Bevy genre router for FPS shooter. Keywords: Bevy, FPS shooter, genre, ECS, router.
npx skills add https://github.com/thedivergentai/Game-Design-Agentic-Skills --skill bevy-genre-shooter-fps
Genre router. Domain work lives in the Bevy skills below.
Load this for a first-person shooter route: 3D camera, view model, and combat.
Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.[dependencies]
bevy = "0.20"
Pitch stays on the camera. Yaw stays on the body so the view model inherits the turn. The shot clock is a resource. tick_shot then fire share ShotClock, so they chain. Look writes a different component and stays outside that chain.
use bevy::input::mouse::AccumulatedMouseMotion;
use bevy::window::{CursorGrabMode, CursorOptions, PrimaryWindow};
#[derive(Component)]
struct LookPitch {
radians: f32,
}
#[derive(Component)]
struct FpsBody;
#[derive(Component)]
struct ViewModel;
#[derive(Resource)]
struct ShotClock {
seconds_left: f32,
}
fn boot(mut commands: Commands) {
commands.insert_resource(ShotClock { seconds_left: 0.0 });
let body = commands
.spawn((FpsBody, Transform::from_xyz(0.0, 1.6, 0.0)))
.id();
commands.spawn((
Camera3d::default(),
LookPitch { radians: 0.0 },
Transform::default(),
ChildOf(body),
));
commands.spawn((
ViewModel,
Transform::from_xyz(0.25, -0.2, -0.45),
ChildOf(body),
));
}
fn lock_pointer(mut windows: Query<&mut CursorOptions, With<PrimaryWindow>>) {
for mut window in &mut windows {
window.visible = false;
window.grab_mode = CursorGrabMode::Locked;
}
}
fn apply_look(
motion: Res<AccumulatedMouseMotion>,
mut bodies: Query<&mut Transform, With<FpsBody>>,
mut cameras: Query<(&mut Transform, &mut LookPitch), Without<FpsBody>>,
) {
let dx = motion.delta.x;
let dy = motion.delta.y;
for mut transform in &mut bodies {
transform.rotate_y(-dx * 0.002);
}
for (mut transform, mut pitch) in &mut cameras {
pitch.radians = (pitch.radians - dy * 0.002).clamp(-1.2, 1.2);
transform.rotation = Quat::from_rotation_x(pitch.radians);
}
}
fn tick_shot(time: Res<Time>, mut clock: ResMut<ShotClock>) {
clock.seconds_left = (clock.seconds_left - time.delta_secs()).max(0.0);
}
fn fire(
keys: Res<ButtonInput<MouseButton>>,
mut clock: ResMut<ShotClock>,
) {
if clock.seconds_left > 0.0 || !keys.just_pressed(MouseButton::Left) {
return;
}
clock.seconds_left = 0.12;
}
fn install(app: &mut App) {
app.add_systems(Startup, (boot, lock_pointer))
.add_systems(Update, apply_look)
.add_systems(Update, (tick_shot, fire).chain());
}
A shot hits when a target lies inside a cone along the body's forward axis. This is data on transforms. Physics crates stay in the combat skill.
#[derive(Component)]
struct FpsBody;
#[derive(Component)]
struct Target;
#[derive(Component)]
struct Health {
points: i32,
}
fn hitscan(
bodies: Query<&GlobalTransform, With<FpsBody>>,
mut targets: Query<(&GlobalTransform, &mut Health), With<Target>>,
) {
let Some(body) = bodies.iter().next() else {
return;
};
let origin = body.translation();
let forward = body.forward().as_vec3();
for (transform, mut health) in &mut targets {
let to_target = transform.translation() - origin;
let distance = to_target.length();
if distance > 40.0 || distance < 0.05 {
continue;
}
let along = to_target.normalize().dot(forward);
if along > 0.98 {
health.points -= 20;
}
}
}
| Piece | Bevy idiom |
| --- | --- |
| Genre content | Entities plus the domain skills linked below |
| Run-wide director | A Resource |
| Loop notices | bevy-events-messaging |
CursorOptions on the primary window.LookPitch on the camera plus yaw on FpsBody. The camera and view model use ChildOf so they inherit that yaw. Pointer lock uses CursorOptions. ShotClock gates fire. The hitscan example compares transforms. bevy_camera_controller is an optional Bevy feature; this skill uses Camera3d and Transform directly.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 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.
/0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose..chain() orders them.Official pages stay on unversioned permalinks. The library pin on bevy-master stays 0.20.
latest branch.Component, systems, Query, Startup, Update, and .chain().Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.CursorOptions on the primary window.Take thedivergentai/bevy-genre-shooter-fps 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.