Bevy Action RPG (thin router)
Genre router. Domain work lives in the Bevy skills below.
When to use
Load this to route an action RPG: real-time hits, stats, inventory, and quests.
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
Updateor 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.
Engine counterparts
| Godot idea | Bevy idiom |
|---|---|
| Genre scene tree | Entities plus the domain skills linked below |
| Autoload director | A resource, not a singleton node |
| Signal bus for the loop | bevy-events-messaging |
Routing
- bevy-character-movement - Actor motion.
- bevy-combat-system - Hits.
- bevy-rpg-stats - Attributes.
- bevy-inventory-system - Gear.
- bevy-quest-system - Objectives.
- bevy-ability-system - Casts.
Scope
This router shows the ECS joins an action RPG uses. Stats, hits, gear, and quests stay in the domain skills linked above. Hit volumes belong with the physics skills.
| Join | Owner | Schedule |
|---|---|---|
| Incoming damage amount | Component on the actor, removed after it is applied | Update, apply then clear with .chain() |
| Reach and stamina | Components on the actor | Read by the ability skill; this router only spawns them |
| Slain count | One resource | Update, after the hit system |
| Gear id | Component on the actor | Inventory skill writes it; do not also write it from combat |
[dependencies]
bevy = "0.20"
#[derive(Component)]
struct Vitality {
hp: i32,
max_hp: i32,
}
#[derive(Component)]
struct IncomingHit {
amount: i32,
}
fn apply_hits(mut actors: Query<(&mut Vitality, &IncomingHit)>) {
for (mut vitality, hit) in &mut actors {
vitality.hp = (vitality.hp - hit.amount).max(0);
}
}
fn clear_hits(mut commands: Commands, hits: Query<Entity, With<IncomingHit>>) {
for entity in &hits {
commands.entity(entity).remove::<IncomingHit>();
}
}
pub struct ActionHitPlugin;
impl Plugin for ActionHitPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, (apply_hits, clear_hits).chain());
}
}
#[derive(Component)]
struct GearSlot {
item_id: Option<u32>,
}
#[derive(Resource, Default)]
struct QuestFlags {
slain: u32,
need: u32,
}
fn equip(mut slots: Query<&mut GearSlot>) {
for mut slot in &mut slots {
if slot.item_id.is_none() {
slot.item_id = Some(1);
}
}
}
fn note_kill(mut flags: ResMut<QuestFlags>) {
if flags.slain < flags.need {
flags.slain += 1;
}
}
pub struct ActionProgressPlugin;
impl Plugin for ActionProgressPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(QuestFlags { slain: 0, need: 3 })
.add_systems(Update, (equip, note_kill));
}
}
#[derive(Component)]
struct Actor;
#[derive(Component)]
struct MeleeReach(f32);
#[derive(Component)]
struct Stamina {
current: f32,
max: f32,
}
fn spawn_actor(mut commands: Commands) {
commands.spawn((
Actor,
MeleeReach(1.5),
Stamina {
current: 100.0,
max: 100.0,
},
Transform::default(),
));
}
pub struct ActionRpgPlugin;
impl Plugin for ActionRpgPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, spawn_actor);
}
}
fn main() {
App::new()
.add_plugins(MinimalPlugins)
.add_plugins(ActionRpgPlugin)
.run();
}
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 clear
IncomingHitin parallel with the system that reads it. WHY: both mutably touch that component, so the clear must be.chain()ed after the apply. -
Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.
-
No Godot types 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
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(). - Plugins -
Plugin,DefaultPlugins,MinimalPlugins, andadd_plugins. - Examples - Example tree on the
latestbranch.
Related Skills
Prerequisites
- bevy-master - ECS ownership and schedules.
- bevy-ecs-composition - Spawn and query shape.
Complements
- godot-genre-action-rpg - Equivalent Godot skill.
- bevy-character-movement - Actor motion.
- bevy-combat-system - Hits.
- bevy-rpg-stats - Attributes.
- bevy-inventory-system - Gear.
- bevy-quest-system - Objectives.
- bevy-ability-system - Casts.
Downstream / consumers
- None. This router does not own a second implementation.
Master
- bevy-master - Bevy router.
