mcpbeat Sign in

Bevy Game Loop Harvest Agent Skill

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.

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-harvest

What comes with it

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

The instruction itself

17 sections, as written by the author

Bevy harvest loop

When to use

Load this when crops advance on a timer and a harvest message records the yield.

ECS shape

  • Components: growth elapsed and a stage index you define.
  • Resources: the last visit and the season scale live in resources (bevy-data-resources).
  • Systems: step growth on FixedUpdate. Use .chain() so harvest reads the stage growth just wrote.
  • Messages: Harvested is the one-shot yield fact. Inventory applies it in bevy-inventory-system.

Idioms

| 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. |

Scope

  • A crop component stores stage and elapsed time. Growth steps on Time<Fixed>.
  • Offline catch-up reads Time::elapsed_secs against a resource that remembers the last visit.

Examples

[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;
        }
    }
}

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 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.

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 scene-tree node or signal bus for this mechanic. 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.

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.
Prerequisites
Complements
Downstream / consumers
  • None yet.
Master

How to use it

Copy the folder

Take thedivergentai/bevy-game-loop-harvest 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.