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bevy-genre-fighting

该技能面向 Bevy 格斗游戏本地逻辑,说明组件、资源、系统与固定时间步的 ECS 组织方式,并给出帧数据、判定框、伤害结算和回合结束的 Rust 示例,同时路由到状态机、战斗、动画和输入等相关技能。

thedivergentai
热度 0.00
最近更新 2026-10-19 07:26:57
分类:开发依赖:纯提示词应用场景:代码生成 / 概念解释 / 模板

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-fighting
Metadata
name
bevy-genre-fighting
description
Bevy genre router for fighting. Keywords: Bevy, Fighting, genre, ECS, router.

Bevy fighting

Genre router. Domain work lives in the Bevy skills below.

When to use

Load this for local fighting: frame flags, hitboxes as your data, and a round state. Rollback netcode is out of scope.

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. Frame data below is components and one round resource.

Examples

[dependencies]
bevy = "0.20"

Each fighter stores the frame index, advantage, and health. The round clock is a resource. Input, frame advance, and hit resolution share Fighter, so they chain on the fixed step.

#[derive(Component)]
struct Fighter {
    frame: u16,
    advantage: i16,
    health: i32,
}

#[derive(Component)]
struct Hitbox {
    active: bool,
    damage: i32,
    startup: u16,
    active_until: u16,
}

#[derive(Resource)]
struct RoundClock {
    frames_left: u32,
}

fn boot(mut commands: Commands) {
    commands.insert_resource(RoundClock { frames_left: 60 * 99 });
    commands.spawn((
        Fighter {
            frame: 0,
            advantage: 0,
            health: 10000,
        },
        Hitbox {
            active: false,
            damage: 400,
            startup: 4,
            active_until: 8,
        },
    ));
}

fn open_hitbox(mut fighters: Query<(&Fighter, &mut Hitbox)>) {
    for (fighter, mut hitbox) in &mut fighters {
        hitbox.active = fighter.frame >= hitbox.startup && fighter.frame < hitbox.active_until;
    }
}

fn advance_frames(mut fighters: Query<&mut Fighter>, mut round: ResMut<RoundClock>) {
    for mut fighter in &mut fighters {
        fighter.frame = fighter.frame.saturating_add(1);
    }
    round.frames_left = round.frames_left.saturating_sub(1);
}

fn apply_hits(hitboxes: Query<(Entity, &Hitbox)>, mut fighters: Query<(Entity, &mut Fighter)>) {
    let damage: i32 = hitboxes
        .iter()
        .filter(|(_, box_)| box_.active)
        .map(|(_, box_)| box_.damage)
        .sum();
    if damage == 0 {
        return;
    }
    for (entity, mut fighter) in &mut fighters {
        if hitboxes.iter().any(|(src, box_)| box_.active && src == entity) {
            continue;
        }
        fighter.health -= damage;
        fighter.advantage = -12;
    }
}

fn install(app: &mut App) {
    app.add_systems(Startup, boot).add_systems(
        FixedUpdate,
        (open_hitbox, advance_frames, apply_hits).chain(),
    );
}

A round ends when the clock or a health bar hits zero. That system only reads Fighter and RoundClock.

#[derive(Component)]
struct Fighter {
    frame: u16,
    advantage: i16,
    health: i32,
}

#[derive(Resource)]
struct RoundClock {
    frames_left: u32,
}

fn round_over(round: Res<RoundClock>, fighters: Query<&Fighter>) -> bool {
    round.frames_left == 0 || fighters.iter().any(|fighter| fighter.health <= 0)
}

Routing

Scope

  • Local frame data is a Fighter component (frame index, advantage, health) plus a RoundClock resource. Bevy has no fighting-game type; the example above is the data.

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 mutable blob shared by every entity
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 official 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 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 invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.

  • No rollback or netcode crate. 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

  • Assets - Official asset catalog. No third-party crate was selected.
  • Examples - Example tree on the latest branch.
  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.

Related Skills

Prerequisites

Complements

Downstream / consumers

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

Master