--- name: bevy-mechanic-revival description: "Bevy ECS skill for a Bevy downed and revival loop. Keywords: Bevy, revival, downed, respawn, ECS." --- # Bevy revival mechanic ## When to use Load this when an actor is downed, can be revived, or respawns. ## ECS shape - **Components:** a downed flag and a revive elapsed you define. - **Resources:** run-wide tables live in a resource (bevy-data-resources), not an autoload. - **Systems:** mutate those components on `Update` or the fixed timestep. Use `.chain()` when damage must land before death. - **Messages:** one-shot facts (hit, pickup, quest advance) go through bevy-events-messaging. This file does not add a new event type name. ## Scope Downed time, revive progress, and the last checkpoint are components. Overlap is a distance test here; a physics solver can replace that test later. ## Examples ```toml [package] name = "revival" version = "0.1.0" edition = "2021" [dependencies] bevy = "0.20" ``` Health hits zero, the actor is downed, and an ally within range fills the revive bar. A full bar clears the downed flag and restores health. ```rust #[derive(Component)] struct Health { current: f32, max: f32, } #[derive(Component)] struct Downed { elapsed: f32, } #[derive(Component)] struct Reviving { progress: f32, needed: f32, } #[derive(Component)] struct Ally; fn apply_down( mut commands: Commands, mut actors: Query<(Entity, &Health), Without>, ) { for (entity, health) in &mut actors { if health.current <= 0.0 { commands.entity(entity).insert(Downed { elapsed: 0.0 }); } } } fn tick_revive( time: Res>, allies: Query<&Transform, With>, mut downed: Query<(Entity, &Transform, &mut Health, &mut Downed, Option<&mut Reviving>)>, mut commands: Commands, ) { let dt = time.delta_secs(); for (entity, transform, mut health, mut downed, reviving) in &mut downed { downed.elapsed += dt; let near = allies.iter().any(|ally| { ally.translation.distance(transform.translation) < 2.0 }); if !near { commands.entity(entity).remove::(); continue; } let progress = reviving.map(|mut rev| { rev.progress += dt; rev.progress }); if let Some(progress) = progress { if progress >= 2.0 { health.current = health.max; commands.entity(entity).remove::().remove::(); } } else { commands.entity(entity).insert(Reviving { progress: 0.0, needed: 2.0, }); } } } ``` The checkpoint resource stores the respawn pose. Death after the bleed-out moves the actor there and refills health. ```rust #[derive(Resource)] struct Checkpoint { translation: Vec3, } #[derive(Component)] struct Health { current: f32, max: f32, } #[derive(Component)] struct Downed { elapsed: f32, } fn move_to_checkpoint( mut query: Query<(Entity, &mut Transform, &mut Health, &Downed)>, checkpoint: Res, mut commands: Commands, ) { for (entity, mut transform, mut health, downed) in &mut query { if downed.elapsed < 8.0 { continue; } transform.translation = checkpoint.translation; health.current = health.max; commands.entity(entity).remove::(); } } pub struct RevivalPlugin; impl Plugin for RevivalPlugin { fn build(&self, app: &mut App) { app.insert_resource(Checkpoint { translation: Vec3::ZERO, }) .add_systems(FixedUpdate, move_to_checkpoint); } } ``` Touching a marker overwrites the checkpoint. ```rust #[derive(Component)] struct CheckpointMarker; #[derive(Component)] struct Player; #[derive(Resource)] struct Checkpoint { translation: Vec3, } fn capture_checkpoint( players: Query<&Transform, With>, markers: Query<&Transform, With>, mut checkpoint: ResMut, ) { let Ok(player) = players.single() else { return; }; for marker in &markers { if player.translation.distance(marker.translation) < 1.2 { checkpoint.translation = marker.translation; } } } ``` ## 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` | A Godot node script | | 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 Godot node, resource, or signal types for this mechanic. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs. - No Godot types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs. - No invented APIs or unnamed third-party crates as the chosen solver. 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 `latest` branch. ### 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) - Hub and schedules. - [bevy-ecs-composition](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ecs-composition/SKILL.md) - Components and systems. - [bevy-combat-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-combat-system/SKILL.md) - What drops health to zero. - [bevy-data-resources](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-data-resources/SKILL.md) - Tables and definitions. - [bevy-events-messaging](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-events-messaging/SKILL.md) - One-shot facts. #### Complements - [bevy-state-machines](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-state-machines/SKILL.md) - Mode flags. - [godot-mechanic-revival](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/godot-mechanic-revival/SKILL.md) - Revival on the Godot engine, same depth. #### Downstream / consumers - None yet. #### Master - [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.