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bevy-genre-action-rpg

该 Skill 是 Bevy 0.20 动作 RPG 的轻量路由指南,说明命中、属性、库存、任务等数据在 ECS 中由组件、资源与系统如何分工,并指向角色移动、战斗、属性、库存、任务和技能等关联技能;本身不实现具体领域逻辑,也不选择物理或网络库。

thedivergentai
热度 0.00
最近更新 2026-10-19 07:26:56
分类:开发依赖:纯提示词应用场景:代码生成 / 概念解释

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-genre-action-rpg
Metadata
name
bevy-genre-action-rpg
description
Bevy 0.20 action-RPG router: real-time hits, stats, inventory, and quests as ECS joins, with domain work in the linked skills. Use when routing an action RPG. Keywords: Bevy, action RPG, hits, stamina, quests, ECS, router.

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 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.

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

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 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 clear IncomingHit in 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, and add_plugins.
  • Examples - Example tree on the latest branch.

Related Skills

Prerequisites

Complements

Downstream / consumers

  • None. This router does not own a second implementation.

Master