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bevy-genre-action-rpg

Bevy 0.20 action-RPG router: real-time hits, stats, inventory, and quests as ECS joins, with domain work in the linked skills. Use when routing an action RPG. Keywords: Bevy, action RPG, hits, stamina, quests, ECS, router.

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설치 방법 보기

포함된 파일(2)

  • SKILL.md9.4 KB
  • references/ecs-ownership.md535 B

SKILL.md(원문)

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Bevy Action RPG (thin router)

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

When to use

Load this to route an action RPG: real-time hits, stats, inventory, and quests.

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.

Engine counterparts

Godot ideaBevy idiom
Genre scene treeEntities plus the domain skills linked below
Autoload directorA resource, not a singleton node
Signal bus for the loopbevy-events-messaging

Routing

Scope

This router shows the ECS joins an action RPG uses. Stats, hits, gear, and quests stay in the domain skills linked above. Hit volumes belong with the physics skills.

JoinOwnerSchedule
Incoming damage amountComponent on the actor, removed after it is appliedUpdate, apply then clear with .chain()
Reach and staminaComponents on the actorRead by the ability skill; this router only spawns them
Slain countOne resourceUpdate, after the hit system
Gear idComponent on the actorInventory skill writes it; do not also write it from combat
[dependencies]
bevy = "0.20"
#[derive(Component)]
struct Vitality {
    hp: i32,
    max_hp: i32,
}

#[derive(Component)]
struct IncomingHit {
    amount: i32,
}

fn apply_hits(mut actors: Query<(&mut Vitality, &IncomingHit)>) {
    for (mut vitality, hit) in &mut actors {
        vitality.hp = (vitality.hp - hit.amount).max(0);
    }
}

fn clear_hits(mut commands: Commands, hits: Query<Entity, With<IncomingHit>>) {
    for entity in &hits {
        commands.entity(entity).remove::<IncomingHit>();
    }
}

pub struct ActionHitPlugin;

impl Plugin for ActionHitPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(Update, (apply_hits, clear_hits).chain());
    }
}
#[derive(Component)]
struct GearSlot {
    item_id: Option<u32>,
}

#[derive(Resource, Default)]
struct QuestFlags {
    slain: u32,
    need: u32,
}

fn equip(mut slots: Query<&mut GearSlot>) {
    for mut slot in &mut slots {
        if slot.item_id.is_none() {
            slot.item_id = Some(1);
        }
    }
}

fn note_kill(mut flags: ResMut<QuestFlags>) {
    if flags.slain < flags.need {
        flags.slain += 1;
    }
}

pub struct ActionProgressPlugin;

impl Plugin for ActionProgressPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource(QuestFlags { slain: 0, need: 3 })
            .add_systems(Update, (equip, note_kill));
    }
}
#[derive(Component)]
struct Actor;

#[derive(Component)]
struct MeleeReach(f32);

#[derive(Component)]
struct Stamina {
    current: f32,
    max: f32,
}

fn spawn_actor(mut commands: Commands) {
    commands.spawn((
        Actor,
        MeleeReach(1.5),
        Stamina {
            current: 100.0,
            max: 100.0,
        },
        Transform::default(),
    ));
}

pub struct ActionRpgPlugin;

impl Plugin for ActionRpgPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(Startup, spawn_actor);
    }
}

fn main() {
    App::new()
        .add_plugins(MinimalPlugins)
        .add_plugins(ActionRpgPlugin)
        .run();
}

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 this skillLoad the skill that owns itA 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 clear IncomingHit in parallel with the system that reads it. WHY: both mutably touch that component, so the clear must be .chain()ed after the apply.

  • 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 site.

Official Documentation

  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.
  • Examples - Example tree on the latest branch.

Related Skills

Prerequisites

Complements

Downstream / consumers

  • None. This router does not own a second implementation.

Master

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