Imported from thedivergentai/game-dev-agentic-skills (
skills/bevy-genre-roguelike/SKILL.md). Install upstream withnpx skills add thedivergentai/game-dev-agentic-skills --skill bevy-genre-roguelike. Copyright stays with the author.
Bevy Roguelike (thin router)
Genre router. Domain work lives in the Bevy skills below.
When to use
Load this for run seeds, room generation, and permadeath flags.
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
Updateor 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. Do not invent a genre plugin.
Routing
- bevy-procedural-generation - Seed and spawn.
- bevy-turn-system - Turn order when the run is turn-based.
- bevy-inventory-system - Run loot.
- bevy-rpg-stats - Run stats.
Examples
[dependencies]
bevy = "0.20"
rand = "0.9"
The run seed is one resource. Rooms are entities. StdRng is built inside the system so the seed stays on the resource.
use rand::rngs::StdRng;
use rand::{Rng, SeedableRng};
#[derive(Resource)]
struct RunSeed(u64);
#[derive(Component)]
struct Room {
x: i32,
y: i32,
}
fn carve(mut commands: Commands, seed: Res<RunSeed>) {
let mut rng = StdRng::seed_from_u64(seed.0);
for _ in 0..8 {
commands.spawn(Room {
x: rng.random_range(-6..6),
y: rng.random_range(-6..6),
});
}
}
fn install_run(app: &mut App) {
app.insert_resource(RunSeed(0x5EED))
.add_systems(Startup, carve);
}
Permadeath is a flag on the actor plus a run-wide resource. One system writes both.
#[derive(Component)]
struct Actor {
hp: i32,
}
#[derive(Resource)]
struct RunOver(bool);
fn permadeath(mut actors: Query<&mut Actor>, mut over: ResMut<RunOver>) {
for mut actor in &mut actors {
if actor.hp > 0 {
continue;
}
actor.hp = 0;
over.0 = true;
}
}
Turn energy accumulates on a resource. Acting spends it. Chain the two systems because both write TurnClock.
#[derive(Resource)]
struct TurnClock {
energy: f32,
}
fn charge(time: Res<Time>, mut clock: ResMut<TurnClock>) {
clock.energy = (clock.energy + time.delta_secs()).min(1.0);
}
#[derive(Component)]
struct Actor {
hp: i32,
}
fn spend(mut clock: ResMut<TurnClock>, mut actors: Query<&mut Actor>) {
if clock.energy < 1.0 {
return;
}
clock.energy = 0.0;
for mut actor in &mut actors {
if actor.hp > 0 {
actor.hp -= 1;
}
}
}
fn install_turns(app: &mut App) {
app.insert_resource(TurnClock { energy: 0.0 })
.add_systems(Update, (charge, spend).chain());
}
Loot on the floor is an entity the actor can pick up by grid distance.
#[derive(Component)]
struct Loot {
value: u32,
}
#[derive(Component)]
struct GridPos {
x: i32,
y: i32,
}
#[derive(Component)]
struct Actor;
#[derive(Resource)]
struct RunSeed(u64);
fn pickup(
mut commands: Commands,
actors: Query<&GridPos, With<Actor>>,
loot: Query<(Entity, &GridPos, &Loot)>,
mut wallet: ResMut<RunSeed>,
) {
for actor in &actors {
for (entity, pos, item) in &loot {
if actor.x == pos.x && actor.y == pos.y {
wallet.0 = wallet.0.wrapping_add(u64::from(item.value));
commands.entity(entity).despawn();
}
}
}
}
RunSeed in pickup is only a stand-in counter so the example stays inside one resource. A coin wallet belongs on bevy-economy-system. permadeath and spend both write Actor; chain them when both run.
Scope
- Noise and larger maps route to bevy-procedural-generation.
- Inventory stacks route to bevy-inventory-system.
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 field stored off the 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 |
| An API outside the documented set | Use the examples in this skill | A 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 onlatest; 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 rebuild
StdRngfrom a new seed each frame. WHY: the run seed stays onRunSeedso room layout stays reproducible. -
Do not let
permadeathandspendboth writeActorwithout.chain(). WHY: unordered mutable queries on the same component conflict. -
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 latest branch.
Official Documentation
- Assets - Official asset catalog. No third-party crate was selected.
- Examples - Example tree on the
latestbranch. - ECS -
Component, systems,Query,Startup,Update, and.chain(). - Plugins -
Plugin,DefaultPlugins,MinimalPlugins, andadd_plugins.
Related Skills
Prerequisites
- bevy-master - ECS ownership and schedules.
- bevy-ecs-composition - Spawn and query shape.
Complements
- godot-genre-roguelike - Roguelike on the Godot engine, same depth.
- bevy-procedural-generation - Seed and spawn.
- bevy-turn-system - Turn order when the run is turn-based.
- bevy-inventory-system - Run loot.
- bevy-rpg-stats - Run stats.
Downstream / consumers
- None. This router does not own a second implementation.
Master
- bevy-master - Bevy router.
