thedivergentai/game-dev-agentic-skills

bevy-genre-rhythm

Bevy 0.20 rhythm router: chart notes, a song clock, and hit windows as ECS data.

Ver código fuente

Cómo usar

  1. Copia el comando y revisa el paquete antes de instalarlo en tu entorno de agente.
  2. Consulta las herramientas, credenciales y entornos necesarios en el documento original.
  3. Describe las entradas y el resultado deseado; contrasta la salida con las fuentes.
npx skills add https://github.com/thedivergentai/game-dev-agentic-skills --skill bevy-genre-rhythm

Antes de empezar

  • La instalación no incluye suscripción al modelo, cuota API ni permisos sobre tus archivos.
  • Las estrellas e instalaciones reflejan actividad, no una prueba independiente de calidad o seguridad.
Documento original del Skill

Contenido del repositorio de origen con títulos, ejemplos, código, tablas, enlaces e imágenes preservados.

Bevy Rhythm (thin router)

Genre router. Domain work lives in the Bevy skills below.

When to use

Load this for chart time and hit windows aligned to audio.

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 the chart clock and the hit judge.

Routing

Scope

Chart notes, the song clock, and hit windows live here. Playback, input devices, and score presentation stay in the skills linked above.

CallOwner hereLeave to the linked skill
Song time advancesChartClock from Time::delta_secsPlayback in bevy-audio-systems
Lane press inside the tight windowChartNote.grade = 2Device mapping in bevy-input-handling
Lane press inside only the wide windowChartNote.grade = 1Score presentation in bevy-game-loop-time-trial
toml
[dependencies]
bevy = "0.20"
rust
#[derive(Component)]
struct ChartNote {
    hit_at: f32,
    lane: u8,
    judged: bool,
}

#[derive(Resource)]
struct HitWindow {
    perfect: f32,
    good: f32,
}

#[derive(Resource, Default)]
struct ChartClock(f32);

fn advance_chart(time: Res<Time>, mut clock: ResMut<ChartClock>) {
    clock.0 += time.delta_secs();
}

pub struct ClockPlugin;

impl Plugin for ClockPlugin {
    fn build(&self, app: &mut App) {
        app.init_resource::<ChartClock>()
            .add_systems(Update, advance_chart);
    }
}
rust
#[derive(Component)]
struct ChartNote {
    hit_at: f32,
    lane: u8,
    judged: bool,
    grade: u8,
}

#[derive(Resource)]
struct HitWindow {
    perfect: f32,
    good: f32,
}

#[derive(Resource, Default)]
struct ChartClock(f32);

fn judge(
    keys: Res<ButtonInput<KeyCode>>,
    clock: Res<ChartClock>,
    window: Res<HitWindow>,
    mut notes: Query<&mut ChartNote>,
) {
    if !keys.just_pressed(KeyCode::KeyF) {
        return;
    }
    for mut note in &mut notes {
        if note.judged || note.lane != 0 {
            continue;
        }
        let delta = (clock.0 - note.hit_at).abs();
        if delta <= window.perfect {
            note.judged = true;
            note.grade = 2;
        } else if delta <= window.good {
            note.judged = true;
            note.grade = 1;
        }
    }
}

pub struct JudgePlugin;

impl Plugin for JudgePlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource(HitWindow {
            perfect: 0.04,
            good: 0.09,
        })
        .add_systems(Update, judge);
    }
}
rust
#[derive(Component)]
struct ChartNote {
    hit_at: f32,
    lane: u8,
    judged: bool,
    grade: u8,
}

fn spawn_chart(mut commands: Commands) {
    for (index, lane) in [0u8, 1, 0, 2].into_iter().enumerate() {
        commands.spawn(ChartNote {
            hit_at: 1.0 + index as f32 * 0.5,
            lane,
            judged: false,
            grade: 0,
        });
    }
}

pub struct ChartPlugin;

impl Plugin for ChartPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(Startup, spawn_chart);
    }
}

fn main() {
    App::new()
        .add_plugins(MinimalPlugins)
        .add_plugins(ChartPlugin)
        .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

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 + QueryOne mutable blob shared by every entity
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
Behavior a linked domain skill already ownsKeep this router to components and resourcesA second implementation in this file

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.
  • Do not treat every press inside the wide window as perfect. WHY: the tight window writes grade 2 and the wide window writes grade 1.
  • 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 - Official asset catalog. No third-party crate was selected.
  • Examples - Example tree on the latest branch.
  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.

Related Skills

Prerequisites

Complements

Downstream / consumers

  • None. This router does not own a second implementation.

Master

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del mismo repositorio

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