Bevy ECS skill for player input. Keywords: Bevy, ButtonInput, KeyCode, MouseButton, Gamepad.
npx skills add https://github.com/thedivergentai/Game-Design-Agentic-Skills --skill bevy-input-handling
Load this when a system should read keyboard, mouse, or gamepad state. The bevy::input module on Bevy 0.20 is the source for the names below.
InputPlugin adds input from keyboard, mouse, gamepad, and touch. It ships inside the usual app plugins. InputSystems labels the systems that refresh that data.Res<ButtonInput<KeyCode>>. KeyCode is the physical key (layout-stable). Res<ButtonInput<Key>> is the logical key. The keyboard example uses pressed, just_pressed, and just_released.mouse_button_input_system writes ButtonInput<MouseButton> from MouseButtonInput. AccumulatedMouseMotion and AccumulatedMouseScroll are resources reset every frame. MouseMotion and MouseWheel are the underlying events.Gamepad stores a connected pad's metadata (GamepadButton, GamepadAxis). Connection and axis changes arrive as GamepadConnectionEvent, GamepadAxisChangedEvent, and GamepadButtonChangedEvent. GamepadRumbleRequest is the force-feedback event.Update (or a schedule you already chain). Do not invent an input-map resource.| Godot idea | Bevy idiom |
| --- | --- |
| Action just pressed | ButtonInput::just_pressed on KeyCode or MouseButton |
| Action held | ButtonInput::pressed |
| Physical WASD vs symbol keys | KeyCode for location, Key for the character |
| Mouse look delta | AccumulatedMouseMotion (reset each frame) |
| Controller | Gamepad plus the gamepad events listed above |
Keyboard, mouse, and gamepad state live on ButtonInput and Gamepad. Named actions, a jump buffer, a radial stick deadzone, and the last active device are resources you define. Glyph art is a UI concern once that device flag is set.
[dependencies]
bevy = "0.20"
Read edges in Update. FixedUpdate can run zero or several times per frame, so a press sampled there is dropped or repeated. Store the edge on an intent component and let the fixed step consume it.
#[derive(Component, Default)]
struct MoveIntent {
axis: Vec2,
jump: bool,
}
fn read_keys(keys: Res<ButtonInput<KeyCode>>, mut intents: Query<&mut MoveIntent>) {
let mut axis = Vec2::ZERO;
if keys.pressed(KeyCode::KeyA) || keys.pressed(KeyCode::ArrowLeft) {
axis.x -= 1.0;
}
if keys.pressed(KeyCode::KeyD) || keys.pressed(KeyCode::ArrowRight) {
axis.x += 1.0;
}
if keys.pressed(KeyCode::KeyW) || keys.pressed(KeyCode::ArrowUp) {
axis.y += 1.0;
}
if keys.pressed(KeyCode::KeyS) || keys.pressed(KeyCode::ArrowDown) {
axis.y -= 1.0;
}
let jump = keys.just_pressed(KeyCode::Space);
for mut intent in &mut intents {
intent.axis = axis;
if jump {
intent.jump = true;
}
}
}
use bevy::input::mouse::AccumulatedMouseMotion;
fn look(motion: Res<AccumulatedMouseMotion>, mut cameras: Query<&mut Transform, With<LookCam>>) {
for mut tf in &mut cameras {
tf.rotate_y(-motion.delta.x * 0.002);
tf.rotate_local_x(-motion.delta.y * 0.002);
}
}
#[derive(Component)]
struct LookCam;
A radial deadzone drops stick drift, then rescales the remaining range so full deflection still reaches length 1. The jump buffer keeps a press that landed a few frames early.
#[derive(Component, Default)]
struct MoveIntent {
axis: Vec2,
jump: bool,
}
fn radial_deadzone(stick: Vec2, deadzone: f32) -> Vec2 {
let mag = stick.length();
if mag <= deadzone || mag == 0.0 {
return Vec2::ZERO;
}
let scaled = ((mag - deadzone) / (1.0 - deadzone)).clamp(0.0, 1.0);
stick / mag * scaled
}
fn read_pad(pads: Query<&Gamepad>, mut intents: Query<&mut MoveIntent>) {
let Some(pad) = pads.iter().next() else {
return;
};
let stick = Vec2::new(
pad.get(GamepadAxis::LeftStickX).unwrap_or(0.0),
pad.get(GamepadAxis::LeftStickY).unwrap_or(0.0),
);
let axis = radial_deadzone(stick, 0.15);
let jump = pad.just_pressed(GamepadButton::South);
for mut intent in &mut intents {
if axis.length_squared() > 0.0 {
intent.axis = axis;
}
if jump {
intent.jump = true;
}
}
}
#[derive(Resource)]
struct JumpBuffer {
remaining: f32,
window: f32,
}
fn arm_jump_buffer(time: Res<Time>, mut intents: Query<&mut MoveIntent>, mut buffer: ResMut<JumpBuffer>) {
let dt = time.delta_secs();
buffer.remaining = (buffer.remaining - dt).max(0.0);
for mut intent in &mut intents {
if intent.jump {
buffer.remaining = buffer.window;
intent.jump = false;
}
}
}
#[derive(Clone, Copy, PartialEq, Eq, Default)]
enum DeviceKind {
#[default]
Keyboard,
Gamepad,
}
#[derive(Resource, Default)]
struct LastDevice(DeviceKind);
fn track_device(
keys: Res<ButtonInput<KeyCode>>,
mouse: Res<ButtonInput<MouseButton>>,
pads: Query<&Gamepad>,
mut last: ResMut<LastDevice>,
) {
if keys.get_pressed().next().is_some() || mouse.get_pressed().next().is_some() {
last.0 = DeviceKind::Keyboard;
}
for pad in &pads {
if pad.get_pressed().next().is_some() {
last.0 = DeviceKind::Gamepad;
}
}
}
pub struct InputHandlingPlugin;
impl Plugin for InputHandlingPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(JumpBuffer {
remaining: 0.0,
window: 0.12,
})
.init_resource::<LastDevice>()
.add_systems(Update, (read_pad, track_device, arm_jump_buffer).chain());
}
}
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.pressed, just_pressed, just_released are the button methods cited). WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.The library pin on bevy-master stays 0.20.0.
bevy crate - API index for this skill's types.bevy::input - ButtonInput, InputPlugin, and the device modules.ButtonInput - pressed, just_pressed, just_released, KeyCode, and Key.bevy::input::mouse - MouseButton, motion, and scroll resources.bevy::input::gamepad - Gamepad and connection events.latest branch.Query.ButtonInput<KeyCode> to pause and mute.Take thedivergentai/bevy-input-handling 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.