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bevy-genre-puzzle

面向 Bevy 0.20+ 的 Puzzle 类型路由技能,说明网格、目标、玩家标记和撤销栈的 ECS 组织方式,给出输入、移动、撤销与胜利判定示例,并路由到状态机、输入、资源和 UI 等相关技能。它只提供模式与代码片段,不包含完整游戏项目或物理、联网等模块。

thedivergentai
热度 0.00
最近更新 2026-10-19 07:26:59
分类:开发依赖:纯提示词应用场景:代码生成 / 模板 / 概念解释

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-puzzle
Metadata
name
bevy-genre-puzzle
description
Bevy genre router for Puzzle. Keywords: Bevy, Puzzle, genre, ECS, router.

Bevy Puzzle

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

When to use

Load this for grid rules and an undo stack you own.

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. Grid tiles and the undo stack below are components plus one resource.

Examples

[dependencies]
bevy = "0.20"

Each tile stores a grid coordinate and whether it is a goal. The undo stack is a resource of prior coordinates. Read input, push history, then slide. Those systems share Tile, so they chain.

#[derive(Clone, Copy)]
struct GridPos {
    x: i32,
    y: i32,
}

#[derive(Component)]
struct Tile {
    pos: GridPos,
    goal: bool,
}

#[derive(Component)]
struct PlayerToken;

#[derive(Resource, Default)]
struct UndoStack {
    steps: Vec<GridPos>,
}

fn boot(mut commands: Commands) {
    commands.insert_resource(UndoStack { steps: Vec::new() });
    commands.spawn((
        PlayerToken,
        Tile {
            pos: GridPos { x: 0, y: 0 },
            goal: false,
        },
    ));
    commands.spawn(Tile {
        pos: GridPos { x: 2, y: 0 },
        goal: true,
    });
}

fn read_move(keys: Res<ButtonInput<KeyCode>>) -> GridPos {
    if keys.just_pressed(KeyCode::ArrowRight) {
        GridPos { x: 1, y: 0 }
    } else if keys.just_pressed(KeyCode::ArrowLeft) {
        GridPos { x: -1, y: 0 }
    } else if keys.just_pressed(KeyCode::ArrowUp) {
        GridPos { x: 0, y: 1 }
    } else if keys.just_pressed(KeyCode::ArrowDown) {
        GridPos { x: 0, y: -1 }
    } else {
        GridPos { x: 0, y: 0 }
    }
}

fn push_undo(
    keys: Res<ButtonInput<KeyCode>>,
    players: Query<&Tile, With<PlayerToken>>,
    mut undo: ResMut<UndoStack>,
) {
    if keys.just_pressed(KeyCode::KeyZ) {
        return;
    }
    let delta = read_move(keys);
    if delta.x == 0 && delta.y == 0 {
        return;
    }
    if let Some(tile) = players.iter().next() {
        undo.steps.push(tile.pos);
    }
}

fn slide_player(
    keys: Res<ButtonInput<KeyCode>>,
    mut players: Query<&mut Tile, With<PlayerToken>>,
) {
    if keys.just_pressed(KeyCode::KeyZ) {
        return;
    }
    let delta = read_move(keys);
    for mut tile in &mut players {
        tile.pos.x += delta.x;
        tile.pos.y += delta.y;
    }
}

fn undo_move(
    keys: Res<ButtonInput<KeyCode>>,
    mut undo: ResMut<UndoStack>,
    mut players: Query<&mut Tile, With<PlayerToken>>,
) {
    if !keys.just_pressed(KeyCode::KeyZ) {
        return;
    }
    let Some(prev) = undo.steps.pop() else {
        return;
    };
    for mut tile in &mut players {
        tile.pos = prev;
    }
}

fn install(app: &mut App) {
    app.add_systems(Startup, boot).add_systems(
        Update,
        (undo_move, push_undo, slide_player).chain(),
    );
}

The puzzle is solved when the player token shares a cell with a goal tile.

#[derive(Clone, Copy, PartialEq, Eq)]
struct GridPos {
    x: i32,
    y: i32,
}

#[derive(Component)]
struct Tile {
    pos: GridPos,
    goal: bool,
}

#[derive(Component)]
struct PlayerToken;

fn solved(players: Query<&Tile, With<PlayerToken>>, goals: Query<&Tile>) -> bool {
    let Some(player) = players.iter().next() else {
        return false;
    };
    goals.iter().any(|tile| tile.goal && tile.pos == player.pos)
}

push_undo and slide_player both call read_move, which reads ButtonInput twice in one frame. just_pressed stays true for the frame, so both see the same key.

Scene shape

Piece Bevy idiom
Genre content Entities plus the domain skills linked below
Run-wide director A Resource
Loop notices bevy-events-messaging

Routing

Scope

  • Tiles store GridPos. UndoStack keeps prior player coordinates. Bevy has no puzzle-grid 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 script that owns the whole tree
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 Check the official docs first 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 foreign-engine 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

Official pages stay on unversioned permalinks. The library pin on bevy-master stays 0.20.

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