Bevy combat system
When to use
Load this when hits change health. Overlap tests wait on bevy-spatial-queries and the unpicked physics solver.
ECS shape
- Components: health and team id that you define. No engine combat component was opened.
- Resources: run-wide tables live in a resource (bevy-data-resources).
- Systems: mutate those components on
Updateor 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.
Idioms
| Need | Bevy shape |
|---|---|
| Health | A component with current and max. Fields are yours. |
| Confirmed hit | A message the health system consumes. |
| Hurt volume | A reach check on Transform until a solver owns shapes. |
Scope
- Health, damage, invulnerability, and team id are components. A hit is a message the health system consumes.
- Volume overlap stays with bevy-physics-2d and bevy-physics-3d. A reach check on
Transformis enough when you have no solver yet.
Examples
[package]
name = "combat"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
Health and team live on the actor. Apply hits, then despawn the dead, on one chain so death sees the new health.
#[derive(Component)]
struct Health {
current: i32,
max: i32,
}
#[derive(Component)]
struct Team(u32);
#[derive(Component)]
struct Invuln {
remaining: f32,
}
#[derive(Message)]
struct Hit {
target: Entity,
amount: i32,
source_team: u32,
}
fn apply_hits(
mut hits: MessageReader<Hit>,
mut actors: Query<(&Team, &mut Health, &mut Invuln)>,
) {
for hit in hits.read() {
let Ok((team, mut health, mut invuln)) = actors.get_mut(hit.target) else {
continue;
};
if team.0 == hit.source_team || invuln.remaining > 0.0 || hit.amount <= 0 {
continue;
}
health.current = (health.current - hit.amount).max(0);
invuln.remaining = 0.25;
}
}
fn tick_invuln(time: Res<Time<Fixed>>, mut actors: Query<&mut Invuln>) {
let dt = time.delta_secs();
for mut invuln in &mut actors {
invuln.remaining = (invuln.remaining - dt).max(0.0);
}
}
fn despawn_dead(mut commands: Commands, actors: Query<(Entity, &Health)>) {
for (entity, health) in &actors {
if health.current <= 0 {
commands.entity(entity).despawn();
}
}
}
pub struct CombatPlugin;
impl Plugin for CombatPlugin {
fn build(&self, app: &mut App) {
app.add_message::<Hit>().add_systems(
FixedUpdate,
(tick_invuln, apply_hits, despawn_dead).chain(),
);
}
}
A swing writes hits from translation distance. Physics volumes replace this query when a solver owns the shapes.
#[derive(Component)]
struct Melee {
reach: f32,
damage: i32,
active: bool,
}
#[derive(Component)]
struct Team(u32);
#[derive(Message)]
struct Hit {
target: Entity,
amount: i32,
source_team: u32,
}
fn melee_hits(
attackers: Query<(&Transform, &Team, &Melee)>,
targets: Query<(Entity, &Transform, &Team)>,
mut hits: MessageWriter<Hit>,
) {
for (atk_tf, atk_team, melee) in &attackers {
if !melee.active {
continue;
}
for (entity, tgt_tf, tgt_team) in &targets {
if atk_team.0 == tgt_team.0 {
continue;
}
if atk_tf.translation.distance(tgt_tf.translation) <= melee.reach {
hits.write(Hit {
target: entity,
amount: melee.damage,
source_team: atk_team.0,
});
}
}
}
}
Spawn a fighter with full health and a clear invulnerability window.
#[derive(Component)]
struct Health {
current: i32,
max: i32,
}
#[derive(Component)]
struct Team(u32);
#[derive(Component)]
struct Invuln {
remaining: f32,
}
fn spawn_fighter(mut commands: Commands) {
commands.spawn((
Health { current: 40, max: 40 },
Team(1),
Invuln { remaining: 0.0 },
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
| Piece | Owner | Who may mutate | Schedule |
|---|---|---|---|
| Data on one entity | Component |
One system via Query |
Update or FixedMain |
| One value for the whole app | Resource |
One system | Startup to insert, then the schedule that reads it |
| Spawn | Commands |
The spawning system | Startup for the initial world; later schedules for runtime spawn |
| Order that must not race | .chain() |
The chained systems only | Same schedule |
| Plugin boundary | Plugin |
build registers systems and resources |
Before 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 need | Do this | Do not |
|---|---|---|
| Per-entity data | Component + Query |
A scene-tree script on the actor |
| App-wide config or clock | Resource |
Copy the value onto every entity |
| Stable simulation step | FixedMain and the Fixed clock |
Tie simulation to raw frame Update |
| Startup spawn | Commands in Startup |
Spawn from a render system |
| Cross-system notice that is not shared state | Message or observer slot in bevy-events-messaging |
A new event type invented in this file |
| An API outside the documented set | Read the official manual linked below | A 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 onlatest; 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 scene-tree node or signal bus for this mechanic. 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.
Official Documentation
- Assets - Official asset catalog. No third-party crate was selected.
- Examples - Example tree on the
latestbranch. - ECS -
Component, systems,Query,Startup,Update, and.chain(). - Plugins -
Plugin,DefaultPlugins,MinimalPlugins, andadd_plugins.
Related Skills
Prerequisites
- bevy-master - Hub and schedules.
- bevy-ecs-composition - Components and systems.
- bevy-spatial-queries - Casts. Solver still unpicked.
- bevy-rpg-stats - Attack numbers.
- bevy-data-resources - Tables and definitions.
- bevy-events-messaging - One-shot facts.
Complements
- bevy-state-machines - Mode flags.
Downstream / consumers
- None yet.
Master
- bevy-master - Bevy router.
