mcpbeat Sign in

Bevy Genre Idle Clicker Agent Skill

Route a Bevy 0.20 idle clicker: one Wallet resource, generator entities, click on Update, offline bank capped in hours. Keywords: Bevy, idle, clicker, Wallet, Generator, offline, chain, ECS.

2.2k 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-genre-idle-clicker

What comes with it

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

The instruction itself

17 sections, as written by the author

Bevy Idle clicker (thin router)

Genre router. Domain work lives in the Bevy skills below.

When to use

Load this for currencies that tick while the app runs.

ECS shape

  • Components hold the genre's per-entity flags as plain data. This file does not name new engine types.
  • Resources hold run-wide counters (score, wave index, seed) via bevy-data-resources.
  • Systems read those components on Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.
  • Schedule: gameplay mode changes go through bevy-state-machines. Do not invent a genre plugin.

Routing

Examples

[dependencies]
bevy = "0.20"
serde = { version = "1", features = ["derive"] }

The wallet is one resource. Generators add coins on Update from Time::delta_secs.

#[derive(Resource)]
struct Wallet {
    coins: f64,
    per_second: f64,
}

fn tick_income(time: Res<Time>, mut wallet: ResMut<Wallet>) {
    wallet.coins += wallet.per_second * f64::from(time.delta_secs());
}

fn click(
    mouse: Res<ButtonInput<MouseButton>>,
    mut wallet: ResMut<Wallet>,
) {
    if mouse.just_pressed(MouseButton::Left) {
        wallet.coins += 1.0;
    }
}

fn install_income(app: &mut App) {
    app.insert_resource(Wallet {
        coins: 0.0,
        per_second: 2.5,
    })
    .add_systems(Update, (tick_income, click).chain());
}

Each building is an entity. One system writes the wallet so the generators cannot race each other.

#[derive(Component)]
struct Generator {
    rate: f64,
    owned: u32,
}

#[derive(Resource)]
struct Wallet {
    coins: f64,
    per_second: f64,
}

fn generators_to_wallet(
    gens: Query<&Generator>,
    mut wallet: ResMut<Wallet>,
    time: Res<Time>,
) {
    let mut rate = 0.0;
    for building in &gens {
        rate += building.rate * f64::from(building.owned);
    }
    wallet.per_second = rate;
    wallet.coins += rate * f64::from(time.delta_secs());
}

tick_income and generators_to_wallet both write Wallet. Run only one of them, or .chain() them if a later system must see the sum.

Offline progress stores a unix second, then banks elapsed time the next time the resource is inserted.

use serde::{Deserialize, Serialize};
use std::time::{SystemTime, UNIX_EPOCH};

#[derive(Resource, Clone, Serialize, Deserialize)]
struct IdleClock {
    last_unix: u64,
    per_second: f64,
    banked: f64,
}

fn bank_offline(mut clock: ResMut<IdleClock>) {
    let now = SystemTime::now()
        .duration_since(UNIX_EPOCH)
        .map(|d| d.as_secs())
        .unwrap_or(clock.last_unix);
    let elapsed = now.saturating_sub(clock.last_unix).min(8 * 60 * 60);
    clock.banked += clock.per_second * elapsed as f64;
    clock.last_unix = now;
}

#[derive(Resource)]
struct Wallet {
    coins: f64,
}

fn claim(mut clock: ResMut<IdleClock>, mut wallet: ResMut<Wallet>) {
    wallet.coins += clock.banked;
    clock.banked = 0.0;
}

bank_offline and claim both mutate IdleClock, so chain them. Persistence of the struct belongs on bevy-save-load.

Scope

  • Currencies, the click, and the layout route to the skills in Routing.
  • Cap offline time in the resource (the example caps at eight hours) so a bad clock cannot mint unbounded coins.

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 field stored off the 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 | Use the examples in this skill | 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.
  • Do not let tick_income and generators_to_wallet both add Wallet.coins unless they are .chain()ed or only one is installed. WHY: unordered systems run in parallel and one income write is dropped.
  • Do not leave offline elapsed uncapped. WHY: a clock jump mints unbounded coins into the wallet resource.
  • No invented genre APIs. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
  • Do not pick a physics or net crate here. 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 latest branch.

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. This router does not own a second implementation.
Master

How to use it

Copy the folder

Take thedivergentai/bevy-genre-idle-clicker 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.