

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-Skills887Updated 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-Skills887Updated 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-Skills887Updated 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-Skills887Updated 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-Skills887Updated 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-Skills887Updated Oct 17, 2026

See all skills by thedivergentai

Report a problem with this skill