--- name: bevy-genre-fighting description: "Bevy genre router for fighting. Keywords: Bevy, Fighting, genre, ECS, router." --- # Bevy fighting Genre router. Domain work lives in the Bevy skills below. ## When to use Load this for local fighting: frame flags, hitboxes as your data, and a round state. Rollback netcode is out of scope. ## 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. Frame data below is components and one round resource. ## Examples ```toml [dependencies] bevy = "0.20" ``` Each fighter stores the frame index, advantage, and health. The round clock is a resource. Input, frame advance, and hit resolution share `Fighter`, so they chain on the fixed step. ```rust #[derive(Component)] struct Fighter { frame: u16, advantage: i16, health: i32, } #[derive(Component)] struct Hitbox { active: bool, damage: i32, startup: u16, active_until: u16, } #[derive(Resource)] struct RoundClock { frames_left: u32, } fn boot(mut commands: Commands) { commands.insert_resource(RoundClock { frames_left: 60 * 99 }); commands.spawn(( Fighter { frame: 0, advantage: 0, health: 10000, }, Hitbox { active: false, damage: 400, startup: 4, active_until: 8, }, )); } fn open_hitbox(mut fighters: Query<(&Fighter, &mut Hitbox)>) { for (fighter, mut hitbox) in &mut fighters { hitbox.active = fighter.frame >= hitbox.startup && fighter.frame < hitbox.active_until; } } fn advance_frames(mut fighters: Query<&mut Fighter>, mut round: ResMut) { for mut fighter in &mut fighters { fighter.frame = fighter.frame.saturating_add(1); } round.frames_left = round.frames_left.saturating_sub(1); } fn apply_hits(hitboxes: Query<(Entity, &Hitbox)>, mut fighters: Query<(Entity, &mut Fighter)>) { let damage: i32 = hitboxes .iter() .filter(|(_, box_)| box_.active) .map(|(_, box_)| box_.damage) .sum(); if damage == 0 { return; } for (entity, mut fighter) in &mut fighters { if hitboxes.iter().any(|(src, box_)| box_.active && src == entity) { continue; } fighter.health -= damage; fighter.advantage = -12; } } fn install(app: &mut App) { app.add_systems(Startup, boot).add_systems( FixedUpdate, (open_hitbox, advance_frames, apply_hits).chain(), ); } ``` A round ends when the clock or a health bar hits zero. That system only reads `Fighter` and `RoundClock`. ```rust #[derive(Component)] struct Fighter { frame: u16, advantage: i16, health: i32, } #[derive(Resource)] struct RoundClock { frames_left: u32, } fn round_over(round: Res, fighters: Query<&Fighter>) -> bool { round.frames_left == 0 || fighters.iter().any(|fighter| fighter.health <= 0) } ``` ## Routing - [bevy-state-machines](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-state-machines/SKILL.md) - Round and character mode. - [bevy-combat-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-combat-system/SKILL.md) - Strike resolution. - [bevy-animation](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-animation/SKILL.md) - Move clips. - [bevy-input-handling](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-input-handling/SKILL.md) - Per-frame input. ## Scope - Local frame data is a `Fighter` component (frame index, advantage, health) plus a `RoundClock` resource. Bevy has no fighting-game type; the example above is the data. ## 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 mutable blob shared by every entity | | 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 official 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 rollback or netcode crate. 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 - [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-state-machines](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-state-machines/SKILL.md) - Round and character mode. - [bevy-combat-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-combat-system/SKILL.md) - Strike resolution. - [bevy-animation](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-animation/SKILL.md) - Move clips. - [bevy-input-handling](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-input-handling/SKILL.md) - Per-frame input. #### 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.