跳到正文
cccskills
免费在 GitHub 公开

bevy-game-loop-collection

Bevy 0.20 collection loop: pickup markers, a quota resource, one score per entity per pass, and NextState when the quota is met. Use when the run is about collecting objects. Keywords: Bevy, collection, pickup, quota, NextState, ECS.

中文简介正在准备中。当前显示原文说明。

查看安装方法

包含的文件(2)

  • SKILL.md8.3 KB
  • references/ecs-ownership.md539 B

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Bevy collection loop

When to use

Load this when the run is about picking up objects and reaching a count.

ECS shape

  • Components: a collected flag and a quota resource you define.
  • Resources: run-wide tables live in a resource (bevy-data-resources), not an autoload.
  • 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.

Engine counterparts

Godot ideaBevy idiom
PickupA component marker. Detection waits on spatial queries.
QuotaA resource count.
WinA state change via bevy-state-machines.

Scope

A collectible is a marker component. Overlap is a distance check you own until a physics skill supplies contacts. Mark each entity once per pass: Commands::despawn applies later, so a second collector would otherwise score the same pickup. The quota is a resource. Reaching it writes NextState, which the state schedule applies after this system.

[dependencies]
bevy = "0.20"
#[derive(Component)]
struct Collectible {
    points: u32,
}

#[derive(Component)]
struct Collector;

#[derive(Resource)]
struct CollectionScore {
    points: u32,
    quota: u32,
}

#[derive(States, Debug, Clone, Copy, PartialEq, Eq, Hash, Default)]
enum RunState {
    #[default]
    Playing,
    Won,
}

fn collect_by_distance(
    mut commands: Commands,
    mut score: ResMut<CollectionScore>,
    collectors: Query<&Transform, With<Collector>>,
    pickups: Query<(Entity, &Transform, &Collectible)>,
) {
    let mut taken = std::collections::HashSet::new();
    for collector in &collectors {
        for (entity, transform, item) in &pickups {
            if taken.contains(&entity) {
                continue;
            }
            let distance = collector.translation.distance(transform.translation);
            if distance <= 1.0 {
                taken.insert(entity);
                score.points += item.points;
                commands.entity(entity).despawn();
            }
        }
    }
}

fn reach_quota(score: Res<CollectionScore>, mut next: ResMut<NextState<RunState>>) {
    if score.points >= score.quota {
        next.set(RunState::Won);
    }
}

fn spawn_pickups(mut commands: Commands) {
    commands.insert_resource(CollectionScore {
        points: 0,
        quota: 3,
    });
    commands.spawn((Collector, Transform::default()));
    for index in 0..3 {
        commands.spawn((
            Collectible { points: 1 },
            Transform::from_xyz(index as f32, 0.0, 0.0),
        ));
    }
}

pub struct CollectionPlugin;

impl Plugin for CollectionPlugin {
    fn build(&self, app: &mut App) {
        app.init_state::<RunState>()
            .add_systems(Startup, spawn_pickups)
            .add_systems(Update, (collect_by_distance, reach_quota).chain());
    }
}
#[derive(Component)]
struct Remaining(u32);

#[derive(Resource, Default)]
struct Quota {
    collected: u32,
    need: u32,
}

fn tally(mut quota: ResMut<Quota>, mut counters: Query<&mut Remaining>) {
    for mut remaining in &mut counters {
        if remaining.0 > 0 {
            remaining.0 -= 1;
            quota.collected += 1;
        }
    }
}

fn quota_met(quota: Res<Quota>) -> bool {
    quota.collected >= quota.need && quota.need > 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 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 treat NextState::set as already applied in the same system. WHY: the state schedule performs the transition after this system returns.

  • Do not score a pickup from two collectors in one pass. WHY: despawn is deferred, so the entity is still in the query.

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

  • No Godot node, resource, or signal types for this mechanic. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

  • No Godot types in Bevy code. 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 0.20.0. Official pages stay on the unversioned site.

Official Documentation

  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • States - States, NextState, and init_state on the same ECS schedule page.
  • Examples - Example tree on the latest branch.

Related Skills

Prerequisites

Complements

Downstream / consumers

  • None yet.

Master

评价

还没有评价。欢迎分享你的使用感受。

评论

无需登录即可发表。欢迎分享使用感受、提问,或说明在哪些环境下无法运行。

还没有评论。来写第一条吧。

提交后会立即公开。请勿填写邮箱、电话等个人信息。URL 最多 2 个。

0 / 1000 字

此表单受 reCAPTCHA 保护,适用 Google 的隐私权政策和服务条款。

同一仓库的技能

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

中文简介正在准备中。当前显示原文说明。

thedivergentai/Game-Dev-Agentic-Skills8782026年10月17日 更新

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.

中文简介正在准备中。当前显示原文说明。

thedivergentai/Game-Dev-Agentic-Skills8782026年10月17日 更新

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

中文简介正在准备中。当前显示原文说明。

thedivergentai/Game-Dev-Agentic-Skills8782026年10月17日 更新

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

中文简介正在准备中。当前显示原文说明。

thedivergentai/Game-Dev-Agentic-Skills8782026年10月17日 更新

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

中文简介正在准备中。当前显示原文说明。

thedivergentai/Game-Dev-Agentic-Skills8782026年10月17日 更新

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.

中文简介正在准备中。当前显示原文说明。

thedivergentai/Game-Dev-Agentic-Skills8782026年10月17日 更新

查看 thedivergentai 的全部技能

报告此技能的问题