360 Secure SkillHub
360 安全技能中心

bevy-genre-roguelike

该 Skill 作为 Bevy 0.20 类 Rogue 类型路由,提供 RunSeed、房间实体、永久死亡、回合能量和地面拾取等 ECS 结构与 Rust 示例,并指向相关 Bevy 子技能;不含完整游戏脚手架或运行环境。

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-roguelike
Metadata
name
bevy-genre-roguelike
description
Route a Bevy 0.20 roguelike: RunSeed resource, room entities, permadeath flag, turn energy, grid pickup. Keywords: Bevy, roguelike, RunSeed, permadeath, turn, loot, ECS.

Bevy Roguelike (thin router)

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

When to use

Load this for run seeds, room generation, and permadeath flags.

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

Examples

[dependencies]
bevy = "0.20"
rand = "0.9"

The run seed is one resource. Rooms are entities. StdRng is built inside the system so the seed stays on the resource.

use rand::rngs::StdRng;
use rand::{Rng, SeedableRng};

#[derive(Resource)]
struct RunSeed(u64);

#[derive(Component)]
struct Room {
    x: i32,
    y: i32,
}

fn carve(mut commands: Commands, seed: Res<RunSeed>) {
    let mut rng = StdRng::seed_from_u64(seed.0);
    for _ in 0..8 {
        commands.spawn(Room {
            x: rng.random_range(-6..6),
            y: rng.random_range(-6..6),
        });
    }
}

fn install_run(app: &mut App) {
    app.insert_resource(RunSeed(0x5EED))
        .add_systems(Startup, carve);
}

Permadeath is a flag on the actor plus a run-wide resource. One system writes both.

#[derive(Component)]
struct Actor {
    hp: i32,
}

#[derive(Resource)]
struct RunOver(bool);

fn permadeath(mut actors: Query<&mut Actor>, mut over: ResMut<RunOver>) {
    for mut actor in &mut actors {
        if actor.hp > 0 {
            continue;
        }
        actor.hp = 0;
        over.0 = true;
    }
}

Turn energy accumulates on a resource. Acting spends it. Chain the two systems because both write TurnClock.

#[derive(Resource)]
struct TurnClock {
    energy: f32,
}

fn charge(time: Res<Time>, mut clock: ResMut<TurnClock>) {
    clock.energy = (clock.energy + time.delta_secs()).min(1.0);
}

#[derive(Component)]
struct Actor {
    hp: i32,
}

fn spend(mut clock: ResMut<TurnClock>, mut actors: Query<&mut Actor>) {
    if clock.energy < 1.0 {
        return;
    }
    clock.energy = 0.0;
    for mut actor in &mut actors {
        if actor.hp > 0 {
            actor.hp -= 1;
        }
    }
}

fn install_turns(app: &mut App) {
    app.insert_resource(TurnClock { energy: 0.0 })
        .add_systems(Update, (charge, spend).chain());
}

Loot on the floor is an entity the actor can pick up by grid distance.

#[derive(Component)]
struct Loot {
    value: u32,
}

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

#[derive(Component)]
struct Actor;

#[derive(Resource)]
struct RunSeed(u64);

fn pickup(
    mut commands: Commands,
    actors: Query<&GridPos, With<Actor>>,
    loot: Query<(Entity, &GridPos, &Loot)>,
    mut wallet: ResMut<RunSeed>,
) {
    for actor in &actors {
        for (entity, pos, item) in &loot {
            if actor.x == pos.x && actor.y == pos.y {
                wallet.0 = wallet.0.wrapping_add(u64::from(item.value));
                commands.entity(entity).despawn();
            }
        }
    }
}

RunSeed in pickup is only a stand-in counter so the example stays inside one resource. A coin wallet belongs on bevy-economy-system. permadeath and spend both write Actor; chain them when both run.

Scope

  • Noise and larger maps route to bevy-procedural-generation.
  • Inventory stacks route to bevy-inventory-system.

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 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.

  • Do not rebuild StdRng from a new seed each frame. WHY: the run seed stays on RunSeed so room layout stays reproducible.

  • Do not let permadeath and spend both write Actor without .chain(). WHY: unordered mutable queries on the same component conflict.

  • 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 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