跳到正文
cccskills
免费在 GitHub 公开

bevy-genre-survival

Bevy ECS skill for survival loops. Keywords: Bevy, survival, hunger, warmth, day clock, crafting, ECS.

中文简介正在准备中。当前显示原文说明。

实测评分 未实测

查看安装方法

包含的文件(2)

  • SKILL.md9.0 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 survival

Vitals, a day clock, and crafting inputs live on components and resources. Stats, item stacks, gathering, and camps stay on the skills linked below.

When to use

Load this for vitals, crafting inputs, and a day clock you own.

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.

Ownership

NeedBevy shape
Actors in the genreEntities plus the domain skills linked below
Run-wide directorA resource
Loop noticesbevy-events-messaging

Routing

Scope

  • Hunger, warmth, and the day clock are data you own. Item stacks and camp layout stay on the linked skills.

Examples

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

[dependencies]
bevy = "0.20"

Hunger and warmth drain on the fixed step. Cold hours drain warmth faster. A meal and a fire restore them.

#[derive(Component)]
struct Vitals {
    hunger: f32,
    warmth: f32,
}

#[derive(Resource)]
struct DayClock {
    hour: f32,
    hours_per_day: f32,
}

fn tick_day(time: Res<Time<Fixed>>, mut clock: ResMut<DayClock>) {
    let hours = time.delta_secs() * (24.0 / clock.hours_per_day);
    clock.hour = (clock.hour + hours) % 24.0;
}

fn drain_vitals(time: Res<Time<Fixed>>, clock: Res<DayClock>, mut people: Query<&mut Vitals>) {
    let dt = time.delta_secs();
    let night = clock.hour < 6.0 || clock.hour >= 20.0;
    let warmth_rate = if night { 2.5 } else { 0.4 };
    for mut vitals in &mut people {
        vitals.hunger = (vitals.hunger - 1.2 * dt).max(0.0);
        vitals.warmth = (vitals.warmth - warmth_rate * dt).max(0.0);
    }
}

#[derive(Message)]
struct Eat {
    who: Entity,
    amount: f32,
}

fn apply_meals(mut meals: MessageReader<Eat>, mut people: Query<&mut Vitals>) {
    for meal in meals.read() {
        let Ok(mut vitals) = people.get_mut(meal.who) else {
            continue;
        };
        vitals.hunger = (vitals.hunger + meal.amount).min(100.0);
    }
}

pub struct SurvivalPlugin;

impl Plugin for SurvivalPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource(DayClock {
            hour: 8.0,
            hours_per_day: 480.0,
        })
        .add_message::<Eat>()
        .add_systems(FixedUpdate, (tick_day, drain_vitals, apply_meals).chain());
    }
}

A recipe spends named counts from a bag, then writes a crafted stack. The bag is a component so each camp or player carries their own stores.

#[derive(Clone, Copy, PartialEq, Eq)]
enum ItemKind {
    Wood,
    Fiber,
    Bandage,
}

#[derive(Component, Default)]
struct Bag {
    stacks: Vec<(ItemKind, u32)>,
}

fn count_of(bag: &Bag, kind: ItemKind) -> u32 {
    bag.stacks
        .iter()
        .filter(|(k, _)| *k == kind)
        .map(|(_, n)| *n)
        .sum()
}

fn spend(bag: &mut Bag, kind: ItemKind, mut need: u32) -> bool {
    if count_of(bag, kind) < need {
        return false;
    }
    for (k, n) in &mut bag.stacks {
        if *k != kind || need == 0 {
            continue;
        }
        let take = (*n).min(need);
        *n -= take;
        need -= take;
    }
    bag.stacks.retain(|(_, n)| *n > 0);
    true
}

fn craft_bandage(mut bags: Query<&mut Bag>) {
    for mut bag in &mut bags {
        if spend(&mut bag, ItemKind::Fiber, 2) {
            bag.stacks.push((ItemKind::Bandage, 1));
        }
    }
}

Spawn a survivor at dawn with full vitals.

#[derive(Component)]
struct Vitals {
    hunger: f32,
    warmth: f32,
}

fn spawn_survivor(mut commands: Commands) {
    commands.spawn((
        Vitals {
            hunger: 100.0,
            warmth: 100.0,
        },
        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 field stored outside a component
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
Hunger, warmth, clock, recipesComponents and resources in the examplesAn engine survival module

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 types from another engine 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

Official links stay on bevy.org. 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. This router does not own a second implementation.

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-Skills8882026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-Skills8882026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-Skills8882026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-Skills8882026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-Skills8882026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-Skills8882026年10月17日 更新

查看 thedivergentai 的全部技能

报告此技能的问题