Bevy Educational (thin router)
Genre router. Domain work lives in the Bevy skills below.
When to use
Load this for prompts, answers, and progress flags.
ECS shape
- Components hold a prompt and each choice as plain data.
- Resources hold how many answers were graded and how many were correct.
- Systems select a choice, then grade it.
.chain()keeps the grade after the selection. - Schedule: gameplay mode changes go through bevy-state-machines.
[package]
name = "educational"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
One prompt, two choices, one progress resource.
#[derive(Component)]
struct Prompt {
text: String,
}
#[derive(Component)]
struct Choice {
label: String,
correct: bool,
picked: bool,
graded: bool,
}
#[derive(Resource, Default)]
struct LessonProgress {
answered: u32,
correct: u32,
}
fn spawn_lesson(mut commands: Commands) {
commands.spawn(Prompt {
text: "Which way is north?".to_string(),
});
commands.spawn(Choice {
label: "Up".to_string(),
correct: true,
picked: false,
graded: false,
});
commands.spawn(Choice {
label: "Down".to_string(),
correct: false,
picked: false,
graded: false,
});
commands.init_resource::<LessonProgress>();
}
fn pick_first(mut choices: Query<&mut Choice>) {
for mut choice in &mut choices {
if choice.correct && !choice.graded && !choice.picked {
choice.picked = true;
break;
}
}
}
fn grade(mut progress: ResMut<LessonProgress>, mut choices: Query<&mut Choice>) {
for mut choice in &mut choices {
if choice.picked && !choice.graded {
progress.answered = progress.answered.saturating_add(1);
if choice.correct {
progress.correct = progress.correct.saturating_add(1);
}
choice.graded = true;
choice.picked = false;
}
}
}
pub struct LessonPlugin;
impl Plugin for LessonPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, spawn_lesson)
.add_systems(Update, (pick_first, grade).chain());
}
}
pick_first and grade both write Choice, so they stay chained.
A readout only reads progress.
#[derive(Resource, Default)]
struct LessonProgress {
answered: u32,
correct: u32,
}
fn show_score(progress: Res<LessonProgress>) {
let _answered = progress.answered;
let _correct = progress.correct;
}
pub struct ScorePlugin;
impl Plugin for ScorePlugin {
fn build(&self, app: &mut App) {
app.init_resource::<LessonProgress>()
.add_systems(Update, show_score);
}
}
Lesson data
| Need | Bevy idiom |
|---|---|
| Prompts and choices | Entities plus the domain skills linked below |
| Lesson totals | A Resource |
| One-shot loop notices | bevy-events-messaging |
Routing
- bevy-ui-text - Prompts.
- bevy-ui-layout - Choices.
- bevy-save-load - Progress saves.
- bevy-state-machines - Lesson mode.
Scope
- Prompts, choices, and the progress resource are gameplay data you define. UI text and layout stay on the linked UI skills.
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 |
One struct that stores every entity's fields |
| 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 linked Bevy pages | 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 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 links stay on the unversioned learn pages.
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 - ECS ownership and schedules.
- bevy-ecs-composition - Spawn and query shape.
Complements
- bevy-ui-text - Prompts.
- bevy-ui-layout - Choices.
- bevy-save-load - Progress saves.
- bevy-state-machines - Lesson mode.
Downstream / consumers
- None. This router does not own a second implementation.
Master
- bevy-master - Bevy router.
