thedivergentai/game-design-agentic-skills

bevy-input-handling

Bevy ECS skill for player input.

Quelltext ansehen

Verwendung

  1. Installationsbefehl kopieren und das Quellpaket vor der Installation in der eigenen Agentenumgebung prüfen.
  2. Benötigte Werkzeuge, Zugangsdaten und Hosts im Original prüfen.
  3. Eingabe und gewünschtes Ergebnis beschreiben und die Ausgabe mit den Quellen abgleichen.
npx skills add https://github.com/thedivergentai/game-design-agentic-skills --skill bevy-input-handling

Vor dem Start

  • Die Installation umfasst weder Modellabo noch API-Kontingent oder Dateizugriffsrechte.
  • Sterne und Installationen zeigen Aktivität, keine unabhängige Qualitäts- oder Sicherheitsprüfung.
Originales Skill-Dokument

Aus dem Quell-Repository gerendert; Überschriften, Beispiele, Code, Tabellen, Links und Bilder bleiben erhalten.

Bevy input handling

When to use

Load this when a system should read keyboard, mouse, or gamepad state. The bevy::input module (docs.rs latest, crate 0.20.0) is the source for the names below.

ECS shape

  • Plugin: InputPlugin adds input from keyboard, mouse, gamepad, and touch. It ships inside the usual app plugins. InputSystems labels the systems that refresh that data.
  • Keyboard resource: Res<ButtonInput<KeyCode>>. KeyCode is the physical key (layout-stable). Res<ButtonInput<Key>> is the logical key. The keyboard example uses pressed, just_pressed, and just_released.
  • Mouse: mouse_button_input_system writes ButtonInput<MouseButton> from MouseButtonInput. AccumulatedMouseMotion and AccumulatedMouseScroll are resources reset every frame. MouseMotion and MouseWheel are the underlying events.
  • Gamepad: Gamepad stores a connected pad's metadata (GamepadButton, GamepadAxis). Connection and axis changes arrive as GamepadConnectionEvent, GamepadAxisChangedEvent, and GamepadButtonChangedEvent. GamepadRumbleRequest is the force-feedback event.
  • Schedule: read these resources from a system on Update (or a schedule you already chain). Do not invent an input-map resource.

Coming from Godot

Godot ideaBevy idiom
Action just pressedButtonInput::just_pressed on KeyCode or MouseButton
Action heldButtonInput::pressed
Physical WASD vs symbol keysKeyCode for location, Key for the character
Mouse look deltaAccumulatedMouseMotion (reset each frame)
ControllerGamepad plus the gamepad events listed above

Scope

  • Touch and gesture modules are listed on the input index. Check those pages for event fields before writing them.
  • Check the input docs for a project-wide action-map resource (named actions, rebinding) before writing one.
  • Check the input docs for glyphs and device prompts before writing them.

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

PieceOwnerWho may mutateSchedule
Data on one entityComponentOne system via QueryUpdate or FixedMain
One value for the whole appResourceOne systemStartup to insert, then the schedule that reads it
SpawnCommandsThe spawning systemStartup for the initial world; later schedules for runtime spawn
Order that must not race.chain()The chained systems onlySame schedule
Plugin boundaryPluginbuild registers systems and resourcesBefore 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 needDo thisDo not
Per-entity dataComponent + QueryA Godot node script
App-wide config or clockResourceCopy the value onto every entity
Stable simulation stepFixedMain and the Fixed clockTie simulation to raw frame Update
Startup spawnCommands in StartupSpawn from a render system
Cross-system notice that is not shared stateMessage or observer slot in bevy-events-messagingA new event type invented in this file
An API outside the documented setCheck the official docs firstA made-up crate or API

Load 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 input-map, event, or device types. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
  • No APIs this file did not open (pressed, just_pressed, just_released are the button methods cited). WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
  • No third-party input crates. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

docs.rs links use the unversioned latest permalink. The library pin on bevy-master stays 0.20.0.

Official Documentation

Related Skills

Prerequisites

Complements

Downstream / consumers

  • bevy-audio-systems - The audio control example reads ButtonInput<KeyCode> to pause and mute.

Master

Verwandte Aufgaben

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