Thin Bevy genre router for Sports. Keywords: Bevy, Sports, genre, ECS, router.
npx skills add https://github.com/thedivergentai/Game-Design-Agentic-Skills --skill bevy-genre-sports
Genre router. Domain work lives in the Bevy skills below.
Load this for match clock, teams, and ball entities you define.
Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.Match clock, score, possession, and formation targets are components and one resource. A rigid-body ball solver stays on the physics skill once one is chosen.
[package]
name = "sports"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
The clock and score are one resource. Period changes after the clock step in the same chain.
#[derive(Clone, Copy, PartialEq, Eq)]
enum Period {
Kickoff,
Playing,
Goal,
FullTime,
}
#[derive(Resource)]
struct Match {
period: Period,
seconds_left: f32,
score_a: u32,
score_b: u32,
}
fn tick_match(time: Res<Time<Fixed>>, mut game: ResMut<Match>) {
if game.period != Period::Playing {
return;
}
game.seconds_left = (game.seconds_left - time.delta_secs()).max(0.0);
if game.seconds_left == 0.0 {
game.period = Period::FullTime;
}
}
fn score_goal(team_a: bool, game: &mut Match) {
if team_a {
game.score_a += 1;
} else {
game.score_b += 1;
}
game.period = Period::Goal;
}
pub struct MatchPlugin;
impl Plugin for MatchPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(Match {
period: Period::Kickoff,
seconds_left: 300.0,
score_a: 0,
score_b: 0,
})
.add_systems(FixedUpdate, tick_match);
}
}
Athletes seek a slot. Only the presser chases the ball; the rest hold formation so the side does not bunch.
#[derive(Component)]
struct Athlete {
speed: f32,
presses: bool,
}
#[derive(Component)]
struct Slot {
offset: Vec3,
}
#[derive(Component)]
struct Ball;
fn hold_formation(
time: Res<Time<Fixed>>,
ball: Query<&Transform, With<Ball>>,
slots: Query<&Slot>,
mut athletes: Query<(&Athlete, &mut Transform), Without<Ball>>,
) {
let Ok(ball_tf) = ball.single() else {
return;
};
let dt = time.delta_secs();
for (athlete, mut transform) in &mut athletes {
let mut target = ball_tf.translation;
if !athlete.presses {
if let Some(slot) = slots.iter().next() {
target += slot.offset;
}
}
let delta = target - transform.translation;
let step = athlete.speed * dt;
if delta.length() > step {
transform.translation += delta.normalize() * step;
} else {
transform.translation = target;
}
}
}
The action key passes when the controlled athlete has the ball, and takes the ball when that athlete is close.
#[derive(Component)]
struct Controlled;
#[derive(Component)]
struct HasBall;
#[derive(Component)]
struct Athlete {
speed: f32,
presses: bool,
}
#[derive(Component)]
struct Ball;
fn contextual_action(
keys: Res<ButtonInput<KeyCode>>,
ball: Query<&Transform, With<Ball>>,
mut athletes: Query<(Entity, &Transform, Has<HasBall>, Has<Controlled>), With<Athlete>>,
mut commands: Commands,
) {
if !keys.just_pressed(KeyCode::KeyJ) {
return;
}
let Ok(ball_tf) = ball.single() else {
return;
};
for (entity, transform, has_ball, controlled) in &mut athletes {
if !controlled {
continue;
}
if has_ball {
commands.entity(entity).remove::<HasBall>();
} else if transform.translation.distance(ball_tf.translation) < 1.5 {
commands.entity(entity).insert(HasBall);
}
}
}
Kickoff places two athletes, one slot, and the ball.
#[derive(Component)]
struct Athlete {
speed: f32,
presses: bool,
}
#[derive(Component)]
struct Controlled;
#[derive(Component)]
struct Slot {
offset: Vec3,
}
#[derive(Component)]
struct Ball;
fn spawn_kickoff(mut commands: Commands) {
commands.spawn((
Athlete {
speed: 6.0,
presses: true,
},
Controlled,
Transform::from_xyz(-2.0, 0.0, 0.0),
));
commands.spawn((
Athlete {
speed: 5.0,
presses: false,
},
Transform::from_xyz(-8.0, 0.0, 2.0),
));
commands.spawn((
Slot {
offset: Vec3::new(-6.0, 0.0, 4.0),
},
Transform::default(),
));
commands.spawn((Ball, Transform::from_xyz(0.0, 0.4, 0.0)));
}
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 | A Godot node script |
| 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.The library pin on bevy-master stays 0.20.0. Official pages stay on the unversioned latest branch.
latest branch.Component, systems, Query, Startup, Update, and .chain().Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.Take thedivergentai/bevy-genre-sports 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.