--- name: bevy-genre-party description: "Bevy 0.20 party router: local seats, shared scores, and minigame swaps as ECS data. Use when routing a local party game. Keywords: Bevy, Party, minigame, score, ECS, router." --- # Bevy Party (thin router) Genre router. Domain work lives in the Bevy skills below. ## When to use Load this for local minigame swaps and shared scores. ## 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. This file registers only seat scores and the minigame swap. ## Routing - [bevy-state-machines](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-state-machines/SKILL.md) - Minigame mode. - [bevy-input-handling](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-input-handling/SKILL.md) - Local devices. Gamepad exists. - [bevy-game-loop-time-trial](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-game-loop-time-trial/SKILL.md) - When a minigame is timed. ## Scope Local seats, the shared board, and the current minigame are plain data. Mode machines, devices, and timed rounds stay in the skills linked above. | Call | Owner here | Leave to the linked skill | | --- | --- | --- | | One seat earns the round | `PartyBoard.award_pending`, then clear it | Input devices in bevy-input-handling | | Hub opens a race | `CurrentMinigame` on a just-pressed key | The state machine in bevy-state-machines | | Score mode ends | bump `round` and the active seat, then return to hub | The timer in bevy-game-loop-time-trial | ```toml [dependencies] bevy = "0.20" ``` ```rust #[derive(Component)] struct LocalSeat { index: u8, score: i32, } #[derive(Resource)] struct PartyBoard { active: u8, round: u32, award_pending: bool, } fn award(mut board: ResMut, mut seats: Query<&mut LocalSeat>) { if !board.award_pending { return; } board.award_pending = false; for mut seat in &mut seats { if seat.index == board.active { seat.score += 1; } } } pub struct ScorePlugin; impl Plugin for ScorePlugin { fn build(&self, app: &mut App) { app.insert_resource(PartyBoard { active: 0, round: 1, award_pending: true, }) .add_systems(Update, award); } } ``` ```rust #[derive(Resource)] struct PartyBoard { active: u8, round: u32, award_pending: bool, } #[derive(Clone, Copy, PartialEq, Eq)] enum Minigame { Hub, Race, Score, } #[derive(Resource)] struct CurrentMinigame(Minigame); fn open_race(keys: Res>, mut current: ResMut) { if keys.just_pressed(KeyCode::Digit1) && current.0 == Minigame::Hub { current.0 = Minigame::Race; } } fn advance_round( keys: Res>, mut current: ResMut, mut board: ResMut, ) { if keys.just_pressed(KeyCode::Digit2) && current.0 == Minigame::Score { board.round += 1; board.active = board.active.wrapping_add(1) % 4; board.award_pending = true; current.0 = Minigame::Hub; } } pub struct MinigamePlugin; impl Plugin for MinigamePlugin { fn build(&self, app: &mut App) { app.insert_resource(CurrentMinigame(Minigame::Hub)) .add_systems(Update, (open_race, advance_round).chain()); } } ``` ```rust #[derive(Component)] struct LocalSeat { index: u8, score: i32, } fn join_seat(keys: Res>, mut commands: Commands, seats: Query<&LocalSeat>) { if keys.just_pressed(KeyCode::KeyJ) { let index = seats.iter().count() as u8; if index < 4 { commands.spawn(LocalSeat { index, score: 0 }); } } } pub struct JoinPlugin; impl Plugin for JoinPlugin { fn build(&self, app: &mut App) { app.add_systems(Update, join_seat); } } fn main() { App::new() .add_plugins(MinimalPlugins) .add_plugins(JoinPlugin) .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` | 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 | | Behavior a linked domain skill already owns | Keep this router to components and resources | A second implementation in this file | 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. - Do not add to a seat score every frame. WHY: the board flag awards once, then clears, so the active seat does not climb for free. - 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) - Minigame mode. - [bevy-input-handling](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-input-handling/SKILL.md) - Local devices. Gamepad exists. - [bevy-game-loop-time-trial](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-game-loop-time-trial/SKILL.md) - When a minigame is timed. #### 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.