--- name: bevy-game-loop-collection description: "Bevy 0.20 collection loop: pickup markers, a quota resource, one score per entity per pass, and NextState when the quota is met. Use when the run is about collecting objects. Keywords: Bevy, collection, pickup, quota, NextState, ECS." --- # Bevy collection loop ## When to use Load this when the run is about picking up objects and reaching a count. ## ECS shape - **Components:** a collected flag and a quota resource you define. - **Resources:** run-wide tables live in a resource (bevy-data-resources), not an autoload. - **Systems:** mutate those components on `Update` or 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. ## Engine counterparts | Godot idea | Bevy idiom | | --- | --- | | Pickup | A component marker. Detection waits on spatial queries. | | Quota | A resource count. | | Win | A state change via bevy-state-machines. | ## Scope A collectible is a marker component. Overlap is a distance check you own until a physics skill supplies contacts. Mark each entity once per pass: `Commands::despawn` applies later, so a second collector would otherwise score the same pickup. The quota is a resource. Reaching it writes `NextState`, which the state schedule applies after this system. ```toml [dependencies] bevy = "0.20" ``` ```rust #[derive(Component)] struct Collectible { points: u32, } #[derive(Component)] struct Collector; #[derive(Resource)] struct CollectionScore { points: u32, quota: u32, } #[derive(States, Debug, Clone, Copy, PartialEq, Eq, Hash, Default)] enum RunState { #[default] Playing, Won, } fn collect_by_distance( mut commands: Commands, mut score: ResMut, collectors: Query<&Transform, With>, pickups: Query<(Entity, &Transform, &Collectible)>, ) { let mut taken = std::collections::HashSet::new(); for collector in &collectors { for (entity, transform, item) in &pickups { if taken.contains(&entity) { continue; } let distance = collector.translation.distance(transform.translation); if distance <= 1.0 { taken.insert(entity); score.points += item.points; commands.entity(entity).despawn(); } } } } fn reach_quota(score: Res, mut next: ResMut>) { if score.points >= score.quota { next.set(RunState::Won); } } fn spawn_pickups(mut commands: Commands) { commands.insert_resource(CollectionScore { points: 0, quota: 3, }); commands.spawn((Collector, Transform::default())); for index in 0..3 { commands.spawn(( Collectible { points: 1 }, Transform::from_xyz(index as f32, 0.0, 0.0), )); } } pub struct CollectionPlugin; impl Plugin for CollectionPlugin { fn build(&self, app: &mut App) { app.init_state::() .add_systems(Startup, spawn_pickups) .add_systems(Update, (collect_by_distance, reach_quota).chain()); } } ``` ```rust #[derive(Component)] struct Remaining(u32); #[derive(Resource, Default)] struct Quota { collected: u32, need: u32, } fn tally(mut quota: ResMut, mut counters: Query<&mut Remaining>) { for mut remaining in &mut counters { if remaining.0 > 0 { remaining.0 -= 1; quota.collected += 1; } } } fn quota_met(quota: Res) -> bool { quota.collected >= quota.need && quota.need > 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 this skill | Load the skill that owns it | A made-up crate or API | Load [references/ecs-ownership.md](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 treat `NextState::set` as already applied in the same system. WHY: the state schedule performs the transition after this system returns. - Do not score a pickup from two collectors in one pass. WHY: `despawn` is deferred, so the entity is still in the query. - 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 site. ### Official Documentation - [ECS](https://bevy.org/learn/quick-start/getting-started/ecs/) - `Component`, systems, `Query`, `Startup`, `Update`, and `.chain()`. - [States](https://bevy.org/learn/quick-start/getting-started/ecs/) - `States`, `NextState`, and `init_state` on the same ECS schedule page. - [Examples](https://github.com/bevyengine/bevy/tree/latest/examples#examples) - Example tree on the `latest` branch. ### Related Skills #### Prerequisites - [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Hub and schedules. - [bevy-ecs-composition](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ecs-composition/SKILL.md) - Components and systems. - [bevy-state-machines](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-state-machines/SKILL.md) - Win and lose states. - [bevy-data-resources](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-data-resources/SKILL.md) - Tables and definitions. - [bevy-events-messaging](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-events-messaging/SKILL.md) - One-shot facts. #### Complements - [bevy-state-machines](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-state-machines/SKILL.md) - Mode flags. - [godot-game-loop-collection](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/godot-game-loop-collection/SKILL.md) - Equivalent Godot skill. #### Downstream / consumers - None yet. #### Master - [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.