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Bevy Game Loop Collection Agent Skill

Bevy 0.20 collection loop: pickup markers, a quota resource, one score per entity per pass, and NextState when the quota is met. Use when the run is about collecting objects. Keywords: Bevy, collection, pickup, quota, NextState, ECS.

2.1k 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-game-loop-collection

What comes with it

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

The instruction itself

16 sections, as written by the author

Bevy collection loop

When to use

Load this when the run is about picking up objects and reaching a count.

ECS shape

  • Components: a collected flag and a quota resource 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.

Engine counterparts

| Godot idea | Bevy idiom |

| --- | --- |

| Pickup | A component marker. Detection waits on spatial queries. |

| Quota | A resource count. |

| Win | A state change via bevy-state-machines. |

Scope

A collectible is a marker component. Overlap is a distance check you own until a physics skill supplies contacts. Mark each entity once per pass: Commands::despawn applies later, so a second collector would otherwise score the same pickup. The quota is a resource. Reaching it writes NextState, which the state schedule applies after this system.

[dependencies]
bevy = "0.20"
#[derive(Component)]
struct Collectible {
    points: u32,
}

#[derive(Component)]
struct Collector;

#[derive(Resource)]
struct CollectionScore {
    points: u32,
    quota: u32,
}

#[derive(States, Debug, Clone, Copy, PartialEq, Eq, Hash, Default)]
enum RunState {
    #[default]
    Playing,
    Won,
}

fn collect_by_distance(
    mut commands: Commands,
    mut score: ResMut<CollectionScore>,
    collectors: Query<&Transform, With<Collector>>,
    pickups: Query<(Entity, &Transform, &Collectible)>,
) {
    let mut taken = std::collections::HashSet::new();
    for collector in &collectors {
        for (entity, transform, item) in &pickups {
            if taken.contains(&entity) {
                continue;
            }
            let distance = collector.translation.distance(transform.translation);
            if distance <= 1.0 {
                taken.insert(entity);
                score.points += item.points;
                commands.entity(entity).despawn();
            }
        }
    }
}

fn reach_quota(score: Res<CollectionScore>, mut next: ResMut<NextState<RunState>>) {
    if score.points >= score.quota {
        next.set(RunState::Won);
    }
}

fn spawn_pickups(mut commands: Commands) {
    commands.insert_resource(CollectionScore {
        points: 0,
        quota: 3,
    });
    commands.spawn((Collector, Transform::default()));
    for index in 0..3 {
        commands.spawn((
            Collectible { points: 1 },
            Transform::from_xyz(index as f32, 0.0, 0.0),
        ));
    }
}

pub struct CollectionPlugin;

impl Plugin for CollectionPlugin {
    fn build(&self, app: &mut App) {
        app.init_state::<RunState>()
            .add_systems(Startup, spawn_pickups)
            .add_systems(Update, (collect_by_distance, reach_quota).chain());
    }
}
#[derive(Component)]
struct Remaining(u32);

#[derive(Resource, Default)]
struct Quota {
    collected: u32,
    need: u32,
}

fn tally(mut quota: ResMut<Quota>, mut counters: Query<&mut Remaining>) {
    for mut remaining in &mut counters {
        if remaining.0 > 0 {
            remaining.0 -= 1;
            quota.collected += 1;
        }
    }
}

fn quota_met(quota: Res<Quota>) -> bool {
    quota.collected >= quota.need && quota.need > 0
}

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 this skill | Load the skill that owns it | 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 treat NextState::set as already applied in the same system. WHY: the state schedule performs the transition after this system returns.
  • Do not score a pickup from two collectors in one pass. WHY: despawn is deferred, so the entity is still in the query.
  • 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 site.

Official Documentation

  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • States - States, NextState, and init_state on the same ECS schedule page.
  • Examples - Example tree on the latest branch.
Prerequisites
Complements
Downstream / consumers
  • None yet.
Master

How to use it

Copy the folder

Take thedivergentai/bevy-game-loop-collection 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.