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
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. 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
- bevy-state-machines - Round and character mode.
- bevy-combat-system - Strike resolution.
- bevy-animation - Move clips.
- bevy-input-handling - Per-frame input.
Scope
- Local frame data is a
Fightercomponent (frame index, advantage, health) plus aRoundClockresource. 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 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 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
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-state-machines - Round and character mode.
- bevy-combat-system - Strike resolution.
- bevy-animation - Move clips.
- bevy-input-handling - Per-frame input.
Downstream / consumers
- None. This router does not own a second implementation.
Master
- bevy-master - Bevy router.
