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bevy-genre-fighting

Bevy genre router for fighting. Keywords: Bevy, Fighting, genre, ECS, router.

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包含的文件(2)

  • SKILL.md8.3 KB
  • references/ecs-ownership.md533 B

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Bevy fighting

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

When to use

Load this for local fighting: frame flags, hitboxes as your data, and a round state. Rollback netcode is out of scope.

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. Frame data below is components and one round resource.

Examples

[dependencies]
bevy = "0.20"

Each fighter stores the frame index, advantage, and health. The round clock is a resource. Input, frame advance, and hit resolution share Fighter, so they chain on the fixed step.

#[derive(Component)]
struct Fighter {
    frame: u16,
    advantage: i16,
    health: i32,
}

#[derive(Component)]
struct Hitbox {
    active: bool,
    damage: i32,
    startup: u16,
    active_until: u16,
}

#[derive(Resource)]
struct RoundClock {
    frames_left: u32,
}

fn boot(mut commands: Commands) {
    commands.insert_resource(RoundClock { frames_left: 60 * 99 });
    commands.spawn((
        Fighter {
            frame: 0,
            advantage: 0,
            health: 10000,
        },
        Hitbox {
            active: false,
            damage: 400,
            startup: 4,
            active_until: 8,
        },
    ));
}

fn open_hitbox(mut fighters: Query<(&Fighter, &mut Hitbox)>) {
    for (fighter, mut hitbox) in &mut fighters {
        hitbox.active = fighter.frame >= hitbox.startup && fighter.frame < hitbox.active_until;
    }
}

fn advance_frames(mut fighters: Query<&mut Fighter>, mut round: ResMut<RoundClock>) {
    for mut fighter in &mut fighters {
        fighter.frame = fighter.frame.saturating_add(1);
    }
    round.frames_left = round.frames_left.saturating_sub(1);
}

fn apply_hits(hitboxes: Query<(Entity, &Hitbox)>, mut fighters: Query<(Entity, &mut Fighter)>) {
    let damage: i32 = hitboxes
        .iter()
        .filter(|(_, box_)| box_.active)
        .map(|(_, box_)| box_.damage)
        .sum();
    if damage == 0 {
        return;
    }
    for (entity, mut fighter) in &mut fighters {
        if hitboxes.iter().any(|(src, box_)| box_.active && src == entity) {
            continue;
        }
        fighter.health -= damage;
        fighter.advantage = -12;
    }
}

fn install(app: &mut App) {
    app.add_systems(Startup, boot).add_systems(
        FixedUpdate,
        (open_hitbox, advance_frames, apply_hits).chain(),
    );
}

A round ends when the clock or a health bar hits zero. That system only reads Fighter and RoundClock.

#[derive(Component)]
struct Fighter {
    frame: u16,
    advantage: i16,
    health: i32,
}

#[derive(Resource)]
struct RoundClock {
    frames_left: u32,
}

fn round_over(round: Res<RoundClock>, fighters: Query<&Fighter>) -> bool {
    round.frames_left == 0 || fighters.iter().any(|fighter| fighter.health <= 0)
}

Routing

Scope

  • Local frame data is a Fighter component (frame index, advantage, health) plus a RoundClock resource. Bevy has no fighting-game type; the example above is the data.

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 + QueryOne mutable blob shared by every entity
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 Bevy pagesA 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 rollback or netcode crate. 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

  • 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

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