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Bevy Genre Rhythm Agent Skill

Bevy 0.20 rhythm router: chart notes, a song clock, and hit windows as ECS data. Use when routing a rhythm game. Keywords: Bevy, Rhythm, chart, hit window, ECS, router.

2.1k 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-rhythm

What comes with it

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

The instruction itself

16 sections, as written by the author

Bevy Rhythm (thin router)

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

When to use

Load this for chart time and hit windows aligned to audio.

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. This file registers only the chart clock and the hit judge.

Routing

Scope

Chart notes, the song clock, and hit windows live here. Playback, input devices, and score presentation stay in the skills linked above.

| Call | Owner here | Leave to the linked skill |

| --- | --- | --- |

| Song time advances | ChartClock from Time::delta_secs | Playback in bevy-audio-systems |

| Lane press inside the tight window | ChartNote.grade = 2 | Device mapping in bevy-input-handling |

| Lane press inside only the wide window | ChartNote.grade = 1 | Score presentation in bevy-game-loop-time-trial |

[dependencies]
bevy = "0.20"
#[derive(Component)]
struct ChartNote {
    hit_at: f32,
    lane: u8,
    judged: bool,
}

#[derive(Resource)]
struct HitWindow {
    perfect: f32,
    good: f32,
}

#[derive(Resource, Default)]
struct ChartClock(f32);

fn advance_chart(time: Res<Time>, mut clock: ResMut<ChartClock>) {
    clock.0 += time.delta_secs();
}

pub struct ClockPlugin;

impl Plugin for ClockPlugin {
    fn build(&self, app: &mut App) {
        app.init_resource::<ChartClock>()
            .add_systems(Update, advance_chart);
    }
}
#[derive(Component)]
struct ChartNote {
    hit_at: f32,
    lane: u8,
    judged: bool,
    grade: u8,
}

#[derive(Resource)]
struct HitWindow {
    perfect: f32,
    good: f32,
}

#[derive(Resource, Default)]
struct ChartClock(f32);

fn judge(
    keys: Res<ButtonInput<KeyCode>>,
    clock: Res<ChartClock>,
    window: Res<HitWindow>,
    mut notes: Query<&mut ChartNote>,
) {
    if !keys.just_pressed(KeyCode::KeyF) {
        return;
    }
    for mut note in &mut notes {
        if note.judged || note.lane != 0 {
            continue;
        }
        let delta = (clock.0 - note.hit_at).abs();
        if delta <= window.perfect {
            note.judged = true;
            note.grade = 2;
        } else if delta <= window.good {
            note.judged = true;
            note.grade = 1;
        }
    }
}

pub struct JudgePlugin;

impl Plugin for JudgePlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource(HitWindow {
            perfect: 0.04,
            good: 0.09,
        })
        .add_systems(Update, judge);
    }
}
#[derive(Component)]
struct ChartNote {
    hit_at: f32,
    lane: u8,
    judged: bool,
    grade: u8,
}

fn spawn_chart(mut commands: Commands) {
    for (index, lane) in [0u8, 1, 0, 2].into_iter().enumerate() {
        commands.spawn(ChartNote {
            hit_at: 1.0 + index as f32 * 0.5,
            lane,
            judged: false,
            grade: 0,
        });
    }
}

pub struct ChartPlugin;

impl Plugin for ChartPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(Startup, spawn_chart);
    }
}

fn main() {
    App::new()
        .add_plugins(MinimalPlugins)
        .add_plugins(ChartPlugin)
        .run();
}

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 |

| Behavior a linked domain skill already owns | Keep this router to components and resources | A second implementation in this file |

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 treat every press inside the wide window as perfect. WHY: the tight window writes grade 2 and the wide window writes grade 1.
  • 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 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. This router does not own a second implementation.
Master

How to use it

Copy the folder

Take thedivergentai/bevy-genre-rhythm 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.