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Bevy Adapt Mobile To Desktop Skill for Cursor

Bevy ECS skill for adapting a Bevy mobile game to desktop. Keywords: Bevy, desktop, mouse, keyboard, adapt, window.

2.2k tokens
context cost
SKILL.md, read when the skill is used
2
files
plus reference files
0
copies elsewhere
how many repositories repackaged it
854
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/thedivergentai/Game-Design-Agentic-Skills --skill bevy-adapt-mobile-to-desktop

What comes with it

542 bytes besides the instruction
references/ecs-ownership.md

What it tells the agent to use

found in the instruction text
Write writes files

The instruction itself

17 sections, as written by the author

Bevy adapt mobile to desktop

When to use

Load this when a touch-first game gains a window, mouse, and keyboard. Window setup is bevy-platform-desktop.

ECS shape

  • Window: Window, WindowMode, and PrimaryWindow.
  • Input: keyboard, mouse, and gamepad features are named on the crate page and already used by bevy-input-handling.
  • Pointer: CursorOptions on the primary window. CursorGrabMode::None, Confined, or Locked.

Desktop choices

| Need | Bevy idiom |

| --- | --- |

| On-screen buttons | Keyboard and mouse via bevy-input-handling, writing the same intent component. |

| Wider layout | A wider WindowResolution on the primary Window. |

| Pointer lock | CursorOptions.grab_mode = CursorGrabMode::Locked and visible = false. |

Scope

  • Keyboard and mouse write a MoveIntent component. Touch buttons can keep writing that same component.
  • Window mode, resolution, present mode, and cursor grab live on the primary window entity.

Examples

[package]
name = "desktop_port"
version = "0.1.0"
edition = "2021"

[dependencies]
bevy = "0.20"

Open a windowed 1920x1080 view and lock the pointer while aiming.

use bevy::window::{
    CursorGrabMode, CursorOptions, MonitorSelection, PresentMode, PrimaryWindow, WindowMode,
    WindowResolution,
};

fn desktop_window(mut windows: Query<&mut Window, With<PrimaryWindow>>) {
    for mut window in &mut windows {
        window.mode = WindowMode::Windowed;
        window.resolution = WindowResolution::new(1920, 1080);
        window.title = "Desktop".to_string();
        window.present_mode = PresentMode::AutoVsync;
    }
}

fn unlock_framerate(mut windows: Query<&mut Window, With<PrimaryWindow>>) {
    for mut window in &mut windows {
        window.present_mode = PresentMode::AutoNoVsync;
    }
}

fn borderless(mut windows: Query<&mut Window, With<PrimaryWindow>>) {
    for mut window in &mut windows {
        window.mode = WindowMode::BorderlessFullscreen(MonitorSelection::Current);
    }
}

#[derive(Component)]
struct Aiming;

fn grab_cursor(
    mut cursors: Query<&mut CursorOptions, With<PrimaryWindow>>,
    aiming: Query<(), With<Aiming>>,
) {
    let locked = !aiming.is_empty();
    for mut cursor in &mut cursors {
        cursor.visible = !locked;
        cursor.grab_mode = if locked {
            CursorGrabMode::Locked
        } else {
            CursorGrabMode::None
        };
    }
}

WASD replaces on-screen sticks. The gameplay system reads MoveIntent, not the key codes.

use bevy::window::{MonitorSelection, PrimaryWindow, VideoModeSelection, WindowMode};

#[derive(Component, Default)]
struct MoveIntent(Vec2);

fn read_wasd(keys: Res<ButtonInput<KeyCode>>, mut intents: Query<&mut MoveIntent>) {
    let mut dir = Vec2::ZERO;
    if keys.pressed(KeyCode::KeyA) {
        dir.x -= 1.0;
    }
    if keys.pressed(KeyCode::KeyD) {
        dir.x += 1.0;
    }
    if keys.pressed(KeyCode::KeyW) {
        dir.y += 1.0;
    }
    if keys.pressed(KeyCode::KeyS) {
        dir.y -= 1.0;
    }
    for mut intent in &mut intents {
        intent.0 = dir;
    }
}

fn toggle_fullscreen(
    keys: Res<ButtonInput<KeyCode>>,
    mut windows: Query<&mut Window, With<PrimaryWindow>>,
) {
    if !keys.just_pressed(KeyCode::F11) {
        return;
    }
    for mut window in &mut windows {
        window.mode = match window.mode {
            WindowMode::Windowed => {
                WindowMode::Fullscreen(MonitorSelection::Primary, VideoModeSelection::Current)
            }
            _ => WindowMode::Windowed,
        };
    }
}

Captured look uses the frame's summed motion.

use bevy::input::mouse::AccumulatedMouseMotion;

#[derive(Component)]
struct LookRig;

fn apply_look(
    motion: Res<AccumulatedMouseMotion>,
    mut rigs: Query<&mut Transform, With<LookRig>>,
) {
    for mut transform in &mut rigs {
        transform.rotate_y(-motion.delta.x * 0.002);
    }
}

pub struct LookPlugin;

impl Plugin for LookPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(Update, apply_look);
    }
}

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 value 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 | Check the official docs first | 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 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 second input path that bypasses MoveIntent. WHY: keyboard, mouse, and touch must write the same component so gameplay stays device-agnostic.
  • 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. Permalinks stay unversioned.

Official Documentation

  • Assets - Official asset catalog. No third-party crate was selected.
  • Examples - Example tree on the latest branch.
  • Window examples - WindowMode, present mode, and pointer grab.
  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.
Prerequisites
Complements
Downstream / consumers
  • None yet.
Master

How to use it

Copy the folder

Take thedivergentai/bevy-adapt-mobile-to-desktop from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.