Bevy FPS shooter
Genre router. Domain work lives in the Bevy skills below.
When to use
Load this for a first-person shooter route: 3D camera, view model, and combat.
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. Look, the view model, and the shot clock below are components plus one resource.
Examples
[dependencies]
bevy = "0.20"
Pitch stays on the camera. Yaw stays on the body so the view model inherits the turn. The shot clock is a resource. tick_shot then fire share ShotClock, so they chain. Look writes a different component and stays outside that chain.
use bevy::input::mouse::AccumulatedMouseMotion;
use bevy::window::{CursorGrabMode, CursorOptions, PrimaryWindow};
#[derive(Component)]
struct LookPitch {
radians: f32,
}
#[derive(Component)]
struct FpsBody;
#[derive(Component)]
struct ViewModel;
#[derive(Resource)]
struct ShotClock {
seconds_left: f32,
}
fn boot(mut commands: Commands) {
commands.insert_resource(ShotClock { seconds_left: 0.0 });
let body = commands
.spawn((FpsBody, Transform::from_xyz(0.0, 1.6, 0.0)))
.id();
commands.spawn((
Camera3d::default(),
LookPitch { radians: 0.0 },
Transform::default(),
ChildOf(body),
));
commands.spawn((
ViewModel,
Transform::from_xyz(0.25, -0.2, -0.45),
ChildOf(body),
));
}
fn lock_pointer(mut windows: Query<&mut CursorOptions, With<PrimaryWindow>>) {
for mut window in &mut windows {
window.visible = false;
window.grab_mode = CursorGrabMode::Locked;
}
}
fn apply_look(
motion: Res<AccumulatedMouseMotion>,
mut bodies: Query<&mut Transform, With<FpsBody>>,
mut cameras: Query<(&mut Transform, &mut LookPitch), Without<FpsBody>>,
) {
let dx = motion.delta.x;
let dy = motion.delta.y;
for mut transform in &mut bodies {
transform.rotate_y(-dx * 0.002);
}
for (mut transform, mut pitch) in &mut cameras {
pitch.radians = (pitch.radians - dy * 0.002).clamp(-1.2, 1.2);
transform.rotation = Quat::from_rotation_x(pitch.radians);
}
}
fn tick_shot(time: Res<Time>, mut clock: ResMut<ShotClock>) {
clock.seconds_left = (clock.seconds_left - time.delta_secs()).max(0.0);
}
fn fire(
keys: Res<ButtonInput<MouseButton>>,
mut clock: ResMut<ShotClock>,
) {
if clock.seconds_left > 0.0 || !keys.just_pressed(MouseButton::Left) {
return;
}
clock.seconds_left = 0.12;
}
fn install(app: &mut App) {
app.add_systems(Startup, (boot, lock_pointer))
.add_systems(Update, apply_look)
.add_systems(Update, (tick_shot, fire).chain());
}
A shot hits when a target lies inside a cone along the body's forward axis. This is data on transforms. Physics crates stay in the combat skill.
#[derive(Component)]
struct FpsBody;
#[derive(Component)]
struct Target;
#[derive(Component)]
struct Health {
points: i32,
}
fn hitscan(
bodies: Query<&GlobalTransform, With<FpsBody>>,
mut targets: Query<(&GlobalTransform, &mut Health), With<Target>>,
) {
let Some(body) = bodies.iter().next() else {
return;
};
let origin = body.translation();
let forward = body.forward().as_vec3();
for (transform, mut health) in &mut targets {
let to_target = transform.translation() - origin;
let distance = to_target.length();
if distance > 40.0 || distance < 0.05 {
continue;
}
let along = to_target.normalize().dot(forward);
if along > 0.98 {
health.points -= 20;
}
}
}
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
- bevy-camera-systems - Camera3d.
- bevy-input-handling - Look. Pointer lock is
CursorOptionson the primary window. - bevy-combat-system - Damage.
- bevy-3d-world-building - Arenas.
Scope
- Look is
LookPitchon the camera plus yaw onFpsBody. The camera and view model useChildOfso they inherit that yaw. Pointer lock usesCursorOptions.ShotClockgates fire. The hitscan example compares transforms.bevy_camera_controlleris an optional Bevy feature; this skill usesCamera3dandTransformdirectly. - Broader spatial queries belong on bevy-spatial-queries.
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 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.
-
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
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-shooter-fps - Peer skill for the same genre.
- bevy-camera-systems - Camera3d.
- bevy-input-handling - Look. Pointer lock is
CursorOptionson the primary window. - bevy-combat-system - Damage.
- bevy-3d-world-building - Arenas.
Downstream / consumers
- None. This router does not own a second implementation.
Master
- bevy-master - Bevy router.
