--- name: bevy-genre-action-rpg description: "Bevy 0.20 action-RPG router: real-time hits, stats, inventory, and quests as ECS joins, with domain work in the linked skills. Use when routing an action RPG. Keywords: Bevy, action RPG, hits, stamina, quests, ECS, router." --- # Bevy Action RPG (thin router) Genre router. Domain work lives in the Bevy skills below. ## When to use Load this to route an action RPG: real-time hits, stats, inventory, and quests. ## 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 `Update` or 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. ## Engine counterparts | 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-character-movement](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-character-movement/SKILL.md) - Actor motion. - [bevy-combat-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-combat-system/SKILL.md) - Hits. - [bevy-rpg-stats](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-rpg-stats/SKILL.md) - Attributes. - [bevy-inventory-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-inventory-system/SKILL.md) - Gear. - [bevy-quest-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-quest-system/SKILL.md) - Objectives. - [bevy-ability-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ability-system/SKILL.md) - Casts. ## Scope This router shows the ECS joins an action RPG uses. Stats, hits, gear, and quests stay in the domain skills linked above. Hit volumes belong with the physics skills. | Join | Owner | Schedule | | --- | --- | --- | | Incoming damage amount | Component on the actor, removed after it is applied | `Update`, apply then clear with `.chain()` | | Reach and stamina | Components on the actor | Read by the ability skill; this router only spawns them | | Slain count | One resource | `Update`, after the hit system | | Gear id | Component on the actor | Inventory skill writes it; do not also write it from combat | ```toml [dependencies] bevy = "0.20" ``` ```rust #[derive(Component)] struct Vitality { hp: i32, max_hp: i32, } #[derive(Component)] struct IncomingHit { amount: i32, } fn apply_hits(mut actors: Query<(&mut Vitality, &IncomingHit)>) { for (mut vitality, hit) in &mut actors { vitality.hp = (vitality.hp - hit.amount).max(0); } } fn clear_hits(mut commands: Commands, hits: Query>) { for entity in &hits { commands.entity(entity).remove::(); } } pub struct ActionHitPlugin; impl Plugin for ActionHitPlugin { fn build(&self, app: &mut App) { app.add_systems(Update, (apply_hits, clear_hits).chain()); } } ``` ```rust #[derive(Component)] struct GearSlot { item_id: Option, } #[derive(Resource, Default)] struct QuestFlags { slain: u32, need: u32, } fn equip(mut slots: Query<&mut GearSlot>) { for mut slot in &mut slots { if slot.item_id.is_none() { slot.item_id = Some(1); } } } fn note_kill(mut flags: ResMut) { if flags.slain < flags.need { flags.slain += 1; } } pub struct ActionProgressPlugin; impl Plugin for ActionProgressPlugin { fn build(&self, app: &mut App) { app.insert_resource(QuestFlags { slain: 0, need: 3 }) .add_systems(Update, (equip, note_kill)); } } ``` ```rust #[derive(Component)] struct Actor; #[derive(Component)] struct MeleeReach(f32); #[derive(Component)] struct Stamina { current: f32, max: f32, } fn spawn_actor(mut commands: Commands) { commands.spawn(( Actor, MeleeReach(1.5), Stamina { current: 100.0, max: 100.0, }, Transform::default(), )); } pub struct ActionRpgPlugin; impl Plugin for ActionRpgPlugin { fn build(&self, app: &mut App) { app.add_systems(Startup, spawn_actor); } } fn main() { App::new() .add_plugins(MinimalPlugins) .add_plugins(ActionRpgPlugin) .run(); } ``` ## 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 clear `IncomingHit` in parallel with the system that reads it. WHY: both mutably touch that component, so the clear must be `.chain()`ed after the apply. - 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 site. ### Official Documentation - [ECS](https://bevy.org/learn/quick-start/getting-started/ecs/) - `Component`, systems, `Query`, `Startup`, `Update`, and `.chain()`. - [Plugins](https://bevy.org/learn/quick-start/getting-started/plugins/) - `Plugin`, `DefaultPlugins`, `MinimalPlugins`, and `add_plugins`. - [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) - ECS ownership and schedules. - [bevy-ecs-composition](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ecs-composition/SKILL.md) - Spawn and query shape. #### Complements - [godot-genre-action-rpg](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/godot-genre-action-rpg/SKILL.md) - Equivalent Godot skill. - [bevy-character-movement](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-character-movement/SKILL.md) - Actor motion. - [bevy-combat-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-combat-system/SKILL.md) - Hits. - [bevy-rpg-stats](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-rpg-stats/SKILL.md) - Attributes. - [bevy-inventory-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-inventory-system/SKILL.md) - Gear. - [bevy-quest-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-quest-system/SKILL.md) - Objectives. - [bevy-ability-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ability-system/SKILL.md) - Casts. #### Downstream / consumers - None. This router does not own a second implementation. #### Master - [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.