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Bevy Game Loop Waves Agent Skill

Bevy ECS skill for encounter waves. Keywords: Bevy, waves, spawn, encounter, ECS.

1.7k 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-waves

What comes with it

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

The instruction itself

16 sections, as written by the author

Bevy wave loop

When to use

Load this when enemies arrive in waves and the wave index advances after a clear.

ECS shape

  • Components: a wave index and a remaining-count you define.
  • Resources: run-wide tables live in a resource (bevy-data-resources).
  • 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. Wave advance below is a resource, not a new message type.

Examples

[dependencies]
bevy = "0.20"

The wave index and the spawn budget are one resource. Each enemy is an entity. Spawning and clearing share WaveDirector, so those systems are chained.

#[derive(Resource)]
struct WaveDirector {
    index: u32,
    budget: u32,
    intermission: f32,
}

#[derive(Component)]
struct Enemy;

fn boot(mut commands: Commands) {
    commands.insert_resource(WaveDirector {
        index: 1,
        budget: 4,
        intermission: 0.0,
    });
}

fn spawn_budget(mut commands: Commands, mut wave: ResMut<WaveDirector>) {
    if wave.intermission > 0.0 || wave.budget == 0 {
        return;
    }
    for _ in 0..wave.budget {
        commands.spawn(Enemy);
    }
    wave.budget = 0;
}

fn advance_on_clear(
    enemies: Query<(), With<Enemy>>,
    mut wave: ResMut<WaveDirector>,
    time: Res<Time>,
) {
    if !enemies.is_empty() {
        wave.intermission = 0.0;
        return;
    }
    wave.intermission += time.delta_secs();
    if wave.intermission < 2.0 {
        return;
    }
    wave.index += 1;
    wave.budget = 3 + wave.index;
    wave.intermission = 0.0;
}

fn install(app: &mut App) {
    app.add_systems(Startup, boot)
        .add_systems(Update, (spawn_budget, advance_on_clear).chain());
}

A fixed step is the right place to tick remaining time on a live enemy. The clear system above stays on Update and only reads Enemy.

#[derive(Component)]
struct Lifetime(f32);

fn age_enemies(
    mut commands: Commands,
    mut enemies: Query<(Entity, &mut Lifetime)>,
    time: Res<Time<Fixed>>,
) {
    for (entity, mut life) in &mut enemies {
        life.0 -= time.delta_secs();
        if life.0 <= 0.0 {
            commands.entity(entity).despawn();
        }
    }
}

fn install_lifetime(app: &mut App) {
    app.add_systems(FixedUpdate, age_enemies);
}

Scope

  • Wave, spawner, and encounter data are yours to build as components.
  • Enemy motion routes to bevy-ai-navigation and bevy-character-movement.

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 | One mutable blob shared by every 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 | Read the official Bevy pages | 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 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

  • 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-waves 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.