--- name: bevy-genre-sandbox description: "Bevy 0.20 sandbox router: placed cells, remove, and a serde snapshot of the build. Use when routing a sandbox. Keywords: Bevy, Sandbox, place, save, ECS, router." --- # Bevy Sandbox (thin router) Genre router. Domain work lives in the Bevy skills below. ## When to use Load this for place, remove, and save of player-built entities. ## 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 place, edit, and the build snapshot. ## Routing - [bevy-3d-world-building](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-3d-world-building/SKILL.md) - Props. - [bevy-inventory-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-inventory-system/SKILL.md) - Build pieces. - [bevy-save-load](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-save-load/SKILL.md) - World persistence. - [bevy-input-handling](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-input-handling/SKILL.md) - Place. ## Scope A placed cell is a component with a grid coordinate and a kind id. Props, inventories, and file persistence stay in the skills linked above. | Call | Owner here | Leave to the linked skill | | --- | --- | --- | | A press places a cell | `PlacedCell` spawned with a kind id | Prop meshes in bevy-3d-world-building | | Kind 1 at x = 0 becomes kind 2, then kind 0 despawns | `.chain()` paint then remove | File IO in bevy-save-load | | The build must round-trip | `BuildSnapshot` of serde records | The save plugin in bevy-save-load | ```toml [dependencies] bevy = "0.20" serde = { version = "1", features = ["derive"] } ``` ```rust #[derive(Component, Clone, Copy)] struct PlacedCell { x: i32, y: i32, z: i32, kind: u16, } fn place_cell(keys: Res>, mut commands: Commands) { if keys.just_pressed(KeyCode::KeyP) { commands.spawn(( PlacedCell { x: 0, y: 0, z: 0, kind: 1, }, Transform::from_xyz(0.0, 0.0, 0.0), )); } } pub struct PlacePlugin; impl Plugin for PlacePlugin { fn build(&self, app: &mut App) { app.add_systems(Update, place_cell); } } ``` ```rust #[derive(Component, Clone, Copy)] struct PlacedCell { x: i32, y: i32, z: i32, kind: u16, } fn remove_empty(mut commands: Commands, cells: Query<(Entity, &PlacedCell)>) { for (entity, cell) in &cells { if cell.kind == 0 { commands.entity(entity).despawn(); } } } fn paint_neighbor(mut cells: Query<&mut PlacedCell>) { for mut cell in &mut cells { if cell.x == 0 && cell.kind == 1 { cell.kind = 2; } } } pub struct EditPlugin; impl Plugin for EditPlugin { fn build(&self, app: &mut App) { app.add_systems(Update, (paint_neighbor, remove_empty).chain()); } } ``` ```rust use serde::{Deserialize, Serialize}; #[derive(Component)] struct PlacedCell { x: i32, y: i32, z: i32, kind: u16, } #[derive(Serialize, Deserialize, Clone, Default)] struct CellRecord { x: i32, y: i32, z: i32, kind: u16, } #[derive(Resource, Default)] struct BuildSnapshot(Vec); fn snapshot(cells: Query<&PlacedCell>, mut saved: ResMut) { saved.0 = cells .iter() .map(|cell| CellRecord { x: cell.x, y: cell.y, z: cell.z, kind: cell.kind, }) .collect(); } pub struct SnapshotPlugin; impl Plugin for SnapshotPlugin { fn build(&self, app: &mut App) { app.init_resource::() .add_systems(Update, snapshot); } } fn main() { App::new() .add_plugins(MinimalPlugins) .add_plugins(SnapshotPlugin) .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 paint a cell and despawn it in the same unordered pair. WHY: both touch `PlacedCell` data, so paint runs before remove through `.chain()`. - 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-3d-world-building](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-3d-world-building/SKILL.md) - Props. - [bevy-inventory-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-inventory-system/SKILL.md) - Build pieces. - [bevy-save-load](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-save-load/SKILL.md) - World persistence. - [bevy-input-handling](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-input-handling/SKILL.md) - Place. #### 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.