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bevy-genre-shooter-fps

该 Skill 是 Bevy 0.20 第一人称射击游戏的类型路由与 ECS 实现指南,提供相机、视角、射击冷却和命中检测的代码示例,并指向相机、输入、战斗、场景等子技能。它不执行代码,也不包含物理、导航、网络或 XR 实现。

thedivergentai
热度 0.00
最近更新 2026-10-19 07:27:02
分类:开发依赖:读写文件应用场景:代码生成 / 概念解释 / 模板

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-shooter-fps
Metadata
name
bevy-genre-shooter-fps
description
Bevy genre router for FPS shooter. Keywords: Bevy, FPS shooter, genre, ECS, router.

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 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. 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

Scope

  • Look is LookPitch on the camera plus yaw on FpsBody. The camera and view model use ChildOf so they inherit that yaw. Pointer lock uses CursorOptions. ShotClock gates fire. The hitscan example compares transforms. bevy_camera_controller is an optional Bevy feature; this skill uses Camera3d and Transform directly.
  • 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 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