Bevy Stealth (thin router)
Genre router. Domain work lives in the Bevy skills below.
When to use
Load this for vision cones you author and alert states.
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.
Coming from Godot
| Godot idea | Bevy idiom |
|---|---|
| Genre scene tree | Entities plus the domain skills linked below |
| Autoload director | A resource, not a singleton node |
| Signal bus for the loop | bevy-events-messaging |
Routing
- bevy-ai-navigation - Patrol.
- bevy-state-machines - Alert enum on the agent.
- bevy-3d-lighting - Readability of darkness.
- bevy-spatial-queries - Line of sight.
Scope
Vision cones, exposure, and alert meters are components you own. A ray that must stop on solid geometry belongs on bevy-spatial-queries. Joints and a spatial index belong to a physics plugin you add yourself; this file does not call those types.
Examples
[dependencies]
bevy = "0.20"
A guard samples the player's head, torso, and feet. The meter climbs only while samples sit inside the cone, and it decays when the player leaves.
#[derive(Component)]
struct Player;
#[derive(Component)]
struct Vision {
range: f32,
half_angle_cos: f32,
eye_offset: Vec3,
}
#[derive(Clone, Copy, PartialEq, Eq)]
enum AlertState {
Idle,
Suspicious,
Alerted,
}
#[derive(Component)]
struct Alert {
meter: f32,
state: AlertState,
}
fn in_cone(eye: Vec3, forward: Vec3, target: Vec3, vision: &Vision) -> bool {
let to = target - eye;
let dist = to.length();
if dist > vision.range || dist < 0.001 {
return false;
}
(to / dist).dot(forward) >= vision.half_angle_cos
}
fn raise_alert(
time: Res<Time>,
players: Query<&Transform, With<Player>>,
mut guards: Query<(&Transform, &Vision, &mut Alert)>,
) {
let Some(player_tf) = players.iter().next() else {
return;
};
let dt = time.delta_secs();
let samples = [
player_tf.translation + Vec3::Y * 1.6,
player_tf.translation + Vec3::Y * 0.9,
player_tf.translation + Vec3::Y * 0.2,
];
for (tf, vision, mut alert) in &mut guards {
let eye = tf.translation + vision.eye_offset;
let forward = tf.forward().as_vec3();
let hits = samples
.iter()
.filter(|point| in_cone(eye, forward, **point, vision))
.count();
let rate = hits as f32 / samples.len() as f32;
if rate > 0.0 {
alert.meter = (alert.meter + rate * 40.0 * dt).min(100.0);
} else {
alert.meter = (alert.meter - 15.0 * dt).max(0.0);
}
alert.state = if alert.meter >= 100.0 {
AlertState::Alerted
} else if alert.meter >= 25.0 {
AlertState::Suspicious
} else {
AlertState::Idle
};
}
}
Hearing uses travel distance, not a raw radius. A wall between the noise and the guard stretches that distance so the same footstep is quieter through geometry.
#[derive(Component)]
struct Hearing {
range: f32,
}
#[derive(Component)]
struct Noise {
loudness: f32,
}
#[derive(Component)]
struct Alert {
meter: f32,
}
fn hear(
time: Res<Time>,
noises: Query<(&Transform, &Noise)>,
mut guards: Query<(&Transform, &Hearing, &mut Alert)>,
) {
let dt = time.delta_secs();
for (guard_tf, hearing, mut alert) in &mut guards {
for (noise_tf, noise) in &noises {
let delta = noise_tf.translation - guard_tf.translation;
let straight = delta.length();
let blocked = delta.x.abs() > 2.0 && delta.z.abs() > 2.0;
let travel = if blocked { straight * 2.5 } else { straight };
if travel < hearing.range {
let gain = noise.loudness * (1.0 - travel / hearing.range);
alert.meter = (alert.meter + gain * dt).min(100.0);
}
}
}
}
pub struct HearingPlugin;
impl Plugin for HearingPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, hear);
}
}
Light scales how fast the meter fills. A crouched player with low exposure fills slower than a sprint in a spotlight.
#[derive(Component)]
struct Exposure {
light: f32,
speed: f32,
}
fn exposure_rate(exposure: &Exposure) -> f32 {
let light = exposure.light.clamp(0.0, 1.0);
let speed = (exposure.speed / 6.0).clamp(0.0, 1.5);
0.15 + light * 0.7 + speed * 0.15
}
#[derive(Clone, Copy, PartialEq, Eq)]
enum AlertState {
Idle,
Suspicious,
Alerted,
}
#[derive(Component)]
struct Vision {
range: f32,
half_angle_cos: f32,
eye_offset: Vec3,
}
#[derive(Component)]
struct Alert {
meter: f32,
state: AlertState,
}
#[derive(Component)]
struct Hearing {
range: f32,
}
fn spawn_guard(mut commands: Commands) {
commands.spawn((
Transform::from_xyz(4.0, 0.0, 0.0),
Vision {
range: 12.0,
half_angle_cos: 0.5,
eye_offset: Vec3::Y * 1.6,
},
Alert {
meter: 0.0,
state: AlertState::Idle,
},
Hearing { range: 8.0 },
));
}
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 Documentation
bevy crate- API reference and Cargo feature list.- 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-stealth - Equivalent Godot skill.
- bevy-ai-navigation - Patrol.
- bevy-state-machines - Alert enum on the agent.
- bevy-3d-lighting - Readability of darkness.
- bevy-spatial-queries - Line of sight.
Downstream / consumers
- None. This router does not own a second implementation.
Master
- bevy-master - Bevy router.
