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Bevy Genre Puzzle Agent Skill

Bevy genre router for Puzzle. Keywords: Bevy, Puzzle, genre, ECS, router.

2.4k 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-puzzle

What comes with it

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

The instruction itself

18 sections, as written by the author

Bevy Puzzle

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

When to use

Load this for grid rules and an undo stack you own.

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. Grid tiles and the undo stack below are components plus one resource.

Examples

[dependencies]
bevy = "0.20"

Each tile stores a grid coordinate and whether it is a goal. The undo stack is a resource of prior coordinates. Read input, push history, then slide. Those systems share Tile, so they chain.

#[derive(Clone, Copy)]
struct GridPos {
    x: i32,
    y: i32,
}

#[derive(Component)]
struct Tile {
    pos: GridPos,
    goal: bool,
}

#[derive(Component)]
struct PlayerToken;

#[derive(Resource, Default)]
struct UndoStack {
    steps: Vec<GridPos>,
}

fn boot(mut commands: Commands) {
    commands.insert_resource(UndoStack { steps: Vec::new() });
    commands.spawn((
        PlayerToken,
        Tile {
            pos: GridPos { x: 0, y: 0 },
            goal: false,
        },
    ));
    commands.spawn(Tile {
        pos: GridPos { x: 2, y: 0 },
        goal: true,
    });
}

fn read_move(keys: Res<ButtonInput<KeyCode>>) -> GridPos {
    if keys.just_pressed(KeyCode::ArrowRight) {
        GridPos { x: 1, y: 0 }
    } else if keys.just_pressed(KeyCode::ArrowLeft) {
        GridPos { x: -1, y: 0 }
    } else if keys.just_pressed(KeyCode::ArrowUp) {
        GridPos { x: 0, y: 1 }
    } else if keys.just_pressed(KeyCode::ArrowDown) {
        GridPos { x: 0, y: -1 }
    } else {
        GridPos { x: 0, y: 0 }
    }
}

fn push_undo(
    keys: Res<ButtonInput<KeyCode>>,
    players: Query<&Tile, With<PlayerToken>>,
    mut undo: ResMut<UndoStack>,
) {
    if keys.just_pressed(KeyCode::KeyZ) {
        return;
    }
    let delta = read_move(keys);
    if delta.x == 0 && delta.y == 0 {
        return;
    }
    if let Some(tile) = players.iter().next() {
        undo.steps.push(tile.pos);
    }
}

fn slide_player(
    keys: Res<ButtonInput<KeyCode>>,
    mut players: Query<&mut Tile, With<PlayerToken>>,
) {
    if keys.just_pressed(KeyCode::KeyZ) {
        return;
    }
    let delta = read_move(keys);
    for mut tile in &mut players {
        tile.pos.x += delta.x;
        tile.pos.y += delta.y;
    }
}

fn undo_move(
    keys: Res<ButtonInput<KeyCode>>,
    mut undo: ResMut<UndoStack>,
    mut players: Query<&mut Tile, With<PlayerToken>>,
) {
    if !keys.just_pressed(KeyCode::KeyZ) {
        return;
    }
    let Some(prev) = undo.steps.pop() else {
        return;
    };
    for mut tile in &mut players {
        tile.pos = prev;
    }
}

fn install(app: &mut App) {
    app.add_systems(Startup, boot).add_systems(
        Update,
        (undo_move, push_undo, slide_player).chain(),
    );
}

The puzzle is solved when the player token shares a cell with a goal tile.

#[derive(Clone, Copy, PartialEq, Eq)]
struct GridPos {
    x: i32,
    y: i32,
}

#[derive(Component)]
struct Tile {
    pos: GridPos,
    goal: bool,
}

#[derive(Component)]
struct PlayerToken;

fn solved(players: Query<&Tile, With<PlayerToken>>, goals: Query<&Tile>) -> bool {
    let Some(player) = players.iter().next() else {
        return false;
    };
    goals.iter().any(|tile| tile.goal && tile.pos == player.pos)
}

push_undo and slide_player both call read_move, which reads ButtonInput twice in one frame. just_pressed stays true for the frame, so both see the same key.

Scene shape

| Piece | Bevy idiom |

| --- | --- |

| Genre content | Entities plus the domain skills linked below |

| Run-wide director | A Resource |

| Loop notices | bevy-events-messaging |

Routing

Scope

  • Tiles store GridPos. UndoStack keeps prior player coordinates. Bevy has no puzzle-grid type; the example above is the data.

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 script that owns the whole tree |

| 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 | Check the official docs first | 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 foreign-engine types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
  • 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

Official pages stay on unversioned permalinks. 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. This router does not own a second implementation.
Master

How to use it

Copy the folder

Take thedivergentai/bevy-genre-puzzle 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.