Bevy revival mechanic
When to use
Load this when an actor is downed, can be revived, or respawns.
ECS shape
- Components: a downed flag and a revive elapsed you define.
- Resources: run-wide tables live in a resource (bevy-data-resources), not an autoload.
- Systems: mutate those components on
Updateor the fixed timestep. Use.chain()when damage must land before death. - Messages: one-shot facts (hit, pickup, quest advance) go through bevy-events-messaging. This file does not add a new event type name.
Scope
Downed time, revive progress, and the last checkpoint are components. Overlap is a distance test here; a physics solver can replace that test later.
Examples
[package]
name = "revival"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
Health hits zero, the actor is downed, and an ally within range fills the revive bar. A full bar clears the downed flag and restores health.
#[derive(Component)]
struct Health {
current: f32,
max: f32,
}
#[derive(Component)]
struct Downed {
elapsed: f32,
}
#[derive(Component)]
struct Reviving {
progress: f32,
needed: f32,
}
#[derive(Component)]
struct Ally;
fn apply_down(
mut commands: Commands,
mut actors: Query<(Entity, &Health), Without<Downed>>,
) {
for (entity, health) in &mut actors {
if health.current <= 0.0 {
commands.entity(entity).insert(Downed { elapsed: 0.0 });
}
}
}
fn tick_revive(
time: Res<Time<Fixed>>,
allies: Query<&Transform, With<Ally>>,
mut downed: Query<(Entity, &Transform, &mut Health, &mut Downed, Option<&mut Reviving>)>,
mut commands: Commands,
) {
let dt = time.delta_secs();
for (entity, transform, mut health, mut downed, reviving) in &mut downed {
downed.elapsed += dt;
let near = allies.iter().any(|ally| {
ally.translation.distance(transform.translation) < 2.0
});
if !near {
commands.entity(entity).remove::<Reviving>();
continue;
}
let progress = reviving.map(|mut rev| {
rev.progress += dt;
rev.progress
});
if let Some(progress) = progress {
if progress >= 2.0 {
health.current = health.max;
commands.entity(entity).remove::<Downed>().remove::<Reviving>();
}
} else {
commands.entity(entity).insert(Reviving {
progress: 0.0,
needed: 2.0,
});
}
}
}
The checkpoint resource stores the respawn pose. Death after the bleed-out moves the actor there and refills health.
#[derive(Resource)]
struct Checkpoint {
translation: Vec3,
}
#[derive(Component)]
struct Health {
current: f32,
max: f32,
}
#[derive(Component)]
struct Downed {
elapsed: f32,
}
fn move_to_checkpoint(
mut query: Query<(Entity, &mut Transform, &mut Health, &Downed)>,
checkpoint: Res<Checkpoint>,
mut commands: Commands,
) {
for (entity, mut transform, mut health, downed) in &mut query {
if downed.elapsed < 8.0 {
continue;
}
transform.translation = checkpoint.translation;
health.current = health.max;
commands.entity(entity).remove::<Downed>();
}
}
pub struct RevivalPlugin;
impl Plugin for RevivalPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(Checkpoint {
translation: Vec3::ZERO,
})
.add_systems(FixedUpdate, move_to_checkpoint);
}
}
Touching a marker overwrites the checkpoint.
#[derive(Component)]
struct CheckpointMarker;
#[derive(Component)]
struct Player;
#[derive(Resource)]
struct Checkpoint {
translation: Vec3,
}
fn capture_checkpoint(
players: Query<&Transform, With<Player>>,
markers: Query<&Transform, With<CheckpointMarker>>,
mut checkpoint: ResMut<Checkpoint>,
) {
let Ok(player) = players.single() else {
return;
};
for marker in &markers {
if player.translation.distance(marker.translation) < 1.2 {
checkpoint.translation = marker.translation;
}
}
}
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 node, resource, or signal types for this mechanic. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
-
No Godot types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
-
No invented APIs or unnamed third-party crates as the chosen solver. 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 - Hub and schedules.
- bevy-ecs-composition - Components and systems.
- bevy-combat-system - What drops health to zero.
- bevy-data-resources - Tables and definitions.
- bevy-events-messaging - One-shot facts.
Complements
- bevy-state-machines - Mode flags.
- godot-mechanic-revival - Revival on the Godot engine, same depth.
Downstream / consumers
- None yet.
Master
- bevy-master - Bevy router.
