--- name: bevy-genre-educational description: "Route a Bevy 0.20 educational loop. Use when prompts and choices are components, lesson totals are one resource, and grading must run after selection in one chain. Keywords: Bevy, Educational, LessonProgress, Choice, chain, genre." --- # Bevy Educational (thin router) Genre router. Domain work lives in the Bevy skills below. ## When to use Load this for prompts, answers, and progress flags. ## ECS shape - **Components** hold a prompt and each choice as plain data. - **Resources** hold how many answers were graded and how many were correct. - **Systems** select a choice, then grade it. `.chain()` keeps the grade after the selection. - **Schedule:** gameplay mode changes go through bevy-state-machines. ```toml [package] name = "educational" version = "0.1.0" edition = "2021" [dependencies] bevy = "0.20" ``` One prompt, two choices, one progress resource. ```rust #[derive(Component)] struct Prompt { text: String, } #[derive(Component)] struct Choice { label: String, correct: bool, picked: bool, graded: bool, } #[derive(Resource, Default)] struct LessonProgress { answered: u32, correct: u32, } fn spawn_lesson(mut commands: Commands) { commands.spawn(Prompt { text: "Which way is north?".to_string(), }); commands.spawn(Choice { label: "Up".to_string(), correct: true, picked: false, graded: false, }); commands.spawn(Choice { label: "Down".to_string(), correct: false, picked: false, graded: false, }); commands.init_resource::(); } fn pick_first(mut choices: Query<&mut Choice>) { for mut choice in &mut choices { if choice.correct && !choice.graded && !choice.picked { choice.picked = true; break; } } } fn grade(mut progress: ResMut, mut choices: Query<&mut Choice>) { for mut choice in &mut choices { if choice.picked && !choice.graded { progress.answered = progress.answered.saturating_add(1); if choice.correct { progress.correct = progress.correct.saturating_add(1); } choice.graded = true; choice.picked = false; } } } pub struct LessonPlugin; impl Plugin for LessonPlugin { fn build(&self, app: &mut App) { app.add_systems(Startup, spawn_lesson) .add_systems(Update, (pick_first, grade).chain()); } } ``` `pick_first` and `grade` both write `Choice`, so they stay chained. A readout only reads progress. ```rust #[derive(Resource, Default)] struct LessonProgress { answered: u32, correct: u32, } fn show_score(progress: Res) { let _answered = progress.answered; let _correct = progress.correct; } pub struct ScorePlugin; impl Plugin for ScorePlugin { fn build(&self, app: &mut App) { app.init_resource::() .add_systems(Update, show_score); } } ``` ## Lesson data | Need | Bevy idiom | | --- | --- | | Prompts and choices | Entities plus the domain skills linked below | | Lesson totals | A `Resource` | | One-shot loop notices | bevy-events-messaging | ## Routing - [bevy-ui-text](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ui-text/SKILL.md) - Prompts. - [bevy-ui-layout](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ui-layout/SKILL.md) - Choices. - [bevy-save-load](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-save-load/SKILL.md) - Progress saves. - [bevy-state-machines](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-state-machines/SKILL.md) - Lesson mode. ## Scope - Prompts, choices, and the progress resource are gameplay data you define. UI text and layout stay on the linked UI skills. ## 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` | One struct that stores every entity's fields | | 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 | Read the linked Bevy pages | 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 invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules. - No scene-tree 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 links stay on the unversioned learn pages. ### Official Documentation - [Assets](https://bevy.org/assets/) - Official asset catalog. No third-party crate was selected. - [Examples](https://github.com/bevyengine/bevy/tree/latest/examples#examples) - Example tree on the `latest` branch. - [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`. ### 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 - [bevy-ui-text](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ui-text/SKILL.md) - Prompts. - [bevy-ui-layout](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ui-layout/SKILL.md) - Choices. - [bevy-save-load](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-save-load/SKILL.md) - Progress saves. - [bevy-state-machines](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-state-machines/SKILL.md) - Lesson mode. #### 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.