Bevy Platformer (thin router)
Genre router. Domain work lives in the Bevy skills below.
When to use
Load this to route a platformer to movement, camera, and tiles.
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-character-movement - Locomotion.
- bevy-camera-systems - Follow camera.
- bevy-tilemap - Ground tiles.
- bevy-2d-animation - Sprite clips.
Examples
[dependencies]
bevy = "0.20"
Coyote time and the jump buffer live on the mover. Gravity and the jump write velocity in one system so they cannot race.
#[derive(Component)]
struct Mover {
velocity: Vec2,
grounded: bool,
coyote: f32,
jump_buffer: f32,
}
fn arm_jump(keys: Res<ButtonInput<KeyCode>>, mut movers: Query<&mut Mover>) {
if !keys.just_pressed(KeyCode::Space) {
return;
}
for mut mover in &mut movers {
mover.jump_buffer = 0.15;
}
}
fn feel(mut movers: Query<&mut Mover>, time: Res<Time<Fixed>>) {
let dt = time.delta_secs();
for mut mover in &mut movers {
if mover.grounded {
mover.coyote = 0.12;
} else {
mover.coyote = (mover.coyote - dt).max(0.0);
}
mover.jump_buffer = (mover.jump_buffer - dt).max(0.0);
if mover.jump_buffer > 0.0 && mover.coyote > 0.0 {
mover.velocity.y = 420.0;
mover.coyote = 0.0;
mover.jump_buffer = 0.0;
mover.grounded = false;
}
if !mover.grounded {
let gravity = if mover.velocity.y < 0.0 { 2200.0 } else { 1400.0 };
mover.velocity.y -= gravity * dt;
}
}
}
fn install_feel(app: &mut App) {
app.add_systems(Update, arm_jump)
.add_systems(FixedUpdate, feel);
}
arm_jump and feel both write Mover, and they sit on different schedules. If that borrow conflicts, move arm_jump onto FixedUpdate and .chain() it before feel.
Integration reads Mover and writes Transform. Chain it after feel.
#[derive(Component)]
struct Mover {
velocity: Vec2,
}
fn integrate(mut bodies: Query<(&Mover, &mut Transform)>, time: Res<Time<Fixed>>) {
let dt = time.delta_secs();
for (mover, mut tf) in &mut bodies {
tf.translation.x += mover.velocity.x * dt;
tf.translation.y += mover.velocity.y * dt;
}
}
A one-way ledge is a component with a top height. The mover only snaps when it is falling.
#[derive(Component)]
struct OneWay {
half_width: f32,
top: f32,
}
#[derive(Component)]
struct Mover {
velocity: Vec2,
grounded: bool,
}
fn land(
mut bodies: Query<(&mut Mover, &Transform)>,
platforms: Query<(&OneWay, &Transform)>,
) {
for (mut mover, body_tf) in &mut bodies {
if mover.velocity.y > 0.0 {
continue;
}
let feet = body_tf.translation.truncate();
for (plat, plat_tf) in &platforms {
let top = plat_tf.translation.y + plat.top;
let dx = (feet.x - plat_tf.translation.x).abs();
if dx <= plat.half_width && (feet.y - top).abs() < 6.0 {
mover.grounded = true;
mover.velocity.y = 0.0;
}
}
}
}
The camera copies the player translation and keeps its own z.
#[derive(Component)]
struct Player;
fn follow(
player: Query<&Transform, With<Player>>,
mut cameras: Query<&mut Transform, (With<Camera2d>, Without<Player>)>,
) {
let Ok(player_tf) = player.single() else {
return;
};
let Ok(mut cam) = cameras.single_mut() else {
return;
};
cam.translation.x = player_tf.translation.x;
cam.translation.y = player_tf.translation.y;
}
Scope
- Tile collision and sprite clips route to bevy-tilemap and bevy-2d-animation.
landandfeelboth writeMover. Chain them onFixedUpdatewhen both are installed.
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 apply gravity on
Updatewhile coyote and the jump buffer tick onFixedUpdate. WHY: frame time then changes jump height. -
Do not write
Moverfromarm_jumpandfeelon two schedules. WHY: those systems alias the same component; put both onFixedUpdateand.chain()arm_jumpbeforefeel. -
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-platformer - Platformer on the Godot engine, same depth.
- bevy-character-movement - Locomotion.
- bevy-camera-systems - Follow camera.
- bevy-tilemap - Ground tiles.
- bevy-2d-animation - Sprite clips.
Downstream / consumers
- None. This router does not own a second implementation.
Master
- bevy-master - Bevy router.
