Bevy ECS skill for a Bevy downed and revival loop. Keywords: Bevy, revival, downed, respawn, ECS.
npx skills add https://github.com/thedivergentai/Game-Design-Agentic-Skills --skill bevy-mechanic-revival
Load this when an actor is downed, can be revived, or respawns.
Update or the fixed timestep. Use .chain() when damage must land before death.Downed time, revive progress, and the last checkpoint are components. Overlap is a distance test here; a physics solver can replace that test later.
[package]
name = "revival"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
Health hits zero, the actor is downed, and an ally within range fills the revive bar. A full bar clears the downed flag and restores health.
#[derive(Component)]
struct Health {
current: f32,
max: f32,
}
#[derive(Component)]
struct Downed {
elapsed: f32,
}
#[derive(Component)]
struct Reviving {
progress: f32,
needed: f32,
}
#[derive(Component)]
struct Ally;
fn apply_down(
mut commands: Commands,
mut actors: Query<(Entity, &Health), Without<Downed>>,
) {
for (entity, health) in &mut actors {
if health.current <= 0.0 {
commands.entity(entity).insert(Downed { elapsed: 0.0 });
}
}
}
fn tick_revive(
time: Res<Time<Fixed>>,
allies: Query<&Transform, With<Ally>>,
mut downed: Query<(Entity, &Transform, &mut Health, &mut Downed, Option<&mut Reviving>)>,
mut commands: Commands,
) {
let dt = time.delta_secs();
for (entity, transform, mut health, mut downed, reviving) in &mut downed {
downed.elapsed += dt;
let near = allies.iter().any(|ally| {
ally.translation.distance(transform.translation) < 2.0
});
if !near {
commands.entity(entity).remove::<Reviving>();
continue;
}
let progress = reviving.map(|mut rev| {
rev.progress += dt;
rev.progress
});
if let Some(progress) = progress {
if progress >= 2.0 {
health.current = health.max;
commands.entity(entity).remove::<Downed>().remove::<Reviving>();
}
} else {
commands.entity(entity).insert(Reviving {
progress: 0.0,
needed: 2.0,
});
}
}
}
The checkpoint resource stores the respawn pose. Death after the bleed-out moves the actor there and refills health.
#[derive(Resource)]
struct Checkpoint {
translation: Vec3,
}
#[derive(Component)]
struct Health {
current: f32,
max: f32,
}
#[derive(Component)]
struct Downed {
elapsed: f32,
}
fn move_to_checkpoint(
mut query: Query<(Entity, &mut Transform, &mut Health, &Downed)>,
checkpoint: Res<Checkpoint>,
mut commands: Commands,
) {
for (entity, mut transform, mut health, downed) in &mut query {
if downed.elapsed < 8.0 {
continue;
}
transform.translation = checkpoint.translation;
health.current = health.max;
commands.entity(entity).remove::<Downed>();
}
}
pub struct RevivalPlugin;
impl Plugin for RevivalPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(Checkpoint {
translation: Vec3::ZERO,
})
.add_systems(FixedUpdate, move_to_checkpoint);
}
}
Touching a marker overwrites the checkpoint.
#[derive(Component)]
struct CheckpointMarker;
#[derive(Component)]
struct Player;
#[derive(Resource)]
struct Checkpoint {
translation: Vec3,
}
fn capture_checkpoint(
players: Query<&Transform, With<Player>>,
markers: Query<&Transform, With<CheckpointMarker>>,
mut checkpoint: ResMut<Checkpoint>,
) {
let Ok(player) = players.single() else {
return;
};
for marker in &markers {
if player.translation.distance(marker.translation) < 1.2 {
checkpoint.translation = marker.translation;
}
}
}
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-mechanic-revival 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.