Bevy ECS harvest loop: Crop stage on Time<Fixed>, season scale, catch-up from a LastVisit resource, Harvested messages. Use when growth must finish before the yield message. Keywords: Bevy, harvest, crop, FixedUpdate, season, catch-up.
npx skills add https://github.com/thedivergentai/Game-Design-Agentic-Skills --skill bevy-game-loop-harvest
Load this when crops advance on a timer and a harvest message records the yield.
FixedUpdate. Use .chain() so harvest reads the stage growth just wrote.Harvested is the one-shot yield fact. Inventory applies it in bevy-inventory-system.| Need | Bevy shape |
| --- | --- |
| Growth | Elapsed time on a component, stepped on the fixed clock. |
| Extract | A Harvested message. Inventory consumes it. |
| Season | A resource scale. No calendar type was opened. |
Time<Fixed>.Time::elapsed_secs against a resource that remembers the last visit.[package]
name = "harvest"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
Growth advances one stage per interval. Harvest only fires when the last stage is ready.
#[derive(Component)]
struct Crop {
stage: u8,
elapsed: f32,
stage_seconds: f32,
stages: u8,
}
#[derive(Message)]
struct Harvested {
plot: Entity,
yield_item: u32,
}
fn grow(time: Res<Time<Fixed>>, mut crops: Query<&mut Crop>) {
let dt = time.delta_secs();
for mut crop in &mut crops {
if crop.stage + 1 >= crop.stages {
continue;
}
crop.elapsed += dt;
if crop.elapsed >= crop.stage_seconds {
crop.elapsed = 0.0;
crop.stage += 1;
}
}
}
fn harvest(
mut commands: Commands,
crops: Query<(Entity, &Crop)>,
mut harvested: MessageWriter<Harvested>,
) {
for (entity, crop) in &crops {
if crop.stage + 1 < crop.stages {
continue;
}
harvested.write(Harvested {
plot: entity,
yield_item: 7,
});
commands.entity(entity).despawn();
}
}
pub struct HarvestPlugin;
impl Plugin for HarvestPlugin {
fn build(&self, app: &mut App) {
app.add_message::<Harvested>()
.add_systems(FixedUpdate, (grow, harvest).chain());
}
}
Catch-up applies the seconds since the last recorded visit, then stores the new mark.
#[derive(Component)]
struct Crop {
stage: u8,
elapsed: f32,
stage_seconds: f32,
stages: u8,
}
#[derive(Resource)]
struct LastVisit {
elapsed_secs: f32,
}
fn catch_up(time: Res<Time>, mut last: ResMut<LastVisit>, mut crops: Query<&mut Crop>) {
let now = time.elapsed_secs();
let gap = (now - last.elapsed_secs).max(0.0);
last.elapsed_secs = now;
if gap <= 0.0 {
return;
}
for mut crop in &mut crops {
let mut left = gap;
while left > 0.0 && crop.stage + 1 < crop.stages {
let need = (crop.stage_seconds - crop.elapsed).max(0.0);
if left < need {
crop.elapsed += left;
left = 0.0;
} else {
left -= need;
crop.elapsed = 0.0;
crop.stage += 1;
}
}
}
}
A season resource scales how fast every crop in the run advances.
#[derive(Resource)]
struct Season {
growth_scale: f32,
}
#[derive(Component)]
struct Crop {
stage: u8,
elapsed: f32,
stage_seconds: f32,
stages: u8,
}
fn season_grow(time: Res<Time<Fixed>>, season: Res<Season>, mut crops: Query<&mut Crop>) {
let dt = time.delta_secs() * season.growth_scale.max(0.0);
for mut crop in &mut crops {
if crop.stage + 1 >= crop.stages {
continue;
}
crop.elapsed += dt;
if crop.elapsed >= crop.stage_seconds {
crop.elapsed -= crop.stage_seconds;
crop.stage += 1;
}
}
}
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.
| 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.
| If you need | Do this | Do not |
| --- | --- | --- |
| Per-entity data | Component + Query | A scene-tree script on the actor |
| 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 | Read the official manual linked below | A made-up crate or API |
Load references/ecs-ownership.md for the ownership table.
/0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose..chain() orders them.The library pin on bevy-master stays 0.20.
latest branch.Component, systems, Query, Startup, Update, and .chain().Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.Take thedivergentai/bevy-game-loop-harvest from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
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.