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Bevy Genre Platformer Agent Skill

Route a Bevy 0.20 platformer: coyote time and jump buffer on Mover, gravity on FixedUpdate, one-way ledges, follow camera. Keywords: Bevy, platformer, coyote, Mover, FixedUpdate, Camera2d, ECS.

2.5k 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-platformer

What comes with it

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

The instruction itself

17 sections, as written by the author

Bevy Platformer (thin router)

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

When to use

Load this to route a platformer to movement, camera, and tiles.

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"

Coyote time and the jump buffer live on the mover. Gravity and the jump write velocity in one system so they cannot race.

#[derive(Component)]
struct Mover {
    velocity: Vec2,
    grounded: bool,
    coyote: f32,
    jump_buffer: f32,
}

fn arm_jump(keys: Res<ButtonInput<KeyCode>>, mut movers: Query<&mut Mover>) {
    if !keys.just_pressed(KeyCode::Space) {
        return;
    }
    for mut mover in &mut movers {
        mover.jump_buffer = 0.15;
    }
}

fn feel(mut movers: Query<&mut Mover>, time: Res<Time<Fixed>>) {
    let dt = time.delta_secs();
    for mut mover in &mut movers {
        if mover.grounded {
            mover.coyote = 0.12;
        } else {
            mover.coyote = (mover.coyote - dt).max(0.0);
        }
        mover.jump_buffer = (mover.jump_buffer - dt).max(0.0);
        if mover.jump_buffer > 0.0 && mover.coyote > 0.0 {
            mover.velocity.y = 420.0;
            mover.coyote = 0.0;
            mover.jump_buffer = 0.0;
            mover.grounded = false;
        }
        if !mover.grounded {
            let gravity = if mover.velocity.y < 0.0 { 2200.0 } else { 1400.0 };
            mover.velocity.y -= gravity * dt;
        }
    }
}

fn install_feel(app: &mut App) {
    app.add_systems(Update, arm_jump)
        .add_systems(FixedUpdate, feel);
}

arm_jump and feel both write Mover, and they sit on different schedules. If that borrow conflicts, move arm_jump onto FixedUpdate and .chain() it before feel.

Integration reads Mover and writes Transform. Chain it after feel.

#[derive(Component)]
struct Mover {
    velocity: Vec2,
}

fn integrate(mut bodies: Query<(&Mover, &mut Transform)>, time: Res<Time<Fixed>>) {
    let dt = time.delta_secs();
    for (mover, mut tf) in &mut bodies {
        tf.translation.x += mover.velocity.x * dt;
        tf.translation.y += mover.velocity.y * dt;
    }
}

A one-way ledge is a component with a top height. The mover only snaps when it is falling.

#[derive(Component)]
struct OneWay {
    half_width: f32,
    top: f32,
}

#[derive(Component)]
struct Mover {
    velocity: Vec2,
    grounded: bool,
}

fn land(
    mut bodies: Query<(&mut Mover, &Transform)>,
    platforms: Query<(&OneWay, &Transform)>,
) {
    for (mut mover, body_tf) in &mut bodies {
        if mover.velocity.y > 0.0 {
            continue;
        }
        let feet = body_tf.translation.truncate();
        for (plat, plat_tf) in &platforms {
            let top = plat_tf.translation.y + plat.top;
            let dx = (feet.x - plat_tf.translation.x).abs();
            if dx <= plat.half_width && (feet.y - top).abs() < 6.0 {
                mover.grounded = true;
                mover.velocity.y = 0.0;
            }
        }
    }
}

The camera copies the player translation and keeps its own z.

#[derive(Component)]
struct Player;

fn follow(
    player: Query<&Transform, With<Player>>,
    mut cameras: Query<&mut Transform, (With<Camera2d>, Without<Player>)>,
) {
    let Ok(player_tf) = player.single() else {
        return;
    };
    let Ok(mut cam) = cameras.single_mut() else {
        return;
    };
    cam.translation.x = player_tf.translation.x;
    cam.translation.y = player_tf.translation.y;
}

Scope

  • Tile collision and sprite clips route to bevy-tilemap and bevy-2d-animation.
  • land and feel both write Mover. Chain them on FixedUpdate when both are installed.

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 apply gravity on Update while coyote and the jump buffer tick on FixedUpdate. WHY: frame time then changes jump height.
  • Do not write Mover from arm_jump and feel on two schedules. WHY: those systems alias the same component; put both on FixedUpdate and .chain() arm_jump before feel.
  • 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-platformer 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.