Route a Bevy 0.20 educational loop. Use when prompts and choices are components, lesson totals are one resource, and grading must run after selection in one chain. Keywords: Bevy, Educational, LessonProgress, Choice, chain, genre.
npx skills add https://github.com/thedivergentai/Game-Design-Agentic-Skills --skill bevy-genre-educational
Genre router. Domain work lives in the Bevy skills below.
Load this for prompts, answers, and progress flags.
.chain() keeps the grade after the selection.[package]
name = "educational"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
One prompt, two choices, one progress resource.
#[derive(Component)]
struct Prompt {
text: String,
}
#[derive(Component)]
struct Choice {
label: String,
correct: bool,
picked: bool,
graded: bool,
}
#[derive(Resource, Default)]
struct LessonProgress {
answered: u32,
correct: u32,
}
fn spawn_lesson(mut commands: Commands) {
commands.spawn(Prompt {
text: "Which way is north?".to_string(),
});
commands.spawn(Choice {
label: "Up".to_string(),
correct: true,
picked: false,
graded: false,
});
commands.spawn(Choice {
label: "Down".to_string(),
correct: false,
picked: false,
graded: false,
});
commands.init_resource::<LessonProgress>();
}
fn pick_first(mut choices: Query<&mut Choice>) {
for mut choice in &mut choices {
if choice.correct && !choice.graded && !choice.picked {
choice.picked = true;
break;
}
}
}
fn grade(mut progress: ResMut<LessonProgress>, mut choices: Query<&mut Choice>) {
for mut choice in &mut choices {
if choice.picked && !choice.graded {
progress.answered = progress.answered.saturating_add(1);
if choice.correct {
progress.correct = progress.correct.saturating_add(1);
}
choice.graded = true;
choice.picked = false;
}
}
}
pub struct LessonPlugin;
impl Plugin for LessonPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, spawn_lesson)
.add_systems(Update, (pick_first, grade).chain());
}
}
pick_first and grade both write Choice, so they stay chained.
A readout only reads progress.
#[derive(Resource, Default)]
struct LessonProgress {
answered: u32,
correct: u32,
}
fn show_score(progress: Res<LessonProgress>) {
let _answered = progress.answered;
let _correct = progress.correct;
}
pub struct ScorePlugin;
impl Plugin for ScorePlugin {
fn build(&self, app: &mut App) {
app.init_resource::<LessonProgress>()
.add_systems(Update, show_score);
}
}
| Need | Bevy idiom |
| --- | --- |
| Prompts and choices | Entities plus the domain skills linked below |
| Lesson totals | A Resource |
| One-shot loop notices | bevy-events-messaging |
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 | One struct that stores every entity's fields |
| 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 linked Bevy pages | 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 0.20.0. Official links stay on the unversioned learn pages.
latest branch.Component, systems, Query, Startup, Update, and .chain().Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.Take thedivergentai/bevy-genre-educational 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.