--- name: bevy-genre-puzzle description: "Bevy genre router for Puzzle. Keywords: Bevy, Puzzle, genre, ECS, router." --- # Bevy Puzzle Genre router. Domain work lives in the Bevy skills below. ## When to use Load this for grid rules and an undo stack you own. ## 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. Grid tiles and the undo stack below are components plus one resource. ## Examples ```toml [dependencies] bevy = "0.20" ``` Each tile stores a grid coordinate and whether it is a goal. The undo stack is a resource of prior coordinates. Read input, push history, then slide. Those systems share `Tile`, so they chain. ```rust #[derive(Clone, Copy)] struct GridPos { x: i32, y: i32, } #[derive(Component)] struct Tile { pos: GridPos, goal: bool, } #[derive(Component)] struct PlayerToken; #[derive(Resource, Default)] struct UndoStack { steps: Vec, } fn boot(mut commands: Commands) { commands.insert_resource(UndoStack { steps: Vec::new() }); commands.spawn(( PlayerToken, Tile { pos: GridPos { x: 0, y: 0 }, goal: false, }, )); commands.spawn(Tile { pos: GridPos { x: 2, y: 0 }, goal: true, }); } fn read_move(keys: Res>) -> GridPos { if keys.just_pressed(KeyCode::ArrowRight) { GridPos { x: 1, y: 0 } } else if keys.just_pressed(KeyCode::ArrowLeft) { GridPos { x: -1, y: 0 } } else if keys.just_pressed(KeyCode::ArrowUp) { GridPos { x: 0, y: 1 } } else if keys.just_pressed(KeyCode::ArrowDown) { GridPos { x: 0, y: -1 } } else { GridPos { x: 0, y: 0 } } } fn push_undo( keys: Res>, players: Query<&Tile, With>, mut undo: ResMut, ) { if keys.just_pressed(KeyCode::KeyZ) { return; } let delta = read_move(keys); if delta.x == 0 && delta.y == 0 { return; } if let Some(tile) = players.iter().next() { undo.steps.push(tile.pos); } } fn slide_player( keys: Res>, mut players: Query<&mut Tile, With>, ) { if keys.just_pressed(KeyCode::KeyZ) { return; } let delta = read_move(keys); for mut tile in &mut players { tile.pos.x += delta.x; tile.pos.y += delta.y; } } fn undo_move( keys: Res>, mut undo: ResMut, mut players: Query<&mut Tile, With>, ) { if !keys.just_pressed(KeyCode::KeyZ) { return; } let Some(prev) = undo.steps.pop() else { return; }; for mut tile in &mut players { tile.pos = prev; } } fn install(app: &mut App) { app.add_systems(Startup, boot).add_systems( Update, (undo_move, push_undo, slide_player).chain(), ); } ``` The puzzle is solved when the player token shares a cell with a goal tile. ```rust #[derive(Clone, Copy, PartialEq, Eq)] struct GridPos { x: i32, y: i32, } #[derive(Component)] struct Tile { pos: GridPos, goal: bool, } #[derive(Component)] struct PlayerToken; fn solved(players: Query<&Tile, With>, goals: Query<&Tile>) -> bool { let Some(player) = players.iter().next() else { return false; }; goals.iter().any(|tile| tile.goal && tile.pos == player.pos) } ``` `push_undo` and `slide_player` both call `read_move`, which reads `ButtonInput` twice in one frame. `just_pressed` stays true for the frame, so both see the same key. ## Scene shape | Piece | Bevy idiom | | --- | --- | | Genre content | Entities plus the domain skills linked below | | Run-wide director | A `Resource` | | Loop notices | bevy-events-messaging | ## Routing - [bevy-state-machines](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-state-machines/SKILL.md) - Solve state. - [bevy-input-handling](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-input-handling/SKILL.md) - Moves. - [bevy-data-resources](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-data-resources/SKILL.md) - Rule tables. - [bevy-ui-layout](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ui-layout/SKILL.md) - Hints. ## Scope - Tiles store `GridPos`. `UndoStack` keeps prior player coordinates. Bevy has no puzzle-grid 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 script that owns the whole tree | | 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 | Check the official docs first | 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 foreign-engine 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 Official pages stay on unversioned permalinks. The library pin on bevy-master stays **0.20**. ### 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 - [godot-genre-puzzle](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/godot-genre-puzzle/SKILL.md) - Peer skill for the same genre. - [bevy-state-machines](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-state-machines/SKILL.md) - Solve state. - [bevy-input-handling](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-input-handling/SKILL.md) - Moves. - [bevy-data-resources](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-data-resources/SKILL.md) - Rule tables. - [bevy-ui-layout](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ui-layout/SKILL.md) - Hints. #### 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.