Bevy Sports (thin router)
Genre router. Domain work lives in the Bevy skills below.
When to use
Load this for match clock, teams, and ball entities you define.
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. Do not invent a genre plugin.
Routing
- bevy-game-loop-time-trial - Match clock.
- bevy-combat-system - Contact if the sport uses hits.
- bevy-character-movement - Athletes.
- bevy-state-machines - Period state.
Scope
Match clock, score, possession, and formation targets are components and one resource. A rigid-body ball solver stays on the physics skill once one is chosen.
Examples
[package]
name = "sports"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
The clock and score are one resource. Period changes after the clock step in the same chain.
#[derive(Clone, Copy, PartialEq, Eq)]
enum Period {
Kickoff,
Playing,
Goal,
FullTime,
}
#[derive(Resource)]
struct Match {
period: Period,
seconds_left: f32,
score_a: u32,
score_b: u32,
}
fn tick_match(time: Res<Time<Fixed>>, mut game: ResMut<Match>) {
if game.period != Period::Playing {
return;
}
game.seconds_left = (game.seconds_left - time.delta_secs()).max(0.0);
if game.seconds_left == 0.0 {
game.period = Period::FullTime;
}
}
fn score_goal(team_a: bool, game: &mut Match) {
if team_a {
game.score_a += 1;
} else {
game.score_b += 1;
}
game.period = Period::Goal;
}
pub struct MatchPlugin;
impl Plugin for MatchPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(Match {
period: Period::Kickoff,
seconds_left: 300.0,
score_a: 0,
score_b: 0,
})
.add_systems(FixedUpdate, tick_match);
}
}
Athletes seek a slot. Only the presser chases the ball; the rest hold formation so the side does not bunch.
#[derive(Component)]
struct Athlete {
speed: f32,
presses: bool,
}
#[derive(Component)]
struct Slot {
offset: Vec3,
}
#[derive(Component)]
struct Ball;
fn hold_formation(
time: Res<Time<Fixed>>,
ball: Query<&Transform, With<Ball>>,
slots: Query<&Slot>,
mut athletes: Query<(&Athlete, &mut Transform), Without<Ball>>,
) {
let Ok(ball_tf) = ball.single() else {
return;
};
let dt = time.delta_secs();
for (athlete, mut transform) in &mut athletes {
let mut target = ball_tf.translation;
if !athlete.presses {
if let Some(slot) = slots.iter().next() {
target += slot.offset;
}
}
let delta = target - transform.translation;
let step = athlete.speed * dt;
if delta.length() > step {
transform.translation += delta.normalize() * step;
} else {
transform.translation = target;
}
}
}
The action key passes when the controlled athlete has the ball, and takes the ball when that athlete is close.
#[derive(Component)]
struct Controlled;
#[derive(Component)]
struct HasBall;
#[derive(Component)]
struct Athlete {
speed: f32,
presses: bool,
}
#[derive(Component)]
struct Ball;
fn contextual_action(
keys: Res<ButtonInput<KeyCode>>,
ball: Query<&Transform, With<Ball>>,
mut athletes: Query<(Entity, &Transform, Has<HasBall>, Has<Controlled>), With<Athlete>>,
mut commands: Commands,
) {
if !keys.just_pressed(KeyCode::KeyJ) {
return;
}
let Ok(ball_tf) = ball.single() else {
return;
};
for (entity, transform, has_ball, controlled) in &mut athletes {
if !controlled {
continue;
}
if has_ball {
commands.entity(entity).remove::<HasBall>();
} else if transform.translation.distance(ball_tf.translation) < 1.5 {
commands.entity(entity).insert(HasBall);
}
}
}
Kickoff places two athletes, one slot, and the ball.
#[derive(Component)]
struct Athlete {
speed: f32,
presses: bool,
}
#[derive(Component)]
struct Controlled;
#[derive(Component)]
struct Slot {
offset: Vec3,
}
#[derive(Component)]
struct Ball;
fn spawn_kickoff(mut commands: Commands) {
commands.spawn((
Athlete {
speed: 6.0,
presses: true,
},
Controlled,
Transform::from_xyz(-2.0, 0.0, 0.0),
));
commands.spawn((
Athlete {
speed: 5.0,
presses: false,
},
Transform::from_xyz(-8.0, 0.0, 2.0),
));
commands.spawn((
Slot {
offset: Vec3::new(-6.0, 0.0, 4.0),
},
Transform::default(),
));
commands.spawn((Ball, Transform::from_xyz(0.0, 0.4, 0.0)));
}
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 Godot node 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 |
| 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 Godot 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 pages stay on the unversioned latest branch.
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-sports - Sports on the Godot engine, same depth.
- bevy-game-loop-time-trial - Match clock.
- bevy-combat-system - Contact if the sport uses hits.
- bevy-character-movement - Athletes.
- bevy-state-machines - Period state.
Downstream / consumers
- None. This router does not own a second implementation.
Master
- bevy-master - Bevy router.
