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
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.
Engine counterparts
| Godot idea | Bevy idiom |
|---|---|
| Pickup | A component marker. Detection waits on spatial queries. |
| Quota | A resource count. |
| Win | A 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
| 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 Godot node script |
| 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 this skill | Load the skill that owns it | 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 treat
NextState::setas 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:
despawnis 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, andinit_stateon the same ECS schedule page. - Examples - Example tree on the
latestbranch.
Related Skills
Prerequisites
- bevy-master - Hub and schedules.
- bevy-ecs-composition - Components and systems.
- bevy-state-machines - Win and lose states.
- bevy-data-resources - Tables and definitions.
- bevy-events-messaging - One-shot facts.
Complements
- bevy-state-machines - Mode flags.
- godot-game-loop-collection - Equivalent Godot skill.
Downstream / consumers
- None yet.
Master
- bevy-master - Bevy router.
