Bevy Idle clicker (thin router)
Genre router. Domain work lives in the Bevy skills below.
When to use
Load this for currencies that tick while the app runs.
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.
Routing
- bevy-economy-system - Currencies.
- bevy-ui-layout - Click target.
- bevy-input-handling - Click.
- bevy-save-load - Offline progress.
Examples
[dependencies]
bevy = "0.20"
serde = { version = "1", features = ["derive"] }
The wallet is one resource. Generators add coins on Update from Time::delta_secs.
#[derive(Resource)]
struct Wallet {
coins: f64,
per_second: f64,
}
fn tick_income(time: Res<Time>, mut wallet: ResMut<Wallet>) {
wallet.coins += wallet.per_second * f64::from(time.delta_secs());
}
fn click(
mouse: Res<ButtonInput<MouseButton>>,
mut wallet: ResMut<Wallet>,
) {
if mouse.just_pressed(MouseButton::Left) {
wallet.coins += 1.0;
}
}
fn install_income(app: &mut App) {
app.insert_resource(Wallet {
coins: 0.0,
per_second: 2.5,
})
.add_systems(Update, (tick_income, click).chain());
}
Each building is an entity. One system writes the wallet so the generators cannot race each other.
#[derive(Component)]
struct Generator {
rate: f64,
owned: u32,
}
#[derive(Resource)]
struct Wallet {
coins: f64,
per_second: f64,
}
fn generators_to_wallet(
gens: Query<&Generator>,
mut wallet: ResMut<Wallet>,
time: Res<Time>,
) {
let mut rate = 0.0;
for building in &gens {
rate += building.rate * f64::from(building.owned);
}
wallet.per_second = rate;
wallet.coins += rate * f64::from(time.delta_secs());
}
tick_income and generators_to_wallet both write Wallet. Run only one of them, or .chain() them if a later system must see the sum.
Offline progress stores a unix second, then banks elapsed time the next time the resource is inserted.
use serde::{Deserialize, Serialize};
use std::time::{SystemTime, UNIX_EPOCH};
#[derive(Resource, Clone, Serialize, Deserialize)]
struct IdleClock {
last_unix: u64,
per_second: f64,
banked: f64,
}
fn bank_offline(mut clock: ResMut<IdleClock>) {
let now = SystemTime::now()
.duration_since(UNIX_EPOCH)
.map(|d| d.as_secs())
.unwrap_or(clock.last_unix);
let elapsed = now.saturating_sub(clock.last_unix).min(8 * 60 * 60);
clock.banked += clock.per_second * elapsed as f64;
clock.last_unix = now;
}
#[derive(Resource)]
struct Wallet {
coins: f64,
}
fn claim(mut clock: ResMut<IdleClock>, mut wallet: ResMut<Wallet>) {
wallet.coins += clock.banked;
clock.banked = 0.0;
}
bank_offline and claim both mutate IdleClock, so chain them. Persistence of the struct belongs on bevy-save-load.
Scope
- Currencies, the click, and the layout route to the skills in Routing.
- Cap offline time in the resource (the example caps at eight hours) so a bad clock cannot mint unbounded coins.
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 field stored off the 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 | Use the examples in this skill | 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.
-
Do not let
tick_incomeandgenerators_to_walletboth addWallet.coinsunless they are.chain()ed or only one is installed. WHY: unordered systems run in parallel and one income write is dropped. -
Do not leave offline elapsed uncapped. WHY: a clock jump mints unbounded coins into the wallet resource.
-
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 latest branch.
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
- godot-genre-idle-clicker - Idle clicker on the Godot engine, same depth.
- bevy-economy-system - Currencies.
- bevy-ui-layout - Click target.
- bevy-input-handling - Click.
- bevy-save-load - Offline progress.
Downstream / consumers
- None. This router does not own a second implementation.
Master
- bevy-master - Bevy router.
