Bevy secrets mechanic
When to use
Load this when the player uncovers optional flags that must persist.
ECS shape
- Components: a secret id and a found-set resource 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.
Coming from Godot
| Godot idea | Bevy idiom |
|---|---|
| Secret id | A component on the world object. |
| Found set | A resource of ids. |
| Persist | Hand the set to bevy-save-load. |
Scope
Secret ids, a discovered set, look-at checks, and timed input sequences are components and resources you own. Persistence of that set belongs on bevy-save-load.
Examples
[dependencies]
bevy = "0.20"
serde = { version = "1", features = ["derive"] }
Discovering a secret inserts its id once. A later system can hand Discovered to the save skill.
use serde::{Deserialize, Serialize};
use std::collections::HashSet;
#[derive(Component)]
struct Secret {
id: u32,
radius: f32,
}
#[derive(Component)]
struct Seeker;
#[derive(Resource, Default, Serialize, Deserialize)]
struct Discovered {
ids: HashSet<u32>,
}
fn discover(
seekers: Query<&Transform, With<Seeker>>,
secrets: Query<(&Transform, &Secret)>,
mut found: ResMut<Discovered>,
) {
for seeker in &seekers {
for (tf, secret) in &secrets {
if seeker.translation.distance(tf.translation) <= secret.radius {
found.ids.insert(secret.id);
}
}
}
}
fn look_at_secret(
seekers: Query<&Transform, With<Seeker>>,
secrets: Query<(&Transform, &Secret)>,
mut found: ResMut<Discovered>,
) {
for seeker in &seekers {
let forward = seeker.forward().as_vec3();
for (tf, secret) in &secrets {
let to = tf.translation - seeker.translation;
let dist = to.length();
if dist < 0.001 || dist > 6.0 {
continue;
}
if (to / dist).dot(forward) > 0.98 {
found.ids.insert(secret.id);
}
}
}
}
A sequence matcher keeps a rolling window. The classic up-up-down-down-left-right-left-right pattern unlocks when the tail matches before the window expires.
#[derive(Resource)]
struct SequenceSecret {
pattern: Vec<KeyCode>,
heard: Vec<KeyCode>,
time_left: f32,
window: f32,
unlocked: bool,
}
impl Default for SequenceSecret {
fn default() -> Self {
Self {
pattern: vec![
KeyCode::ArrowUp,
KeyCode::ArrowUp,
KeyCode::ArrowDown,
KeyCode::ArrowDown,
KeyCode::ArrowLeft,
KeyCode::ArrowRight,
KeyCode::ArrowLeft,
KeyCode::ArrowRight,
],
heard: Vec::new(),
time_left: 0.0,
window: 2.5,
unlocked: false,
}
}
}
#[derive(Resource, Default)]
struct Discovered {
ids: std::collections::HashSet<u32>,
}
fn match_sequence(time: Res<Time>, keys: Res<ButtonInput<KeyCode>>, mut seq: ResMut<SequenceSecret>) {
if seq.unlocked {
return;
}
let dt = time.delta_secs();
seq.time_left = (seq.time_left - dt).max(0.0);
if seq.time_left == 0.0 {
seq.heard.clear();
}
let watched = [
KeyCode::ArrowUp,
KeyCode::ArrowDown,
KeyCode::ArrowLeft,
KeyCode::ArrowRight,
];
for key in watched {
if keys.just_pressed(key) {
seq.heard.push(key);
seq.time_left = seq.window;
}
}
if seq.heard.len() > seq.pattern.len() {
let extra = seq.heard.len() - seq.pattern.len();
seq.heard.drain(0..extra);
}
if seq.heard == seq.pattern {
seq.unlocked = true;
seq.heard.clear();
}
}
#[derive(Resource)]
struct ProgressUnlock {
cleared: u32,
total: u32,
unlocked: bool,
}
fn unlock_by_progress(mut progress: ResMut<ProgressUnlock>, mut found: ResMut<Discovered>) {
if progress.unlocked || progress.total == 0 {
return;
}
if progress.cleared * 100 / progress.total >= 80 {
progress.unlocked = true;
found.ids.insert(9001);
}
}
pub struct SecretsPlugin;
impl Plugin for SecretsPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<Discovered>()
.init_resource::<SequenceSecret>()
.insert_resource(ProgressUnlock {
cleared: 0,
total: 10,
unlocked: false,
})
.add_systems(Update, (match_sequence, unlock_by_progress));
}
}
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 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 - Hub and schedules.
- bevy-ecs-composition - Components and systems.
- bevy-save-load - Persist flags.
- bevy-data-resources - Tables and definitions.
- bevy-events-messaging - One-shot facts.
Complements
- bevy-state-machines - Mode flags.
- godot-mechanic-secrets - Equivalent Godot skill.
Downstream / consumers
- None yet.
Master
- bevy-master - Bevy router.
