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bevy-game-loop-collection

该 Skill 面向 Bevy 0.20 游戏收集循环,说明用组件标记可收集物、用资源记录分数与配额,并在每次遍历中只计分一次,达到配额后通过 NextState 切换状态;附 Rust 示例与 ECS 所有权规则。

thedivergentai
热度 0.00
最近更新 2026-10-19 07:26:55
分类:开发依赖:纯提示词应用场景:代码生成

安装技能

复制下面的话术发给你的 Agent,它会通过 secure-skills 检索并安装该技能。

执行命令安装此 skill: npx secure-skills-cli add thedivergentai/game-dev-agentic-skills/bevy-game-loop-collection
Metadata
name
bevy-game-loop-collection
description
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.

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 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 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