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bevy-genre-racing

该技能按 Bevy 0.20 的 ECS 结构组织竞速逻辑,提供 Racer、Gate、RaceClock 与车辆运动示例,说明 Component、Resource、Query、FixedUpdate 和 .chain() 的职责边界及调度方式,并路由到计时、移动和场景构建等相关技能。

thedivergentai
热度 0.00
最近更新 2026-10-19 07:27:00
分类:开发依赖:纯提示词应用场景:代码生成 / 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-racing
Metadata
name
bevy-genre-racing
description
Route a Bevy 0.20 race. Use when lap and gate index live on the racer, the race clock is one resource, and gate checks run after the clock step in one chain. Keywords: Bevy, Racing, Racer, RaceClock, FixedUpdate, chain, genre.

Bevy Racing (thin router)

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

When to use

Load this for laps, splits, and vehicle motion 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. Do not invent a genre plugin.

Routing

Scope

Lap index, gate order, and a kinematic vehicle are components. A rigid-body vehicle solver stays on the physics skill once one is chosen.

Examples

[package]
name = "racing"
version = "0.1.0"
edition = "2021"

[dependencies]
bevy = "0.20"

Gates are entities. The racer stores the next gate index and the lap count. Crossing the last gate increments the lap and records the clock.

#[derive(Component)]
struct Racer {
    lap: u32,
    next_gate: u32,
    gate_count: u32,
}

#[derive(Component)]
struct Gate {
    index: u32,
}

#[derive(Resource)]
struct RaceClock {
    elapsed: f32,
    best_lap: f32,
    lap_start: f32,
}

fn tick_clock(time: Res<Time<Fixed>>, mut clock: ResMut<RaceClock>) {
    clock.elapsed += time.delta_secs();
}

fn cross_gates(
    mut racers: Query<(&Transform, &mut Racer)>,
    gates: Query<(&Transform, &Gate)>,
    mut clock: ResMut<RaceClock>,
) {
    for (transform, mut racer) in &mut racers {
        for (gate_tf, gate) in &gates {
            if gate.index != racer.next_gate {
                continue;
            }
            if transform.translation.distance(gate_tf.translation) > 6.0 {
                continue;
            }
            let last = racer.gate_count.saturating_sub(1);
            if gate.index == last {
                let lap_time = clock.elapsed - clock.lap_start;
                if racer.lap == 0 || lap_time < clock.best_lap {
                    clock.best_lap = lap_time;
                }
                clock.lap_start = clock.elapsed;
                racer.lap += 1;
                racer.next_gate = 0;
            } else {
                racer.next_gate += 1;
            }
        }
    }
}

pub struct RacePlugin;

impl Plugin for RacePlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource(RaceClock {
            elapsed: 0.0,
            best_lap: f32::MAX,
            lap_start: 0.0,
        })
        .add_systems(FixedUpdate, (tick_clock, cross_gates).chain());
    }
}

Heading and speed live on the vehicle. Input changes them; one system writes Transform.

#[derive(Component)]
struct Vehicle {
    speed: f32,
    heading: f32,
}

fn drive(
    time: Res<Time<Fixed>>,
    keys: Res<ButtonInput<KeyCode>>,
    mut vehicles: Query<(&mut Transform, &mut Vehicle)>,
) {
    let dt = time.delta_secs();
    for (mut transform, mut vehicle) in &mut vehicles {
        if keys.pressed(KeyCode::KeyA) {
            vehicle.heading += dt * 1.5;
        }
        if keys.pressed(KeyCode::KeyD) {
            vehicle.heading -= dt * 1.5;
        }
        if keys.pressed(KeyCode::KeyW) {
            vehicle.speed = (vehicle.speed + dt * 12.0).min(40.0);
        } else {
            vehicle.speed = (vehicle.speed - dt * 8.0).max(0.0);
        }
        let forward = Vec3::new(vehicle.heading.sin(), 0.0, vehicle.heading.cos());
        transform.translation += forward * vehicle.speed * dt;
    }
}

Startup places the car and three gates along Z.

#[derive(Component)]
struct Racer {
    lap: u32,
    next_gate: u32,
    gate_count: u32,
}

#[derive(Component)]
struct Gate {
    index: u32,
}

#[derive(Component)]
struct Vehicle {
    speed: f32,
    heading: f32,
}

fn spawn_track(mut commands: Commands) {
    commands.spawn((
        Racer {
            lap: 0,
            next_gate: 0,
            gate_count: 3,
        },
        Vehicle {
            speed: 0.0,
            heading: 0.0,
        },
        Transform::from_xyz(0.0, 0.0, 0.0),
    ));
    for index in 0..3 {
        commands.spawn((
            Gate { index },
            Transform::from_xyz(0.0, 0.0, 20.0 + index as f32 * 30.0),
        ));
    }
}

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 scene-tree script
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
Lap and split timing Racer plus a RaceClock resource stepped on FixedUpdate A lap type invented as an engine singleton

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 scene-tree 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

The library pin on bevy-master stays 0.20.0. Official links stay on the unversioned learn pages.

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